dxx-rebirth/main/object.c

2142 lines
59 KiB
C

/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* object rendering
*
*/
#include <string.h> // for memset
#include <stdio.h>
#include "inferno.h"
#include "game.h"
#include "gr.h"
#include "stdlib.h"
#include "bm.h"
#include "3d.h"
#include "segment.h"
#include "texmap.h"
#include "laser.h"
#include "key.h"
#include "gameseg.h"
#include "textures.h"
#include "byteswap.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 "ai.h"
#include "hostage.h"
#include "morph.h"
#include "cntrlcen.h"
#include "powerup.h"
#include "fuelcen.h"
#include "sounds.h"
#include "collide.h"
#include "lighting.h"
#include "newdemo.h"
#include "player.h"
#include "weapon.h"
#include "newmenu.h"
#include "gauges.h"
#include "multi.h"
#include "menu.h"
#include "args.h"
#include "text.h"
#include "piggy.h"
#include "robot.h"
#include "gameseq.h"
#include "playsave.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
void obj_detach_all(object *parent);
void obj_detach_one(object *sub);
/*
* Global variables
*/
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;
// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS];
int Num_rendered_objects = 0;
#if !defined(NDEBUG) || defined(EDITOR)
char Object_type_names[MAX_OBJECT_TYPES][9] = {
"WALL ",
"FIREBALL",
"ROBOT ",
"HOSTAGE ",
"PLAYER ",
"WEAPON ",
"CAMERA ",
"POWERUP ",
"DEBRIS ",
"CNTRLCEN",
"FLARE ",
"CLUTTER ",
"GHOST ",
"LIGHT ",
"COOP ",
};
#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!" );
}
#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);
}
//draw an object that has one bitmap & doesn't rotate
void draw_object_blob(object *obj,bitmap_index bmi)
{
grs_bitmap * bm = &GameBitmaps[bmi.index];
vms_vector pos = obj->pos;
PIGGY_PAGE_IN( bmi );
// draw these with slight offset to viewer preventing too much ugly clipping
if ( obj->type == OBJ_FIREBALL && obj->id == VCLIP_VOLATILE_WALL_HIT )
{
vms_vector offs_vec;
vm_vec_normalized_dir_quick(&offs_vec,&Viewer->pos,&obj->pos);
vm_vec_scale_add2(&pos,&offs_vec,F1_0);
}
if (bm->bm_w > bm->bm_h)
g3_draw_bitmap(&pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm);
else
g3_draw_bitmap(&pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm);
}
//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];
g3s_lrgb light;
vms_vector delta,top_v,bot_v;
g3s_point top_p,bot_p;
PIGGY_PAGE_IN(bitmapi);
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.r = light.g = light.b = f1_0;
}
g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
}
int Linear_tmap_polygon_objects = 1;
extern fix Max_thrust;
//used for robot engine glow
#define MAX_VELOCITY i2f(50)
//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
fix Cloak_fadein_duration;
fix Cloak_fadeout_duration;
//do special cloaked render
void draw_cloaked_object(object *obj,g3s_lrgb light,fix *glow,fix64 cloak_start_time,fix64 cloak_end_time,bitmap_index * alt_textures)
{
fix cloak_delta_time,total_cloaked_time;
fix light_scale=F1_0;
int cloak_value=0;
int fading=0; //if true, fading, else cloaking
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 = GameTime64 - cloak_start_time;
if (cloak_delta_time < Cloak_fadein_duration/2) {
light_scale = Cloak_fadein_duration/2 - cloak_delta_time;
fading = 1;
}
else if (cloak_delta_time < Cloak_fadein_duration) {
cloak_value = f2i((cloak_delta_time - Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
} else if (GameTime64 < 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 (GameTime64 < cloak_end_time-Cloak_fadeout_duration/2) {
cloak_value = f2i((total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time) * CLOAKED_FADE_LEVEL);
} else {
light_scale = Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time);
fading = 1;
}
if (fading) {
fix new_glow;
g3s_lrgb new_light;
new_light.r = fixmul(light.r,light_scale);
new_light.g = fixmul(light.g,light_scale);
new_light.b = fixmul(light.b,light_scale);
new_glow = fixmul(*glow,light_scale);
draw_polygon_model(&obj->pos,&obj->orient,obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,new_light,&new_glow, alt_textures );
}
else {
gr_settransblend(cloak_value, GR_BLEND_NORMAL);
g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
draw_polygon_model(&obj->pos,&obj->orient,obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,light,glow, alt_textures );
g3_set_special_render(NULL,NULL,NULL);
gr_settransblend(GR_FADE_OFF, GR_BLEND_NORMAL);
}
}
//draw an object which renders as a polygon model
void draw_polygon_object(object *obj)
{
g3s_lrgb light;
int imsave;
fix engine_glow_value;
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.r = light.g = light.b = F1_0*2;
#endif
imsave = Interpolation_method;
if (Linear_tmap_polygon_objects)
Interpolation_method = 1;
//set engine glow value
engine_glow_value = 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 += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
}
else {
fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
engine_glow_value += (fixdiv(speed,MAX_VELOCITY)*4)/5;
}
}
if (obj->rtype.pobj_info.tmap_override != -1) {
polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
bitmap_index bm_ptrs[10];
int i;
Assert(pm->n_textures<=10);
for (i=0;i<pm->n_textures;i++)
bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
draw_polygon_model(&obj->pos,&obj->orient,obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,light,&engine_glow_value,bm_ptrs);
}
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
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,alt_textures);
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,alt_textures);
else
draw_cloaked_object(obj,light,&engine_glow_value, GameTime64-F1_0*10, GameTime64+F1_0*10,alt_textures);
} else {
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);
gr_settransblend(GR_FADE_OFF, GR_BLEND_ADDITIVE_A);
if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
draw_polygon_model(&obj->pos,&obj->orient,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);
}
draw_polygon_model(&obj->pos,&obj->orient,obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,light,&engine_glow_value,alt_textures);
#ifndef OGL // in software rendering must draw inner model last
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);
gr_settransblend(GR_FADE_OFF, GR_BLEND_ADDITIVE_A);
if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
draw_polygon_model(&obj->pos,&obj->orient,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);
}
#endif
if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 ))
gr_settransblend(GR_FADE_OFF, GR_BLEND_NORMAL);
}
}
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 + 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_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;
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
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);
if (obj->type == OBJ_ROBOT) //"warn" robot if being shot at
set_robot_location_info(obj);
break;
case RT_MORPH:
draw_morph_object(obj);
break;
case RT_FIREBALL:
if ( PlayerCfg.AlphaEffects ) // set nice transparency/blending for certrain objects
gr_settransblend( GR_FADE_OFF, GR_BLEND_ADDITIVE_C );
draw_fireball(obj);
break;
case RT_WEAPON_VCLIP:
if ( PlayerCfg.AlphaEffects && obj->id != PROXIMITY_ID ) // set nice transparency/blending for certrain objects
gr_settransblend( 7, GR_BLEND_ADDITIVE_A );
draw_weapon_vclip(obj);
break;
case RT_HOSTAGE:
draw_hostage(obj);
break;
case RT_POWERUP:
if ( PlayerCfg.AlphaEffects ) // set nice transparency/blending for certrain objects
switch ( obj->id )
{
case POW_EXTRA_LIFE:
case POW_ENERGY:
case POW_SHIELD_BOOST:
case POW_CLOAK:
case POW_INVULNERABILITY:
gr_settransblend( 7, GR_BLEND_ADDITIVE_A );
break;
}
draw_powerup(obj);
break;
case RT_LASER:
if ( PlayerCfg.AlphaEffects ) // set nice transparency/blending for certrain objects
gr_settransblend( 7, GR_BLEND_ADDITIVE_A );
Laser_render(obj);
break;
default:
Error("Unknown render_type <%d>",obj->render_type);
}
gr_settransblend( GR_FADE_OFF, GR_BLEND_NORMAL ); // revert any transparency/blending setting back to normal
if ( obj->render_type != RT_NONE && Newdemo_state == ND_STATE_RECORDING )
newdemo_record_render_object(obj);
Max_linear_depth = mld_save;
}
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->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;
memset( &Objects[i], 0, sizeof(object) );
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 ) {
Int3();
}
#endif
if (Objects[objnum].segnum != segnum ) {
#ifndef NDEBUG
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
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);
}
// Returns a new, unique signature for a new object
int obj_get_signature()
{
static short sig = 0; // Yes! Short! a) We do not need higher values b) the demo system only stores shorts
int free = 0, i = 0;
while (!free)
{
free = 1;
sig++;
if (sig < 0)
sig = 0;
for (i = 0; i <= MAX_OBJECTS; i++)
{
if ((sig == Objects[i].signature) && (Objects[i].type != OBJ_NONE))
{
free = 0;
}
}
}
return sig;
}
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 ) {
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
void free_object_slots(int num_used)
{
int i, olind;
int obj_list[MAX_OBJECTS];
int num_already_free, num_to_free;
olind = 0;
num_already_free = MAX_OBJECTS - Highest_object_index - 1;
if (MAX_OBJECTS - num_already_free < num_used)
return;
for (i=0; i<=Highest_object_index; i++) {
if (Objects[i].flags & OF_SHOULD_BE_DEAD)
num_already_free++;
else
switch (Objects[i].type) {
case OBJ_NONE:
num_already_free++;
if (MAX_OBJECTS - num_already_free < num_used)
return;
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;
if (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--;
Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
}
if (!num_to_free)
return;
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--;
Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
}
if (!num_to_free)
return;
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;
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;
}
}
//-----------------------------------------------------------------------------
//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(enum object_type_t type, ubyte id,int segnum,vms_vector *pos,
vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
{
int objnum;
object *obj;
// Some consistency checking. FIXME: Add more debug output here to probably trace all possible occurances back.
if (segnum < 0 || segnum > Highest_segment_index)
return -1;
Assert(ctype <= CT_CNTRLCEN);
if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects && !PERSISTENT_DEBRIS)
return -1;
if (get_seg_masks(pos, segnum, 0, __FILE__, __LINE__).centermask != 0)
if ((segnum=find_point_seg(pos,segnum))==-1) {
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 = obj_get_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->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) {
obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
obj->ctype.laser_info.creation_time = GameTime64;
obj->ctype.laser_info.last_hitobj = -1;
memset(&obj->ctype.laser_info.hitobj_list, 0, sizeof(ubyte)*MAX_OBJECTS);
obj->ctype.laser_info.multiplier = F1_0;
}
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;
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 = obj_get_signature();
//we probably should initialize sub-structures here
return newobjnum;
}
#endif
//remove object from the world
void obj_delete(int objnum)
{
object *obj = &Objects[objnum];
Assert(objnum != -1);
Assert(objnum != 0 );
Assert(obj->type != OBJ_NONE);
Assert(obj != ConsoleObject);
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 (obj->type == OBJ_DEBRIS)
Debris_object_count--;
obj_unlink(objnum);
Assert(Objects[0].next != 0);
obj->type = OBJ_NONE; //unused!
obj->signature = -1;
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.
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;
// ------------------------------------------------------------------------------------------------------------------
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(PlayerCfg.CockpitMode[0]);
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 *playerobj);
extern int get_explosion_vclip(object *obj,int stage);
// ------------------------------------------------------------------------------------------------------------------
void dead_player_frame(void)
{
static fix time_dead = 0;
vms_vector fvec;
if (Player_is_dead)
{
time_dead += FrameTime;
// 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);
if (objnum != -1)
Viewer = Dead_player_camera = &Objects[objnum];
else {
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);
// the following line uncommented by WraithX, 4-12-00
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);
Dead_player_camera->mtype.phys_info = ConsoleObject->mtype.phys_info;
// the following "if" added by WraithX to get rid of camera "wiggle"
if (Dead_player_camera->mtype.phys_info.flags & PF_WIGGLE)
{
Dead_player_camera->mtype.phys_info.flags = (Dead_player_camera->mtype.phys_info.flags & ~PF_WIGGLE);
}// end "if" added by WraithX, 4/13/00
// the following line uncommented by WraithX, 4-12-00
} else {
// the following line uncommented by WraithX, 4-11-00
Dead_player_camera->movement_type = MT_PHYSICS;
//Dead_player_camera->mtype.phys_info.rotvel.y = F1_0/8;
// the following line uncommented by WraithX, 4-12-00
}
// end addition by WX
if (time_dead > DEATH_SEQUENCE_EXPLODE_TIME) {
if (!Player_exploded) {
if (Players[Player_num].hostages_on_board > 1)
HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
else if (Players[Player_num].hostages_on_board == 1)
HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_1);
else
HUD_init_message(HM_DEFAULT, TXT_SHIP_DESTROYED_0);
Players[Player_num].hostages_on_board = 0;
Player_exploded = 1;
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
multi_powcap_cap_objects();
#endif
drop_player_eggs(ConsoleObject);
Player_eggs_dropped = 1;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
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
}
} 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)
{
if (!Player_eggs_dropped)
{
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
multi_powcap_cap_objects();
#endif
drop_player_eggs(ConsoleObject);
Player_eggs_dropped = 1;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
multi_send_player_explode(MULTI_PLAYER_EXPLODE);
}
#endif
}
DoPlayerDead(); //kill_player();
}
}
else
time_dead = 0;
}
// ------------------------------------------------------------------------------------------------------------------
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();
Death_sequence_aborted = 0;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
multi_send_kill(Players[Player_num].objnum);
}
#endif
PaletteRedAdd = 40;
Player_is_dead = 1;
Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
vm_vec_zero(&player->mtype.phys_info.rotthrust); //this line commented by WraithX
vm_vec_zero(&player->mtype.phys_info.thrust);
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 {
Int3();
Dead_player_camera = Viewer;
}
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);
}
// 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)
{
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);
}
//--------------------------------------------------------------------
//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;
fuel=fuelcen_give_fuel( &Segments[obj->segnum], i2f(100)-Players[Player_num].energy );
if (fuel > 0 ) {
Players[Player_num].energy += fuel;
}
}
if (obj->lifeleft != IMMORTAL_TIME) //if not immortal...
obj->lifeleft -= FrameTime; //...inevitable countdown towards death
switch (obj->control_type) {
case CT_NONE: break;
case CT_FLYING:
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;
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 );
}
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; //doesn't do anything
case CT_CNTRLCEN: do_controlcen_frame(obj); break;
default:
Error("Unknown control type %d in object %d, sig/type/id = %d/%d/%d",obj->control_type,(int) (obj-Objects), obj->signature, obj->type, obj->id);
break;
}
if (obj->lifeleft < 0 ) { // We died of old age
obj->flags |= OF_SHOULD_BE_DEAD;
if ( Weapon_info[obj->id].damage_radius )
explode_badass_weapon(obj);
}
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.
if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
if (previous_segment != obj->segnum) {
int connect_side,i;
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);
//check_trigger(&Segments[previous_segment], connect_side, obj-Objects);
}
}
}
#else
obj++; //kill warning
#endif
}
//--------------------------------------------------------------------
//move all objects for the current frame
void object_move_all()
{
int i;
object *objp;
// 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 (PlayerCfg.AutoLeveling)
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
void 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) {
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) && (clear_all || obj->id != PROXIMITY_ID)) ||
obj->type == OBJ_FIREBALL ||
obj->type == OBJ_DEBRIS ||
obj->type == OBJ_DEBRIS ||
(obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
obj_delete(objnum);
}
}
//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]);
}
// Swap endianess of given object_rw if swap == 1
void object_rw_swap(object_rw *obj, int swap)
{
if (!swap)
return;
obj->signature = SWAPINT(obj->signature);
obj->next = SWAPSHORT(obj->next);
obj->prev = SWAPSHORT(obj->prev);
obj->segnum = SWAPSHORT(obj->segnum);
obj->attached_obj = SWAPSHORT(obj->attached_obj);
obj->pos.x = SWAPINT(obj->pos.x);
obj->pos.y = SWAPINT(obj->pos.y);
obj->pos.z = SWAPINT(obj->pos.z);
obj->orient.rvec.x = SWAPINT(obj->orient.rvec.x);
obj->orient.rvec.y = SWAPINT(obj->orient.rvec.y);
obj->orient.rvec.z = SWAPINT(obj->orient.rvec.z);
obj->orient.fvec.x = SWAPINT(obj->orient.fvec.x);
obj->orient.fvec.y = SWAPINT(obj->orient.fvec.y);
obj->orient.fvec.z = SWAPINT(obj->orient.fvec.z);
obj->orient.uvec.x = SWAPINT(obj->orient.uvec.x);
obj->orient.uvec.y = SWAPINT(obj->orient.uvec.y);
obj->orient.uvec.z = SWAPINT(obj->orient.uvec.z);
obj->size = SWAPINT(obj->size);
obj->shields = SWAPINT(obj->shields);
obj->last_pos.x = SWAPINT(obj->last_pos.x);
obj->last_pos.y = SWAPINT(obj->last_pos.y);
obj->last_pos.z = SWAPINT(obj->last_pos.z);
obj->lifeleft = SWAPINT(obj->lifeleft);
switch (obj->movement_type)
{
case MT_PHYSICS:
obj->mtype.phys_info.velocity.x = SWAPINT(obj->mtype.phys_info.velocity.x);
obj->mtype.phys_info.velocity.y = SWAPINT(obj->mtype.phys_info.velocity.y);
obj->mtype.phys_info.velocity.z = SWAPINT(obj->mtype.phys_info.velocity.z);
obj->mtype.phys_info.thrust.x = SWAPINT(obj->mtype.phys_info.thrust.x);
obj->mtype.phys_info.thrust.y = SWAPINT(obj->mtype.phys_info.thrust.y);
obj->mtype.phys_info.thrust.z = SWAPINT(obj->mtype.phys_info.thrust.z);
obj->mtype.phys_info.mass = SWAPINT(obj->mtype.phys_info.mass);
obj->mtype.phys_info.drag = SWAPINT(obj->mtype.phys_info.drag);
obj->mtype.phys_info.brakes = SWAPINT(obj->mtype.phys_info.brakes);
obj->mtype.phys_info.rotvel.x = SWAPINT(obj->mtype.phys_info.rotvel.x);
obj->mtype.phys_info.rotvel.y = SWAPINT(obj->mtype.phys_info.rotvel.y);
obj->mtype.phys_info.rotvel.z = SWAPINT(obj->mtype.phys_info.rotvel.z);
obj->mtype.phys_info.rotthrust.x = SWAPINT(obj->mtype.phys_info.rotthrust.x);
obj->mtype.phys_info.rotthrust.y = SWAPINT(obj->mtype.phys_info.rotthrust.y);
obj->mtype.phys_info.rotthrust.z = SWAPINT(obj->mtype.phys_info.rotthrust.z);
obj->mtype.phys_info.turnroll = SWAPINT(obj->mtype.phys_info.turnroll);
obj->mtype.phys_info.flags = SWAPSHORT(obj->mtype.phys_info.flags);
break;
case MT_SPINNING:
obj->mtype.spin_rate.x = SWAPINT(obj->mtype.spin_rate.x);
obj->mtype.spin_rate.y = SWAPINT(obj->mtype.spin_rate.y);
obj->mtype.spin_rate.z = SWAPINT(obj->mtype.spin_rate.z);
break;
}
switch (obj->control_type)
{
case CT_WEAPON:
obj->ctype.laser_info.parent_type = SWAPSHORT(obj->ctype.laser_info.parent_type);
obj->ctype.laser_info.parent_num = SWAPSHORT(obj->ctype.laser_info.parent_num);
obj->ctype.laser_info.parent_signature = SWAPINT(obj->ctype.laser_info.parent_signature);
obj->ctype.laser_info.creation_time = SWAPINT(obj->ctype.laser_info.creation_time);
obj->ctype.laser_info.last_hitobj = SWAPSHORT(obj->ctype.laser_info.last_hitobj);
obj->ctype.laser_info.track_goal = SWAPSHORT(obj->ctype.laser_info.track_goal);
obj->ctype.laser_info.multiplier = SWAPINT(obj->ctype.laser_info.multiplier);
break;
case CT_EXPLOSION:
obj->ctype.expl_info.spawn_time = SWAPINT(obj->ctype.expl_info.spawn_time);
obj->ctype.expl_info.delete_time = SWAPINT(obj->ctype.expl_info.delete_time);
obj->ctype.expl_info.delete_objnum = SWAPSHORT(obj->ctype.expl_info.delete_objnum);
obj->ctype.expl_info.attach_parent = SWAPSHORT(obj->ctype.expl_info.attach_parent);
obj->ctype.expl_info.prev_attach = SWAPSHORT(obj->ctype.expl_info.prev_attach);
obj->ctype.expl_info.next_attach = SWAPSHORT(obj->ctype.expl_info.next_attach);
break;
case CT_AI:
obj->ctype.ai_info.hide_segment = SWAPSHORT(obj->ctype.ai_info.hide_segment);
obj->ctype.ai_info.hide_index = SWAPSHORT(obj->ctype.ai_info.hide_index);
obj->ctype.ai_info.path_length = SWAPSHORT(obj->ctype.ai_info.path_length);
obj->ctype.ai_info.cur_path_index = SWAPSHORT(obj->ctype.ai_info.cur_path_index);
obj->ctype.ai_info.follow_path_start_seg = SWAPSHORT(obj->ctype.ai_info.follow_path_start_seg);
obj->ctype.ai_info.follow_path_end_seg = SWAPSHORT(obj->ctype.ai_info.follow_path_end_seg);
obj->ctype.ai_info.danger_laser_signature = SWAPINT(obj->ctype.ai_info.danger_laser_signature);
obj->ctype.ai_info.danger_laser_num = SWAPSHORT(obj->ctype.ai_info.danger_laser_num);
break;
case CT_LIGHT:
obj->ctype.light_info.intensity = SWAPINT(obj->ctype.light_info.intensity);
break;
case CT_POWERUP:
obj->ctype.powerup_info.count = SWAPINT(obj->ctype.powerup_info.count);
break;
}
switch (obj->render_type)
{
case RT_MORPH:
case RT_POLYOBJ:
case RT_NONE: // HACK below
{
int i;
if (obj->render_type == RT_NONE && obj->type != OBJ_GHOST) // HACK: when a player is dead or not connected yet, clients still expect to get polyobj data - even if render_type == RT_NONE at this time.
break;
obj->rtype.pobj_info.model_num = SWAPINT(obj->rtype.pobj_info.model_num);
for (i=0;i<MAX_SUBMODELS;i++)
{
obj->rtype.pobj_info.anim_angles[i].p = SWAPINT(obj->rtype.pobj_info.anim_angles[i].p);
obj->rtype.pobj_info.anim_angles[i].b = SWAPINT(obj->rtype.pobj_info.anim_angles[i].b);
obj->rtype.pobj_info.anim_angles[i].h = SWAPINT(obj->rtype.pobj_info.anim_angles[i].h);
}
obj->rtype.pobj_info.subobj_flags = SWAPINT(obj->rtype.pobj_info.subobj_flags);
obj->rtype.pobj_info.tmap_override = SWAPINT(obj->rtype.pobj_info.tmap_override);
obj->rtype.pobj_info.alt_textures = SWAPINT(obj->rtype.pobj_info.alt_textures);
break;
}
case RT_WEAPON_VCLIP:
case RT_HOSTAGE:
case RT_POWERUP:
case RT_FIREBALL:
obj->rtype.vclip_info.vclip_num = SWAPINT(obj->rtype.vclip_info.vclip_num);
obj->rtype.vclip_info.frametime = SWAPINT(obj->rtype.vclip_info.frametime);
break;
case RT_LASER:
break;
}
}