diff --git a/CHANGELOG.txt b/CHANGELOG.txt index ee0335cc3..deb3da2d6 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -8,6 +8,7 @@ main/render.c: Skip rendering of OBJ_NONE objects to avoid a failed Assert (can 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 main/newdemo.c: Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt level 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 +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 20120416 -------- diff --git a/main/newdemo.c b/main/newdemo.c index c0bef868e..0b689bc25 100644 --- a/main/newdemo.c +++ b/main/newdemo.c @@ -3394,6 +3394,9 @@ void newdemo_stop_playback() nd_playback_v_dead = nd_playback_v_rear = 0; Newdemo_game_mode = Game_mode = GM_GAME_OVER; + // Required for the editor + obj_relink_all(); + if (Game_wind) window_close(Game_wind); // Exit game loop } diff --git a/main/object.c b/main/object.c index 443a129fa..0202d5fb2 100644 --- a/main/object.c +++ b/main/object.c @@ -1584,6 +1584,28 @@ void obj_relink(int objnum,int newsegnum) obj_link(objnum,newsegnum); } +// for getting out of messed up linking situations (i.e. caused by demo playback) +void obj_relink_all(void) +{ + int segnum; + int objnum; + object *obj; + + for (segnum=0; segnum <= Highest_segment_index; segnum++) + Segments[segnum].objects = -1; + + for (objnum=0,obj=&Objects[0];objnum<=Highest_object_index;objnum++,obj++) + if (obj->type != OBJ_NONE) + { + segnum = obj->segnum; + obj->next = obj->prev = obj->segnum = -1; + + if (segnum > Highest_segment_index) + segnum = 0; + obj_link(objnum, segnum); + } +} + //process a continuously-spinning object void spin_object(object *obj) { diff --git a/main/object.h b/main/object.h index efeace10b..e107cc488 100644 --- a/main/object.h +++ b/main/object.h @@ -1,3 +1,4 @@ +/* $Id: object.h,v 1.1.1.1 2006/03/17 19:56:44 zicodxx Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO @@ -7,13 +8,14 @@ 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. +AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ + /* - * + * * object system definitions - * + * */ #ifndef _OBJECT_H @@ -28,111 +30,113 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. #include "piggy.h" /* - * CONSTANTS + * CONSTANTS */ -#define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world +#define MAX_OBJECTS 350 // increased on 01/24/95 for multiplayer. --MK; total number of objects in world #define MAX_USED_OBJECTS (MAX_OBJECTS-20) -//Object types -#define OBJ_NONE 255 //unused object -#define OBJ_WALL 0 //A wall... not really an object, but used for collisions -#define OBJ_FIREBALL 1 //a fireball, part of an explosion -#define OBJ_ROBOT 2 //an evil enemy -#define OBJ_HOSTAGE 3 //a hostage you need to rescue -#define OBJ_PLAYER 4 //the player on the console -#define OBJ_WEAPON 5 //a laser, missile, etc -#define OBJ_CAMERA 6 //a camera to slew around with -#define OBJ_POWERUP 7 //a powerup you can pick up -#define OBJ_DEBRIS 8 //a piece of robot -#define OBJ_CNTRLCEN 9 //the control center -#define OBJ_FLARE 10 //a flare -#define OBJ_CLUTTER 11 //misc objects -#define OBJ_GHOST 12 //what the player turns into when dead -#define OBJ_LIGHT 13 //a light source, & not much else -#define OBJ_COOP 14 //a cooperative player object. -// WARNING!! If you add a type here, add its name to Object_type_names in object.c +// Object types +#define OBJ_NONE 255 // unused object +#define OBJ_WALL 0 // A wall... not really an object, but used for collisions +#define OBJ_FIREBALL 1 // a fireball, part of an explosion +#define OBJ_ROBOT 2 // an evil enemy +#define OBJ_HOSTAGE 3 // a hostage you need to rescue +#define OBJ_PLAYER 4 // the player on the console +#define OBJ_WEAPON 5 // a laser, missile, etc +#define OBJ_CAMERA 6 // a camera to slew around with +#define OBJ_POWERUP 7 // a powerup you can pick up +#define OBJ_DEBRIS 8 // a piece of robot +#define OBJ_CNTRLCEN 9 // the control center +#define OBJ_FLARE 10 // a flare +#define OBJ_CLUTTER 11 // misc objects +#define OBJ_GHOST 12 // what the player turns into when dead +#define OBJ_LIGHT 13 // a light source, & not much else +#define OBJ_COOP 14 // a cooperative player object. +// WARNING!! If you add a type here, add its name to Object_type_names +// in object.c #define MAX_OBJECT_TYPES 15 -//Result types -#define RESULT_NOTHING 0 //Ignore this collision -#define RESULT_CHECK 1 //Check for this collision +// Result types +#define RESULT_NOTHING 0 // Ignore this collision +#define RESULT_CHECK 1 // Check for this collision -//Control types - what tells this object what do do -#define CT_NONE 0 //doesn't move (or change movement) -#define CT_AI 1 //driven by AI -#define CT_EXPLOSION 2 //explosion sequencer -#define CT_FLYING 4 //the player is flying -#define CT_SLEW 5 //slewing -#define CT_FLYTHROUGH 6 //the flythrough system -#define CT_WEAPON 9 //laser, etc. -#define CT_REPAIRCEN 10 //under the control of the repair center -#define CT_MORPH 11 //this object is being morphed -#define CT_DEBRIS 12 //this is a piece of debris -#define CT_POWERUP 13 //animating powerup blob -#define CT_LIGHT 14 //doesn't actually do anything -#define CT_REMOTE 15 //controlled by another net player -#define CT_CNTRLCEN 16 //the control center/main reactor +// Control types - what tells this object what do do +#define CT_NONE 0 // doesn't move (or change movement) +#define CT_AI 1 // driven by AI +#define CT_EXPLOSION 2 // explosion sequencer +#define CT_FLYING 4 // the player is flying +#define CT_SLEW 5 // slewing +#define CT_FLYTHROUGH 6 // the flythrough system +#define CT_WEAPON 9 // laser, etc. +#define CT_REPAIRCEN 10 // under the control of the repair center +#define CT_MORPH 11 // this object is being morphed +#define CT_DEBRIS 12 // this is a piece of debris +#define CT_POWERUP 13 // animating powerup blob +#define CT_LIGHT 14 // doesn't actually do anything +#define CT_REMOTE 15 // controlled by another net player +#define CT_CNTRLCEN 16 // the control center/main reactor -//Movement types -#define MT_NONE 0 //doesn't move -#define MT_PHYSICS 1 //moves by physics -#define MT_SPINNING 3 //this object doesn't move, just sits and spins +// Movement types +#define MT_NONE 0 // doesn't move +#define MT_PHYSICS 1 // moves by physics +#define MT_SPINNING 3 // this object doesn't move, just sits and spins -//Render types -#define RT_NONE 0 //does not render -#define RT_POLYOBJ 1 //a polygon model -#define RT_FIREBALL 2 //a fireball -#define RT_LASER 3 //a laser -#define RT_HOSTAGE 4 //a hostage -#define RT_POWERUP 5 //a powerup -#define RT_MORPH 6 //a robot being morphed -#define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip +// Render types +#define RT_NONE 0 // does not render +#define RT_POLYOBJ 1 // a polygon model +#define RT_FIREBALL 2 // a fireball +#define RT_LASER 3 // a laser +#define RT_HOSTAGE 4 // a hostage +#define RT_POWERUP 5 // a powerup +#define RT_MORPH 6 // a robot being morphed +#define RT_WEAPON_VCLIP 7 // a weapon that renders as a vclip -//misc object flags -#define OF_EXPLODING 1 //this object is exploding -#define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object. -#define OF_DESTROYED 4 //this has been killed, and is showing the dead version -#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! -#define OF_ATTACHED 16 //this object is a fireball attached to another object -#define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers. +// misc object flags +#define OF_EXPLODING 1 // this object is exploding +#define OF_SHOULD_BE_DEAD 2 // this object should be dead, so next time we can, we should delete this object. +#define OF_DESTROYED 4 // this has been killed, and is showing the dead version +#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! +#define OF_ATTACHED 16 // this object is a fireball attached to another object +#define OF_HARMLESS 32 // this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers. -//Different Weapon ID types... -#define WEAPON_ID_LASER 0 -#define WEAPON_ID_MISSLE 1 -#define WEAPON_ID_CANNONBALL 2 +// Different Weapon ID types... +#define WEAPON_ID_LASER 0 +#define WEAPON_ID_MISSLE 1 +#define WEAPON_ID_CANNONBALL 2 -//Object Initial shields... +// Object Initial shields... #define OBJECT_INITIAL_SHIELDS F1_0/2 -//physics flags -#define PF_TURNROLL 0x01 // roll when turning -#define PF_LEVELLING 0x02 // level object with closest side -#define PF_BOUNCE 0x04 // bounce (not slide) when hit will -#define PF_WIGGLE 0x08 // wiggle while flying -#define PF_STICK 0x10 // object sticks (stops moving) when hits wall -#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon) -#define PF_USES_THRUST 0x40 // this object uses its thrust +// physics flags +#define PF_TURNROLL 0x01 // roll when turning +#define PF_LEVELLING 0x02 // level object with closest side +#define PF_BOUNCE 0x04 // bounce (not slide) when hit will +#define PF_WIGGLE 0x08 // wiggle while flying +#define PF_STICK 0x10 // object sticks (stops moving) when hits wall +#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon) +#define PF_USES_THRUST 0x40 // this object uses its thrust -#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours. +#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours. -extern char Object_type_names[MAX_OBJECT_TYPES][9]; +extern char Object_type_names[MAX_OBJECT_TYPES][9]; -// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c -#define MAX_RENDERED_OBJECTS 50 +// List of objects rendered last frame in order. Created at render +// time, used by homing missiles in laser.c +#define MAX_RENDERED_OBJECTS 50 extern short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS]; extern int Num_rendered_objects; /* - * STRUCTURES + * STRUCTURES */ -// A compressed form for sending crucial data +// A compressed form for sending crucial data typedef struct shortpos { - sbyte bytemat[9]; - short xo,yo,zo; - short segment; - short velx, vely, velz; + sbyte bytemat[9]; + short xo,yo,zo; + short segment; + short velx, vely, velz; } __pack__ shortpos; @@ -146,25 +150,25 @@ typedef struct shorterpos { } __pack__ shorterpos; //end addition -MM -// This is specific to the shortpos extraction routines in gameseg.c. -#define RELPOS_PRECISION 10 -#define MATRIX_PRECISION 9 -#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f +// This is specific to the shortpos extraction routines in gameseg.c. +#define RELPOS_PRECISION 10 +#define MATRIX_PRECISION 9 +#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f -//information for physics sim for an object +// information for physics sim for an object typedef struct physics_info { - vms_vector velocity; //velocity vector of this object - vms_vector thrust; //constant force applied to this object - fix mass; //the mass of this object - fix drag; //how fast this slows down - fix brakes; //how much brakes applied - vms_vector rotvel; //rotational velecity (angles) - vms_vector rotthrust; //rotational acceleration - fixang turnroll; //rotation caused by turn banking - ushort flags; //misc physics flags + vms_vector velocity; // velocity vector of this object + vms_vector thrust; // constant force applied to this object + fix mass; // the mass of this object + fix drag; // how fast this slows down + fix brakes; // how much brakes applied + vms_vector rotvel; // rotational velecity (angles) + vms_vector rotthrust; // rotational acceleration + fixang turnroll; // rotation caused by turn banking + ushort flags; // misc physics flags } __pack__ physics_info; -//stuctures for different kinds of simulation +// stuctures for different kinds of simulation typedef struct laser_info { short parent_type; // The type of the parent of this object @@ -191,279 +195,288 @@ typedef struct laser_info_rw { extern ubyte hitobj_list[MAX_OBJECTS][MAX_OBJECTS]; typedef struct explosion_info { - fix spawn_time; // when lifeleft is < this, spawn another - fix delete_time; // when to delete object - short delete_objnum; // and what object to delete - short attach_parent; // explosion is attached to this object - short prev_attach; // previous explosion in attach list - short next_attach; // next explosion in attach list + fix spawn_time; // when lifeleft is < this, spawn another + fix delete_time; // when to delete object + short delete_objnum; // and what object to delete + short attach_parent; // explosion is attached to this object + short prev_attach; // previous explosion in attach list + short next_attach; // next explosion in attach list } __pack__ explosion_info; typedef struct light_info { - fix intensity; //how bright the light is + fix intensity; // how bright the light is } __pack__ light_info; typedef struct powerup_info { - int count; //how many/much we pick up (vulcan cannon only?) + int count; // how many/much we pick up (vulcan cannon only?) } __pack__ powerup_info; typedef struct vclip_info { - int vclip_num; - fix frametime; - sbyte framenum; + int vclip_num; + fix frametime; + sbyte framenum; } __pack__ vclip_info; -//structures for different kinds of rendering +// structures for different kinds of rendering typedef struct polyobj_info { - int model_num; //which polygon model - vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject - int subobj_flags; //specify which subobjs to draw - int tmap_override; //if this is not -1, map all face to this - int alt_textures; //if not -1, use these textures instead + int model_num; // which polygon model + vms_angvec anim_angles[MAX_SUBMODELS]; // angles for each subobject + int subobj_flags; // specify which subobjs to draw + int tmap_override; // if this is not -1, map all face to this + int alt_textures; // if not -1, use these textures instead } __pack__ polyobj_info; typedef struct object { - 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 + 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);