Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
This commit is contained in:
parent
7b9f0f8d17
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3e991237ed
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@ -8,6 +8,7 @@ main/render.c: Skip rendering of OBJ_NONE objects to avoid a failed Assert (can
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main/newdemo.c: Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editor
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main/newdemo.c: Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt level
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editor/group.c, editor/kgame.c, editor/khelp.c, editor/kmine.c, editor/macro.c, editor/med.c, editor/medwall.c, editor/mine.c, include/ui.h, ui/file.c, ui/keypad.c, ui/menubar.c, ui/message.c: Rename MessageBox to ui_messagebox to avoid a conflict with Windows' MessageBox
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main/newdemo.c, main/object.c, main/object.h: Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
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20120416
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--------
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@ -3394,6 +3394,9 @@ void newdemo_stop_playback()
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nd_playback_v_dead = nd_playback_v_rear = 0;
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Newdemo_game_mode = Game_mode = GM_GAME_OVER;
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// Required for the editor
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obj_relink_all();
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if (Game_wind)
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window_close(Game_wind); // Exit game loop
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}
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@ -1584,6 +1584,28 @@ void obj_relink(int objnum,int newsegnum)
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obj_link(objnum,newsegnum);
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}
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// for getting out of messed up linking situations (i.e. caused by demo playback)
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void obj_relink_all(void)
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{
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int segnum;
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int objnum;
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object *obj;
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for (segnum=0; segnum <= Highest_segment_index; segnum++)
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Segments[segnum].objects = -1;
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for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++)
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if (obj->type != OBJ_NONE)
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{
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segnum = obj->segnum;
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obj->next = obj->prev = obj->segnum = -1;
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if (segnum > Highest_segment_index)
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segnum = 0;
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obj_link(objnum, segnum);
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}
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}
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//process a continuously-spinning object
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void spin_object(object *obj)
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{
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548
main/object.h
548
main/object.h
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@ -1,3 +1,4 @@
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/* $Id: object.h,v 1.1.1.1 2006/03/17 19:56:44 zicodxx Exp $ */
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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@ -7,13 +8,14 @@ IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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*
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* object system definitions
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*
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*
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*/
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#ifndef _OBJECT_H
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@ -28,111 +30,113 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "piggy.h"
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/*
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* CONSTANTS
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* CONSTANTS
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*/
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#define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
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#define MAX_OBJECTS 350 // increased on 01/24/95 for multiplayer. --MK; total number of objects in world
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#define MAX_USED_OBJECTS (MAX_OBJECTS-20)
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//Object types
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#define OBJ_NONE 255 //unused object
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#define OBJ_WALL 0 //A wall... not really an object, but used for collisions
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#define OBJ_FIREBALL 1 //a fireball, part of an explosion
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#define OBJ_ROBOT 2 //an evil enemy
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#define OBJ_HOSTAGE 3 //a hostage you need to rescue
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#define OBJ_PLAYER 4 //the player on the console
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#define OBJ_WEAPON 5 //a laser, missile, etc
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#define OBJ_CAMERA 6 //a camera to slew around with
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#define OBJ_POWERUP 7 //a powerup you can pick up
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#define OBJ_DEBRIS 8 //a piece of robot
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#define OBJ_CNTRLCEN 9 //the control center
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#define OBJ_FLARE 10 //a flare
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#define OBJ_CLUTTER 11 //misc objects
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#define OBJ_GHOST 12 //what the player turns into when dead
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#define OBJ_LIGHT 13 //a light source, & not much else
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#define OBJ_COOP 14 //a cooperative player object.
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// WARNING!! If you add a type here, add its name to Object_type_names in object.c
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// Object types
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#define OBJ_NONE 255 // unused object
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#define OBJ_WALL 0 // A wall... not really an object, but used for collisions
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#define OBJ_FIREBALL 1 // a fireball, part of an explosion
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#define OBJ_ROBOT 2 // an evil enemy
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#define OBJ_HOSTAGE 3 // a hostage you need to rescue
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#define OBJ_PLAYER 4 // the player on the console
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#define OBJ_WEAPON 5 // a laser, missile, etc
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#define OBJ_CAMERA 6 // a camera to slew around with
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#define OBJ_POWERUP 7 // a powerup you can pick up
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#define OBJ_DEBRIS 8 // a piece of robot
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#define OBJ_CNTRLCEN 9 // the control center
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#define OBJ_FLARE 10 // a flare
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#define OBJ_CLUTTER 11 // misc objects
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#define OBJ_GHOST 12 // what the player turns into when dead
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#define OBJ_LIGHT 13 // a light source, & not much else
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#define OBJ_COOP 14 // a cooperative player object.
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// WARNING!! If you add a type here, add its name to Object_type_names
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// in object.c
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#define MAX_OBJECT_TYPES 15
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//Result types
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#define RESULT_NOTHING 0 //Ignore this collision
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#define RESULT_CHECK 1 //Check for this collision
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// Result types
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#define RESULT_NOTHING 0 // Ignore this collision
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#define RESULT_CHECK 1 // Check for this collision
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//Control types - what tells this object what do do
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#define CT_NONE 0 //doesn't move (or change movement)
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#define CT_AI 1 //driven by AI
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#define CT_EXPLOSION 2 //explosion sequencer
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#define CT_FLYING 4 //the player is flying
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#define CT_SLEW 5 //slewing
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#define CT_FLYTHROUGH 6 //the flythrough system
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#define CT_WEAPON 9 //laser, etc.
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#define CT_REPAIRCEN 10 //under the control of the repair center
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#define CT_MORPH 11 //this object is being morphed
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#define CT_DEBRIS 12 //this is a piece of debris
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#define CT_POWERUP 13 //animating powerup blob
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#define CT_LIGHT 14 //doesn't actually do anything
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#define CT_REMOTE 15 //controlled by another net player
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#define CT_CNTRLCEN 16 //the control center/main reactor
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// Control types - what tells this object what do do
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#define CT_NONE 0 // doesn't move (or change movement)
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#define CT_AI 1 // driven by AI
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#define CT_EXPLOSION 2 // explosion sequencer
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#define CT_FLYING 4 // the player is flying
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#define CT_SLEW 5 // slewing
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#define CT_FLYTHROUGH 6 // the flythrough system
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#define CT_WEAPON 9 // laser, etc.
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#define CT_REPAIRCEN 10 // under the control of the repair center
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#define CT_MORPH 11 // this object is being morphed
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#define CT_DEBRIS 12 // this is a piece of debris
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#define CT_POWERUP 13 // animating powerup blob
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#define CT_LIGHT 14 // doesn't actually do anything
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#define CT_REMOTE 15 // controlled by another net player
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#define CT_CNTRLCEN 16 // the control center/main reactor
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//Movement types
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#define MT_NONE 0 //doesn't move
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#define MT_PHYSICS 1 //moves by physics
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#define MT_SPINNING 3 //this object doesn't move, just sits and spins
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// Movement types
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#define MT_NONE 0 // doesn't move
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#define MT_PHYSICS 1 // moves by physics
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#define MT_SPINNING 3 // this object doesn't move, just sits and spins
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//Render types
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#define RT_NONE 0 //does not render
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#define RT_POLYOBJ 1 //a polygon model
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#define RT_FIREBALL 2 //a fireball
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#define RT_LASER 3 //a laser
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#define RT_HOSTAGE 4 //a hostage
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#define RT_POWERUP 5 //a powerup
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#define RT_MORPH 6 //a robot being morphed
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#define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
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// Render types
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#define RT_NONE 0 // does not render
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#define RT_POLYOBJ 1 // a polygon model
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#define RT_FIREBALL 2 // a fireball
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#define RT_LASER 3 // a laser
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#define RT_HOSTAGE 4 // a hostage
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#define RT_POWERUP 5 // a powerup
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#define RT_MORPH 6 // a robot being morphed
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#define RT_WEAPON_VCLIP 7 // a weapon that renders as a vclip
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//misc object flags
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#define OF_EXPLODING 1 //this object is exploding
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#define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
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#define OF_DESTROYED 4 //this has been killed, and is showing the dead version
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#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!
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#define OF_ATTACHED 16 //this object is a fireball attached to another object
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#define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
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// misc object flags
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#define OF_EXPLODING 1 // this object is exploding
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#define OF_SHOULD_BE_DEAD 2 // this object should be dead, so next time we can, we should delete this object.
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#define OF_DESTROYED 4 // this has been killed, and is showing the dead version
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#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!
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#define OF_ATTACHED 16 // this object is a fireball attached to another object
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#define OF_HARMLESS 32 // this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
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//Different Weapon ID types...
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#define WEAPON_ID_LASER 0
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#define WEAPON_ID_MISSLE 1
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#define WEAPON_ID_CANNONBALL 2
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// Different Weapon ID types...
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#define WEAPON_ID_LASER 0
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#define WEAPON_ID_MISSLE 1
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#define WEAPON_ID_CANNONBALL 2
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//Object Initial shields...
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// Object Initial shields...
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#define OBJECT_INITIAL_SHIELDS F1_0/2
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//physics flags
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#define PF_TURNROLL 0x01 // roll when turning
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#define PF_LEVELLING 0x02 // level object with closest side
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#define PF_BOUNCE 0x04 // bounce (not slide) when hit will
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#define PF_WIGGLE 0x08 // wiggle while flying
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#define PF_STICK 0x10 // object sticks (stops moving) when hits wall
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#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
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#define PF_USES_THRUST 0x40 // this object uses its thrust
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// physics flags
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#define PF_TURNROLL 0x01 // roll when turning
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#define PF_LEVELLING 0x02 // level object with closest side
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#define PF_BOUNCE 0x04 // bounce (not slide) when hit will
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#define PF_WIGGLE 0x08 // wiggle while flying
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#define PF_STICK 0x10 // object sticks (stops moving) when hits wall
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#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
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#define PF_USES_THRUST 0x40 // this object uses its thrust
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#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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extern char Object_type_names[MAX_OBJECT_TYPES][9];
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extern char Object_type_names[MAX_OBJECT_TYPES][9];
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// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
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#define MAX_RENDERED_OBJECTS 50
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// List of objects rendered last frame in order. Created at render
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// time, used by homing missiles in laser.c
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#define MAX_RENDERED_OBJECTS 50
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extern short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS];
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extern int Num_rendered_objects;
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/*
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* STRUCTURES
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* STRUCTURES
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*/
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// A compressed form for sending crucial data
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// A compressed form for sending crucial data
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typedef struct shortpos {
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sbyte bytemat[9];
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short xo,yo,zo;
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short segment;
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short velx, vely, velz;
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sbyte bytemat[9];
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short xo,yo,zo;
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short segment;
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short velx, vely, velz;
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} __pack__ shortpos;
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} __pack__ shorterpos;
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//end addition -MM
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// This is specific to the shortpos extraction routines in gameseg.c.
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#define RELPOS_PRECISION 10
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#define MATRIX_PRECISION 9
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#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
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// This is specific to the shortpos extraction routines in gameseg.c.
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#define RELPOS_PRECISION 10
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#define MATRIX_PRECISION 9
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#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
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//information for physics sim for an object
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// information for physics sim for an object
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typedef struct physics_info {
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vms_vector velocity; //velocity vector of this object
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vms_vector thrust; //constant force applied to this object
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fix mass; //the mass of this object
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fix drag; //how fast this slows down
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fix brakes; //how much brakes applied
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vms_vector rotvel; //rotational velecity (angles)
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vms_vector rotthrust; //rotational acceleration
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fixang turnroll; //rotation caused by turn banking
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ushort flags; //misc physics flags
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vms_vector velocity; // velocity vector of this object
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vms_vector thrust; // constant force applied to this object
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fix mass; // the mass of this object
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fix drag; // how fast this slows down
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fix brakes; // how much brakes applied
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vms_vector rotvel; // rotational velecity (angles)
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vms_vector rotthrust; // rotational acceleration
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fixang turnroll; // rotation caused by turn banking
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ushort flags; // misc physics flags
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} __pack__ physics_info;
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//stuctures for different kinds of simulation
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// stuctures for different kinds of simulation
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typedef struct laser_info {
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short parent_type; // The type of the parent of this object
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extern ubyte hitobj_list[MAX_OBJECTS][MAX_OBJECTS];
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typedef struct explosion_info {
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fix spawn_time; // when lifeleft is < this, spawn another
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fix delete_time; // when to delete object
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short delete_objnum; // and what object to delete
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short attach_parent; // explosion is attached to this object
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short prev_attach; // previous explosion in attach list
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short next_attach; // next explosion in attach list
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fix spawn_time; // when lifeleft is < this, spawn another
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fix delete_time; // when to delete object
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short delete_objnum; // and what object to delete
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short attach_parent; // explosion is attached to this object
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short prev_attach; // previous explosion in attach list
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short next_attach; // next explosion in attach list
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} __pack__ explosion_info;
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typedef struct light_info {
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fix intensity; //how bright the light is
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fix intensity; // how bright the light is
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} __pack__ light_info;
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typedef struct powerup_info {
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int count; //how many/much we pick up (vulcan cannon only?)
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int count; // how many/much we pick up (vulcan cannon only?)
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} __pack__ powerup_info;
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typedef struct vclip_info {
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int vclip_num;
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fix frametime;
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sbyte framenum;
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int vclip_num;
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fix frametime;
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sbyte framenum;
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} __pack__ vclip_info;
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//structures for different kinds of rendering
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// structures for different kinds of rendering
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typedef struct polyobj_info {
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int model_num; //which polygon model
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vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
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int subobj_flags; //specify which subobjs to draw
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int tmap_override; //if this is not -1, map all face to this
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int alt_textures; //if not -1, use these textures instead
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int model_num; // which polygon model
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vms_angvec anim_angles[MAX_SUBMODELS]; // angles for each subobject
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int subobj_flags; // specify which subobjs to draw
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int tmap_override; // if this is not -1, map all face to this
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int alt_textures; // if not -1, use these textures instead
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} __pack__ polyobj_info;
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typedef struct object {
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int signature; // Every object ever has a unique signature...
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ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
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ubyte id; // which form of object...which powerup, robot, etc.
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int signature; // Every object ever has a unique signature...
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ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
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ubyte id; // which form of object...which powerup, robot, etc.
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#ifdef WORDS_NEED_ALIGNMENT
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short pad;
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short pad;
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#endif
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short next,prev; // id of next and previous connected object in Objects, -1 = no connection
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ubyte control_type; // how this object is controlled
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ubyte movement_type; // how this object moves
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ubyte render_type; // how this object renders
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ubyte flags; // misc flags
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short segnum; // segment number containing object
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short attached_obj; // number of attached fireball object
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vms_vector pos; // absolute x,y,z coordinate of center of object
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vms_matrix orient; // orientation of object in world
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fix size; // 3d size of object - for collision detection
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fix shields; // Starts at maximum, when <0, object dies..
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vms_vector last_pos; // where object was last frame
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sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
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sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
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sbyte contains_count;// number of objects of type:id this object contains
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sbyte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
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fix lifeleft; // how long until goes away, or 7fff if immortal
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||||
short next,prev; // id of next and previous connected object in Objects, -1 = no connection
|
||||
ubyte control_type; // how this object is controlled
|
||||
ubyte movement_type; // how this object moves
|
||||
ubyte render_type; // how this object renders
|
||||
ubyte flags; // misc flags
|
||||
short segnum; // segment number containing object
|
||||
short attached_obj; // number of attached fireball object
|
||||
vms_vector pos; // absolute x,y,z coordinate of center of object
|
||||
vms_matrix orient; // orientation of object in world
|
||||
fix size; // 3d size of object - for collision detection
|
||||
fix shields; // Starts at maximum, when <0, object dies..
|
||||
vms_vector last_pos; // where object was last frame
|
||||
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
|
||||
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
|
||||
sbyte contains_count; // number of objects of type:id this object contains
|
||||
sbyte matcen_creator; // Materialization center that created this object, high bit set if matcen-created
|
||||
fix lifeleft; // how long until goes away, or 7fff if immortal
|
||||
// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
|
||||
|
||||
//movement info, determined by MOVEMENT_TYPE
|
||||
// movement info, determined by MOVEMENT_TYPE
|
||||
union {
|
||||
physics_info phys_info; //a physics object
|
||||
vms_vector spin_rate; //for spinning objects
|
||||
physics_info phys_info; // a physics object
|
||||
vms_vector spin_rate; // for spinning objects
|
||||
} __pack__ mtype;
|
||||
|
||||
//control info, determined by CONTROL_TYPE
|
||||
union {
|
||||
laser_info laser_info;
|
||||
explosion_info expl_info; //NOTE: debris uses this also
|
||||
ai_static ai_info;
|
||||
light_info light_info; //why put this here? Didn't know what else to do with it.
|
||||
powerup_info powerup_info;
|
||||
} __pack__ ctype;
|
||||
|
||||
//render info, determined by RENDER_TYPE
|
||||
// control info, determined by CONTROL_TYPE
|
||||
union {
|
||||
polyobj_info pobj_info; //polygon model
|
||||
vclip_info vclip_info; //vclip
|
||||
} __pack__ rtype;
|
||||
laser_info laser_info;
|
||||
explosion_info expl_info; // NOTE: debris uses this also
|
||||
ai_static ai_info;
|
||||
light_info light_info; // why put this here? Didn't know what else to do with it.
|
||||
powerup_info powerup_info;
|
||||
} __pack__ ctype ;
|
||||
|
||||
// render info, determined by RENDER_TYPE
|
||||
union {
|
||||
polyobj_info pobj_info; // polygon model
|
||||
vclip_info vclip_info; // vclip
|
||||
} __pack__ rtype ;
|
||||
|
||||
#ifdef WORDS_NEED_ALIGNMENT
|
||||
short pad2;
|
||||
short pad2;
|
||||
#endif
|
||||
} __pack__ object;
|
||||
|
||||
// Same as above but structure Savegames/Multiplayer objects expect
|
||||
typedef struct object_rw {
|
||||
int signature; // Every object ever has a unique signature...
|
||||
ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
|
||||
ubyte id; // which form of object...which powerup, robot, etc.
|
||||
int signature; // Every object ever has a unique signature...
|
||||
ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
|
||||
ubyte id; // which form of object...which powerup, robot, etc.
|
||||
#ifdef WORDS_NEED_ALIGNMENT
|
||||
short pad;
|
||||
short pad;
|
||||
#endif
|
||||
short next,prev; // id of next and previous connected object in Objects, -1 = no connection
|
||||
ubyte control_type; // how this object is controlled
|
||||
ubyte movement_type; // how this object moves
|
||||
ubyte render_type; // how this object renders
|
||||
ubyte flags; // misc flags
|
||||
short segnum; // segment number containing object
|
||||
short attached_obj; // number of attached fireball object
|
||||
vms_vector pos; // absolute x,y,z coordinate of center of object
|
||||
vms_matrix orient; // orientation of object in world
|
||||
fix size; // 3d size of object - for collision detection
|
||||
fix shields; // Starts at maximum, when <0, object dies..
|
||||
vms_vector last_pos; // where object was last frame
|
||||
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
|
||||
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
|
||||
sbyte contains_count;// number of objects of type:id this object contains
|
||||
sbyte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
|
||||
fix lifeleft; // how long until goes away, or 7fff if immortal
|
||||
|
||||
short next,prev; // id of next and previous connected object in Objects, -1 = no connection
|
||||
ubyte control_type; // how this object is controlled
|
||||
ubyte movement_type; // how this object moves
|
||||
ubyte render_type; // how this object renders
|
||||
ubyte flags; // misc flags
|
||||
short segnum; // segment number containing object
|
||||
short attached_obj; // number of attached fireball object
|
||||
vms_vector pos; // absolute x,y,z coordinate of center of object
|
||||
vms_matrix orient; // orientation of object in world
|
||||
fix size; // 3d size of object - for collision detection
|
||||
fix shields; // Starts at maximum, when <0, object dies..
|
||||
vms_vector last_pos; // where object was last frame
|
||||
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
|
||||
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
|
||||
sbyte contains_count; // number of objects of type:id this object contains
|
||||
sbyte matcen_creator; // Materialization center that created this object, high bit set if matcen-created
|
||||
fix lifeleft; // how long until goes away, or 7fff if immortal
|
||||
// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
|
||||
|
||||
//movement info, determined by MOVEMENT_TYPE
|
||||
// movement info, determined by MOVEMENT_TYPE
|
||||
union {
|
||||
physics_info phys_info; //a physics object
|
||||
vms_vector spin_rate; //for spinning objects
|
||||
} __pack__ mtype;
|
||||
physics_info phys_info; // a physics object
|
||||
vms_vector spin_rate; // for spinning objects
|
||||
} __pack__ mtype ;
|
||||
|
||||
//control info, determined by CONTROL_TYPE
|
||||
union {
|
||||
laser_info_rw laser_info;
|
||||
explosion_info expl_info; //NOTE: debris uses this also
|
||||
ai_static ai_info;
|
||||
light_info light_info; //why put this here? Didn't know what else to do with it.
|
||||
powerup_info powerup_info;
|
||||
} __pack__ ctype;
|
||||
|
||||
//render info, determined by RENDER_TYPE
|
||||
// control info, determined by CONTROL_TYPE
|
||||
union {
|
||||
polyobj_info pobj_info; //polygon model
|
||||
vclip_info vclip_info; //vclip
|
||||
laser_info_rw laser_info;
|
||||
explosion_info expl_info; // NOTE: debris uses this also
|
||||
ai_static ai_info;
|
||||
light_info light_info; // why put this here? Didn't know what else to do with it.
|
||||
powerup_info powerup_info;
|
||||
} __pack__ ctype ;
|
||||
|
||||
// render info, determined by RENDER_TYPE
|
||||
union {
|
||||
polyobj_info pobj_info; // polygon model
|
||||
vclip_info vclip_info; // vclip
|
||||
} __pack__ rtype;
|
||||
|
||||
#ifdef WORDS_NEED_ALIGNMENT
|
||||
short pad2;
|
||||
short pad2;
|
||||
#endif
|
||||
} __pack__ object_rw;
|
||||
|
||||
typedef struct obj_position {
|
||||
vms_vector pos; // absolute x,y,z coordinate of center of object
|
||||
vms_matrix orient; // orientation of object in world
|
||||
short segnum; // segment number containing object
|
||||
} obj_position;
|
||||
vms_vector pos; // absolute x,y,z coordinate of center of object
|
||||
vms_matrix orient; // orientation of object in world
|
||||
short segnum; // segment number containing object
|
||||
} obj_position;
|
||||
|
||||
/*
|
||||
* VARIABLES
|
||||
* VARIABLES
|
||||
*/
|
||||
|
||||
extern int Object_next_signature; // The next signature for the next newly created object
|
||||
extern int Object_next_signature; // The next signature for the next newly created object
|
||||
|
||||
extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
|
||||
// ie CollisionResult[a][b]== what happens to a when it collides with b
|
||||
|
||||
extern object Objects[];
|
||||
extern int Highest_object_index; //highest objnum
|
||||
extern int Highest_object_index; // highest objnum
|
||||
extern int num_objects;
|
||||
|
||||
extern char *robot_names[]; //name of each robot
|
||||
extern char *robot_names[]; // name of each robot
|
||||
|
||||
extern int Num_robot_types;
|
||||
|
||||
extern object *ConsoleObject; //pointer to the object that is the player
|
||||
extern object *Viewer; //which object we are seeing from
|
||||
extern object *Dead_player_camera;
|
||||
extern object *ConsoleObject; // pointer to the object that is the player
|
||||
extern object *Viewer; // which object we are seeing from
|
||||
extern object *Dead_player_camera;
|
||||
|
||||
extern object Follow;
|
||||
extern int Player_is_dead; // !0 means player is dead!
|
||||
extern int Player_is_dead; // !0 means player is dead!
|
||||
extern int Player_exploded;
|
||||
extern int Player_eggs_dropped;
|
||||
extern int Death_sequence_aborted;
|
||||
extern int Player_fired_laser_this_frame;
|
||||
|
||||
/*
|
||||
* FUNCTIONS
|
||||
* FUNCTIONS
|
||||
*/
|
||||
|
||||
|
||||
//do whatever setup needs to be done
|
||||
// do whatever setup needs to be done
|
||||
void init_objects();
|
||||
|
||||
//returns segment number object is in. Searches out from object's current
|
||||
//seg, so this shouldn't be called if the object has "jumped" to a new seg
|
||||
// returns segment number object is in. Searches out from object's current
|
||||
// seg, so this shouldn't be called if the object has "jumped" to a new seg
|
||||
int obj_get_new_seg(object *obj);
|
||||
|
||||
//when an object has moved into a new segment, this function unlinks it
|
||||
//from its old segment, and links it into the new segment
|
||||
// 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);
|
||||
|
||||
//move an object from one segment to another. unlinks & relinks
|
||||
// for getting out of messed up linking situations (i.e. caused by demo playback)
|
||||
void obj_relink_all(void);
|
||||
|
||||
// move an object from one segment to another. unlinks & relinks
|
||||
void obj_set_new_seg(int objnum,int newsegnum);
|
||||
|
||||
//links an object into a segment's list of objects.
|
||||
//takes object number and segment number
|
||||
// links an object into a segment's list of objects.
|
||||
// takes object number and segment number
|
||||
void obj_link(int objnum,int segnum);
|
||||
|
||||
//unlinks an object from a segment's list of objects
|
||||
// unlinks an object from a segment's list of objects
|
||||
void obj_unlink(int objnum);
|
||||
|
||||
//initialize a new object. adds to the list for the given 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);
|
||||
// initialize a new object. adds to the list for the given 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);
|
||||
|
||||
//make a copy of an object. returs num of new object
|
||||
// make a copy of an object. returs num of new object
|
||||
int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
|
||||
|
||||
//remove object from the world
|
||||
// remove object from the world
|
||||
void obj_delete(int objnum);
|
||||
|
||||
//called after load. Takes number of objects, and objects should be
|
||||
//compressed
|
||||
// called after load. Takes number of objects, and objects should be
|
||||
// compressed
|
||||
void reset_objects(int n_objs);
|
||||
|
||||
//make object array non-sparse
|
||||
// make object array non-sparse
|
||||
void compress_objects(void);
|
||||
|
||||
//Render an object. Calls one of several routines based on type
|
||||
// Render an object. Calls one of several routines based on type
|
||||
void render_object(object *obj);
|
||||
|
||||
//Draw a blob-type object, like a fireball
|
||||
void draw_object_blob(object *obj,bitmap_index bitmap);
|
||||
// Draw a blob-type object, like a fireball
|
||||
void draw_object_blob(object *obj, bitmap_index bitmap);
|
||||
|
||||
//draw an object that is a texture-mapped rod
|
||||
void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
|
||||
// draw an object that is a texture-mapped rod
|
||||
void draw_object_tmap_rod(object *obj, bitmap_index bitmap, int lighted);
|
||||
|
||||
//Deletes all objects that have been marked for death.
|
||||
// Deletes all objects that have been marked for death.
|
||||
void obj_delete_all_that_should_be_dead();
|
||||
|
||||
// Toggles whether or not lock-boxes draw.
|
||||
void object_toggle_lock_targets();
|
||||
|
||||
//move all objects for the current frame
|
||||
void object_move_all(); // moves all objects
|
||||
// move all objects for the current frame
|
||||
void object_move_all(); // moves all objects
|
||||
|
||||
//set viewer object to next object in array
|
||||
// set viewer object to next object in array
|
||||
void object_goto_next_viewer();
|
||||
|
||||
//draw target boxes for nearby robots
|
||||
// draw target boxes for nearby robots
|
||||
void object_render_targets(void);
|
||||
|
||||
//move an object for the current frame
|
||||
void object_move_one( object * obj );
|
||||
// move an object for the current frame
|
||||
void object_move_one(object * obj);
|
||||
|
||||
//make object0 the player, setting all relevant fields
|
||||
// make object0 the player, setting all relevant fields
|
||||
void init_player_object();
|
||||
|
||||
//check if object is in object->segnum. if not, check the adjacent segs.
|
||||
//if not any of these, returns false, else sets obj->segnum & returns true
|
||||
//callers should really use find_vector_intersection()
|
||||
//Note: this function is in gameseg.c
|
||||
// check if object is in object->segnum. if not, check the adjacent
|
||||
// segs. if not any of these, returns false, else sets obj->segnum &
|
||||
// returns true callers should really use find_vector_intersection()
|
||||
// Note: this function is in gameseg.c
|
||||
extern int update_object_seg(struct object *obj);
|
||||
|
||||
|
||||
// Finds what segment *obj is in, returns segment number.
|
||||
// If not in any segment, returns -1.
|
||||
// Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
|
||||
// object.h is where object is defined...get it?
|
||||
// Finds what segment *obj is in, returns segment number. If not in
|
||||
// any segment, returns -1. Note: This function is defined in
|
||||
// gameseg.h, but object.h depends on gameseg.h, and object.h is where
|
||||
// object is defined...get it?
|
||||
extern int find_object_seg(object * obj );
|
||||
|
||||
//go through all objects and make sure they have the correct segment numbers
|
||||
//used when debugging is on
|
||||
// go through all objects and make sure they have the correct segment
|
||||
// numbers used when debugging is on
|
||||
void fix_object_segs();
|
||||
|
||||
// Drops objects contained in objp.
|
||||
// Drops objects contained in objp.
|
||||
int object_create_egg(object *objp);
|
||||
|
||||
// Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
|
||||
// Interface to object_create_egg, puts count objects of type type, id
|
||||
// = id in objp and then drops them.
|
||||
int call_object_create_egg(object *objp, int count, int type, int id);
|
||||
|
||||
extern void dead_player_end(void);
|
||||
|
||||
// Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
|
||||
// See typedef shortpos.
|
||||
// Extract information from an object (objp->orient, objp->pos,
|
||||
// objp->segnum), stuff in a shortpos structure. See typedef
|
||||
// shortpos.
|
||||
extern void create_shortpos(shortpos *spp, object *objp, int swap_bytes);
|
||||
|
||||
// Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
|
||||
// Extract information from a shortpos, stuff in objp->orient
|
||||
// (matrix), objp->pos, objp->segnum
|
||||
extern void extract_shortpos(object *objp, shortpos *spp, int swap_bytes);
|
||||
|
||||
//added 03/05/99 Matt Mueller
|
||||
|
@ -471,31 +484,32 @@ extern void extract_shorterpos(object *objp, shorterpos *spp);
|
|||
extern void create_shorterpos(shorterpos *spp, object *objp);
|
||||
//end addition -MM
|
||||
|
||||
//delete objects, such as weapons & explosions, that shouldn't stay between levels
|
||||
//if clear_all is set, clear even proximity bombs
|
||||
// delete objects, such as weapons & explosions, that shouldn't stay
|
||||
// between levels if clear_all is set, clear even proximity bombs
|
||||
void clear_transient_objects(int clear_all);
|
||||
|
||||
// Returns a new, unique signature for a new object
|
||||
int obj_get_signature();
|
||||
|
||||
//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
|
||||
// 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);
|
||||
|
||||
//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
|
||||
// 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);
|
||||
|
||||
//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
|
||||
//Don't call this function if you don't know what you're doing.
|
||||
// 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 Don't call
|
||||
// this function if you don't know what you're doing.
|
||||
void special_reset_objects(void);
|
||||
|
||||
//attaches an object, such as a fireball, to another object, such as a robot
|
||||
// attaches an object, such as a fireball, to another object, such as
|
||||
// a robot
|
||||
void obj_attach(object *parent,object *sub);
|
||||
|
||||
extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
|
||||
|
|
Loading…
Reference in a new issue