2346 lines
61 KiB
C
2346 lines
61 KiB
C
/*
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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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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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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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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* object rendering
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#include <string.h> // for memset
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#include <stdio.h>
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#include "inferno.h"
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#include "game.h"
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#include "gr.h"
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#include "stdlib.h"
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#include "bm.h"
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#include "3d.h"
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#include "segment.h"
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#include "texmap.h"
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#include "laser.h"
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#include "key.h"
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#include "gameseg.h"
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#include "textures.h"
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#include "object.h"
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#include "physics.h"
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#include "slew.h"
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#include "render.h"
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#include "wall.h"
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#include "vclip.h"
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#include "polyobj.h"
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#include "fireball.h"
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#include "laser.h"
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#include "error.h"
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#include "ai.h"
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#include "hostage.h"
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#include "morph.h"
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#include "cntrlcen.h"
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#include "powerup.h"
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#include "fuelcen.h"
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#include "endlevel.h"
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#include "sounds.h"
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#include "collide.h"
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#include "lighting.h"
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#include "newdemo.h"
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#include "player.h"
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#include "weapon.h"
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#ifdef NETWORK
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#include "network.h"
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#endif
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#include "newmenu.h"
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#include "gauges.h"
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#include "multi.h"
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#include "menu.h"
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#include "args.h"
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#include "text.h"
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#include "piggy.h"
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#include "switch.h"
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#include "gameseq.h"
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#include "playsave.h"
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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void obj_detach_all(object *parent);
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void obj_detach_one(object *sub);
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int free_object_slots(int num_used);
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/*
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* Global variables
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*/
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extern sbyte WasRecorded[MAX_OBJECTS];
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ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
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object *ConsoleObject; //the object that is the player
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static short free_obj_list[MAX_OBJECTS];
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//Data for objects
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// -- Object stuff
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//info on the various types of objects
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#ifndef NDEBUG
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object Object_minus_one;
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#endif
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object Objects[MAX_OBJECTS];
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int num_objects=0;
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int Highest_object_index=0;
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int Highest_ever_object_index=0;
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// grs_bitmap *robot_bms[MAX_ROBOT_BITMAPS]; //all bitmaps for all robots
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// int robot_bm_nums[MAX_ROBOT_TYPES]; //starting bitmap num for each robot
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// int robot_n_bitmaps[MAX_ROBOT_TYPES]; //how many bitmaps for each robot
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// char *robot_names[MAX_ROBOT_TYPES]; //name of each robot
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//--unused-- int Num_robot_types=0;
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int print_object_info = 0;
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//@@int Object_viewer = 0;
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//object * Slew_object = NULL; // Object containing slew object info.
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//--unused-- int Player_controller_type = 0;
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window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
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#if defined(EDITOR) || !defined(NDEBUG)
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char Object_type_names[MAX_OBJECT_TYPES][9] = {
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"WALL ",
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"FIREBALL",
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"ROBOT ",
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"HOSTAGE ",
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"PLAYER ",
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"WEAPON ",
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"CAMERA ",
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"POWERUP ",
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"DEBRIS ",
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"CNTRLCEN",
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"FLARE ",
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"CLUTTER ",
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"GHOST ",
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"LIGHT ",
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"COOP ",
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"MARKER ",
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};
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#endif
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#ifndef RELEASE
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//set viewer object to next object in array
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void object_goto_next_viewer()
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{
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int i, start_obj = 0;
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start_obj = Viewer - Objects; //get viewer object number
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for (i=0;i<=Highest_object_index;i++) {
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start_obj++;
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if (start_obj > Highest_object_index ) start_obj = 0;
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if (Objects[start_obj].type != OBJ_NONE ) {
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Viewer = &Objects[start_obj];
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return;
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}
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}
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Error( "Couldn't find a viewer object!" );
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}
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//set viewer object to next object in array
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void object_goto_prev_viewer()
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{
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int i, start_obj = 0;
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start_obj = Viewer - Objects; //get viewer object number
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for (i=0; i<=Highest_object_index; i++) {
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start_obj--;
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if (start_obj < 0 ) start_obj = Highest_object_index;
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if (Objects[start_obj].type != OBJ_NONE ) {
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Viewer = &Objects[start_obj];
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return;
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}
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}
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Error( "Couldn't find a viewer object!" );
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}
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#endif
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object *obj_find_first_of_type (int type)
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{
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int i;
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for (i=0;i<=Highest_object_index;i++)
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if (Objects[i].type==type)
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return (&Objects[i]);
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return ((object *)NULL);
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}
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int obj_return_num_of_type (int type)
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{
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int i,count=0;
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for (i=0;i<=Highest_object_index;i++)
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if (Objects[i].type==type)
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count++;
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return (count);
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}
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int obj_return_num_of_typeid (int type,int id)
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{
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int i,count=0;
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for (i=0;i<=Highest_object_index;i++)
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if (Objects[i].type==type && Objects[i].id==id)
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count++;
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return (count);
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}
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int global_orientation = 0;
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//draw an object that has one bitmap & doesn't rotate
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void draw_object_blob(object *obj,bitmap_index bmi)
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{
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int orientation=0;
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grs_bitmap * bm = &GameBitmaps[bmi.index];
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if (obj->type == OBJ_FIREBALL)
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orientation = (obj-Objects) & 7;
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orientation = global_orientation;
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PIGGY_PAGE_IN( bmi );
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if (bm->bm_w > bm->bm_h) {
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g3_draw_bitmap(&obj->pos,obj->size,fixmuldiv(obj->size,bm->bm_h,bm->bm_w),bm, orientation
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#ifdef OGL
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,obj
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#endif
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);
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}
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else {
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g3_draw_bitmap(&obj->pos,fixmuldiv(obj->size,bm->bm_w,bm->bm_h),obj->size,bm, orientation
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#ifdef OGL
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,obj
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#endif
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);
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}
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}
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//draw an object that is a texture-mapped rod
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void draw_object_tmap_rod(object *obj,bitmap_index bitmapi,int lighted)
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{
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grs_bitmap * bitmap = &GameBitmaps[bitmapi.index];
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fix light;
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vms_vector delta,top_v,bot_v;
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g3s_point top_p,bot_p;
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PIGGY_PAGE_IN(bitmapi);
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bitmap->bm_handle = bitmapi.index;
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vm_vec_copy_scale(&delta,&obj->orient.uvec,obj->size);
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vm_vec_add(&top_v,&obj->pos,&delta);
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vm_vec_sub(&bot_v,&obj->pos,&delta);
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g3_rotate_point(&top_p,&top_v);
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g3_rotate_point(&bot_p,&bot_v);
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if (lighted)
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light = compute_object_light(obj,&top_p.p3_vec);
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else
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light = f1_0;
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g3_draw_rod_tmap(bitmap,&bot_p,obj->size,&top_p,obj->size,light);
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}
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int Linear_tmap_polygon_objects = 1;
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extern fix Max_thrust;
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//used for robot engine glow
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#define MAX_VELOCITY i2f(50)
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//function that takes the same parms as draw_tmap, but renders as flat poly
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//we need this to do the cloaked effect
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extern void draw_tmap_flat();
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//what darkening level to use when cloaked
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#define CLOAKED_FADE_LEVEL 28
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#define CLOAK_FADEIN_DURATION_PLAYER F2_0
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#define CLOAK_FADEOUT_DURATION_PLAYER F2_0
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#define CLOAK_FADEIN_DURATION_ROBOT F1_0
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#define CLOAK_FADEOUT_DURATION_ROBOT F1_0
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//do special cloaked render
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void draw_cloaked_object(object *obj,fix light,fix *glow,fix cloak_start_time,fix cloak_end_time)
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{
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fix cloak_delta_time,total_cloaked_time;
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fix light_scale=F1_0;
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int cloak_value=0;
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int fading=0; //if true, fading, else cloaking
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fix Cloak_fadein_duration=F1_0;
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fix Cloak_fadeout_duration=F1_0;
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total_cloaked_time = cloak_end_time-cloak_start_time;
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switch (obj->type) {
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case OBJ_PLAYER:
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Cloak_fadein_duration = CLOAK_FADEIN_DURATION_PLAYER;
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Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_PLAYER;
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break;
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case OBJ_ROBOT:
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Cloak_fadein_duration = CLOAK_FADEIN_DURATION_ROBOT;
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Cloak_fadeout_duration = CLOAK_FADEOUT_DURATION_ROBOT;
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break;
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default:
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Int3(); // Contact Mike: Unexpected object type in draw_cloaked_object.
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}
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cloak_delta_time = GameTime - cloak_start_time;
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if (cloak_delta_time < Cloak_fadein_duration/2) {
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light_scale = fixdiv(Cloak_fadein_duration/2 - cloak_delta_time,Cloak_fadein_duration/2);
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fading = 1;
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}
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else if (cloak_delta_time < Cloak_fadein_duration) {
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cloak_value = f2i(fixdiv(cloak_delta_time - Cloak_fadein_duration/2,Cloak_fadein_duration/2) * CLOAKED_FADE_LEVEL);
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} else if (GameTime < cloak_end_time-Cloak_fadeout_duration) {
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static int cloak_delta=0,cloak_dir=1;
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static fix cloak_timer=0;
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//note, if more than one cloaked object is visible at once, the
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//pulse rate will change!
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cloak_timer -= FrameTime;
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while (cloak_timer < 0) {
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cloak_timer += Cloak_fadeout_duration/12;
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cloak_delta += cloak_dir;
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if (cloak_delta==0 || cloak_delta==4)
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cloak_dir = -cloak_dir;
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}
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cloak_value = CLOAKED_FADE_LEVEL - cloak_delta;
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} else if (GameTime < cloak_end_time-Cloak_fadeout_duration/2) {
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cloak_value = f2i(fixdiv(total_cloaked_time - Cloak_fadeout_duration/2 - cloak_delta_time,Cloak_fadeout_duration/2) * CLOAKED_FADE_LEVEL);
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} else {
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light_scale = fixdiv(Cloak_fadeout_duration/2 - (total_cloaked_time - cloak_delta_time),Cloak_fadeout_duration/2);
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fading = 1;
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}
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if (fading) {
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fix new_light,save_glow;
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bitmap_index * alt_textures = NULL;
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#ifdef NETWORK
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if ( obj->rtype.pobj_info.alt_textures > 0 )
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alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
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#endif
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new_light = fixmul(light,light_scale);
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save_glow = glow[0];
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glow[0] = fixmul(glow[0],light_scale);
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draw_polygon_model(&obj->pos,
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&obj->orient,
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(vms_angvec *)&obj->rtype.pobj_info.anim_angles,
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obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
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new_light,
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glow,
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alt_textures );
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glow[0] = save_glow;
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}
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else {
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Gr_scanline_darkening_level = cloak_value;
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gr_setcolor(BM_XRGB(0,0,0)); //set to black (matters for s3)
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g3_set_special_render(draw_tmap_flat,NULL,NULL); //use special flat drawer
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draw_polygon_model(&obj->pos,
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&obj->orient,
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(vms_angvec *)&obj->rtype.pobj_info.anim_angles,
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obj->rtype.pobj_info.model_num,obj->rtype.pobj_info.subobj_flags,
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light,
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glow,
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NULL );
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g3_set_special_render(NULL,NULL,NULL);
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Gr_scanline_darkening_level = GR_FADE_LEVELS;
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}
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}
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//draw an object which renders as a polygon model
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void draw_polygon_object(object *obj)
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{
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fix light;
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int imsave;
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fix engine_glow_value[2]; //element 0 is for engine glow, 1 for headlight
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light = compute_object_light(obj,NULL);
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// If option set for bright players in netgame, brighten them!
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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if (Netgame.BrightPlayers)
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light = F1_0*2;
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#endif
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//make robots brighter according to robot glow field
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if (obj->type == OBJ_ROBOT)
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light += (Robot_info[obj->id].glow<<12); //convert 4:4 to 16:16
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if (obj->type == OBJ_WEAPON)
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if (obj->id == FLARE_ID)
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light += F1_0*2;
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if (obj->type == OBJ_MARKER)
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light += F1_0*2;
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imsave = Interpolation_method;
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if (Linear_tmap_polygon_objects)
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Interpolation_method = 1;
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//set engine glow value
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engine_glow_value[0] = f1_0/5;
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if (obj->movement_type == MT_PHYSICS) {
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if (obj->mtype.phys_info.flags & PF_USES_THRUST && obj->type==OBJ_PLAYER && obj->id==Player_num) {
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fix thrust_mag = vm_vec_mag_quick(&obj->mtype.phys_info.thrust);
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engine_glow_value[0] += (fixdiv(thrust_mag,Player_ship->max_thrust)*4)/5;
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}
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else {
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fix speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
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engine_glow_value[0] += (fixdiv(speed,MAX_VELOCITY)*3)/5;
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}
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}
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//set value for player headlight
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if (obj->type == OBJ_PLAYER) {
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if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT && !Endlevel_sequence)
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if (Players[obj->id].flags & PLAYER_FLAGS_HEADLIGHT_ON)
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engine_glow_value[1] = -2; //draw white!
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else
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engine_glow_value[1] = -1; //draw normal color (grey)
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else
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engine_glow_value[1] = -3; //don't draw
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}
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if (obj->rtype.pobj_info.tmap_override != -1) {
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#ifndef NDEBUG
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polymodel *pm = &Polygon_models[obj->rtype.pobj_info.model_num];
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#endif
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bitmap_index bm_ptrs[12];
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int i;
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Assert(pm->n_textures<=12);
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for (i=0;i<12;i++) //fill whole array, in case simple model needs more
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bm_ptrs[i] = Textures[obj->rtype.pobj_info.tmap_override];
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draw_polygon_model(&obj->pos,
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&obj->orient,
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(vms_angvec *)&obj->rtype.pobj_info.anim_angles,
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obj->rtype.pobj_info.model_num,
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obj->rtype.pobj_info.subobj_flags,
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light,
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engine_glow_value,
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bm_ptrs);
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}
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else {
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if (obj->type==OBJ_PLAYER && (Players[obj->id].flags&PLAYER_FLAGS_CLOAKED))
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draw_cloaked_object(obj,light,engine_glow_value,Players[obj->id].cloak_time,Players[obj->id].cloak_time+CLOAK_TIME_MAX);
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else if ((obj->type == OBJ_ROBOT) && (obj->ctype.ai_info.CLOAKED)) {
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if (Robot_info[obj->id].boss_flag)
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draw_cloaked_object(obj,light,engine_glow_value, Boss_cloak_start_time, Boss_cloak_end_time);
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else
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draw_cloaked_object(obj,light,engine_glow_value, GameTime-F1_0*10, GameTime+F1_0*10);
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} else {
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bitmap_index * alt_textures = NULL;
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#ifdef NETWORK
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if ( obj->rtype.pobj_info.alt_textures > 0 )
|
|
alt_textures = multi_player_textures[obj->rtype.pobj_info.alt_textures-1];
|
|
#endif
|
|
|
|
// Snipers get bright when they fire.
|
|
if (Ai_local_info[obj-Objects].next_fire < F1_0/8) {
|
|
if (obj->ctype.ai_info.behavior == AIB_SNIPE)
|
|
light = 2*light + F1_0;
|
|
}
|
|
#ifdef OGL
|
|
if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 ))
|
|
Gr_scanline_darkening_level = 1;
|
|
#endif
|
|
draw_polygon_model(&obj->pos,
|
|
&obj->orient,
|
|
(vms_angvec *)&obj->rtype.pobj_info.anim_angles,obj->rtype.pobj_info.model_num,
|
|
obj->rtype.pobj_info.subobj_flags,
|
|
light,
|
|
engine_glow_value,
|
|
alt_textures);
|
|
#ifdef OGL
|
|
Gr_scanline_darkening_level = GR_FADE_LEVELS;
|
|
#endif
|
|
if (obj->type == OBJ_WEAPON && (Weapon_info[obj->id].model_num_inner > -1 )) {
|
|
fix dist_to_eye = vm_vec_dist_quick(&Viewer->pos, &obj->pos);
|
|
if (dist_to_eye < Simple_model_threshhold_scale * F1_0*2)
|
|
draw_polygon_model(&obj->pos,
|
|
&obj->orient,
|
|
(vms_angvec *)&obj->rtype.pobj_info.anim_angles,
|
|
Weapon_info[obj->id].model_num_inner,
|
|
obj->rtype.pobj_info.subobj_flags,
|
|
light,
|
|
engine_glow_value,
|
|
alt_textures);
|
|
}
|
|
}
|
|
}
|
|
|
|
Interpolation_method = imsave;
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// These variables are used to keep a list of the 3 closest robots to the viewer.
|
|
// The code works like this: Every time render object is called with a polygon model,
|
|
// it finds the distance of that robot to the viewer. If this distance if within 10
|
|
// segments of the viewer, it does the following: If there aren't already 3 robots in
|
|
// the closet-robots list, it just sticks that object into the list along with its distance.
|
|
// If the list already contains 3 robots, then it finds the robot in that list that is
|
|
// farthest from the viewer. If that object is farther than the object currently being
|
|
// rendered, then the new object takes over that far object's slot. *Then* after all
|
|
// objects are rendered, object_render_targets is called an it draws a target on top
|
|
// of all the objects.
|
|
|
|
//091494: #define MAX_CLOSE_ROBOTS 3
|
|
//--unused-- static int Object_draw_lock_boxes = 0;
|
|
//091494: static int Object_num_close = 0;
|
|
//091494: static object * Object_close_ones[MAX_CLOSE_ROBOTS];
|
|
//091494: static fix Object_close_distance[MAX_CLOSE_ROBOTS];
|
|
|
|
//091494: set_close_objects(object *obj)
|
|
//091494: {
|
|
//091494: fix dist;
|
|
//091494:
|
|
//091494: if ( (obj->type != OBJ_ROBOT) || (Object_draw_lock_boxes==0) )
|
|
//091494: return;
|
|
//091494:
|
|
//091494: // The following code keeps a list of the 10 closest robots to the
|
|
//091494: // viewer. See comments in front of this function for how this works.
|
|
//091494: dist = vm_vec_dist( &obj->pos, &Viewer->pos );
|
|
//091494: if ( dist < i2f(20*10) ) {
|
|
//091494: if ( Object_num_close < MAX_CLOSE_ROBOTS ) {
|
|
//091494: Object_close_ones[Object_num_close] = obj;
|
|
//091494: Object_close_distance[Object_num_close] = dist;
|
|
//091494: Object_num_close++;
|
|
//091494: } else {
|
|
//091494: int i, farthest_robot;
|
|
//091494: fix farthest_distance;
|
|
//091494: // Find the farthest robot in the list
|
|
//091494: farthest_robot = 0;
|
|
//091494: farthest_distance = Object_close_distance[0];
|
|
//091494: for (i=1; i<Object_num_close; i++ ) {
|
|
//091494: if ( Object_close_distance[i] > farthest_distance ) {
|
|
//091494: farthest_distance = Object_close_distance[i];
|
|
//091494: farthest_robot = i;
|
|
//091494: }
|
|
//091494: }
|
|
//091494: // If this object is closer to the viewer than
|
|
//091494: // the farthest in the list, replace the farthest with this object.
|
|
//091494: if ( farthest_distance > dist ) {
|
|
//091494: Object_close_ones[farthest_robot] = obj;
|
|
//091494: Object_close_distance[farthest_robot] = dist;
|
|
//091494: }
|
|
//091494: }
|
|
//091494: }
|
|
//091494: }
|
|
|
|
int Player_fired_laser_this_frame=-1;
|
|
|
|
|
|
|
|
// -----------------------------------------------------------------------------
|
|
//this routine checks to see if an robot rendered near the middle of
|
|
//the screen, and if so and the player had fired, "warns" the robot
|
|
void set_robot_location_info(object *objp)
|
|
{
|
|
if (Player_fired_laser_this_frame != -1) {
|
|
g3s_point temp;
|
|
|
|
g3_rotate_point(&temp,&objp->pos);
|
|
|
|
if (temp.p3_codes & CC_BEHIND) //robot behind the screen
|
|
return;
|
|
|
|
//the code below to check for object near the center of the screen
|
|
//completely ignores z, which may not be good
|
|
|
|
if ((abs(temp.p3_x) < F1_0*4) && (abs(temp.p3_y) < F1_0*4)) {
|
|
objp->ctype.ai_info.danger_laser_num = Player_fired_laser_this_frame;
|
|
objp->ctype.ai_info.danger_laser_signature = Objects[Player_fired_laser_this_frame].signature;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------
|
|
void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag)
|
|
{
|
|
fix size;
|
|
vms_vector pos, rand_vec;
|
|
int segnum;
|
|
|
|
pos = objp->pos;
|
|
make_random_vector(&rand_vec);
|
|
|
|
vm_vec_scale(&rand_vec, objp->size/2);
|
|
|
|
vm_vec_add2(&pos, &rand_vec);
|
|
|
|
size = fixmul(size_scale, F1_0/2 + d_rand()*4/2);
|
|
|
|
segnum = find_point_seg(&pos, objp->segnum);
|
|
if (segnum != -1) {
|
|
object *expl_obj;
|
|
expl_obj = object_create_explosion(segnum, &pos, size, VCLIP_SMALL_EXPLOSION);
|
|
if (!expl_obj)
|
|
return;
|
|
obj_attach(objp,expl_obj);
|
|
if (d_rand() < 8192) {
|
|
fix vol = F1_0/2;
|
|
if (objp->type == OBJ_ROBOT)
|
|
vol *= 2;
|
|
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);
|
|
|
|
//"warn" robot if being shot at
|
|
if (obj->type == OBJ_ROBOT)
|
|
set_robot_location_info(obj);
|
|
|
|
//JOHN SAID TO: if ( (obj->type==OBJ_PLAYER) && ((keyd_pressed[KEY_W]) || (keyd_pressed[KEY_I])))
|
|
//JOHN SAID TO: object_render_id(obj);
|
|
|
|
// -- mk, 02/05/95 -- if (obj->type == OBJ_PLAYER)
|
|
// -- mk, 02/05/95 -- if (Players[obj->id].flags & PLAYER_FLAGS_INVULNERABLE)
|
|
// -- mk, 02/05/95 -- do_player_invulnerability_effect(obj);
|
|
|
|
break;
|
|
|
|
case RT_MORPH: draw_morph_object(obj); break;
|
|
|
|
case RT_FIREBALL: draw_fireball(obj); break;
|
|
|
|
case RT_WEAPON_VCLIP: draw_weapon_vclip(obj); break;
|
|
|
|
case RT_HOSTAGE: draw_hostage(obj); break;
|
|
|
|
case RT_POWERUP: draw_powerup(obj); break;
|
|
|
|
case RT_LASER: Laser_render(obj); break;
|
|
|
|
default: Error("Unknown render_type <%d>",obj->render_type);
|
|
}
|
|
|
|
if ( obj->render_type != RT_NONE )
|
|
if ( Newdemo_state == ND_STATE_RECORDING ) {
|
|
if (!WasRecorded[obj-Objects]) {
|
|
newdemo_record_render_object(obj);
|
|
WasRecorded[obj-Objects]=1;
|
|
}
|
|
}
|
|
|
|
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->signature = 0; //player has zero, others start at 1
|
|
|
|
ConsoleObject->size = Polygon_models[Player_ship->model_num].rad;
|
|
|
|
ConsoleObject->control_type = CT_SLEW; //default is player slewing
|
|
ConsoleObject->movement_type = MT_PHYSICS; //change this sometime
|
|
|
|
ConsoleObject->lifeleft = IMMORTAL_TIME;
|
|
|
|
ConsoleObject->attached_obj = -1;
|
|
|
|
reset_player_object();
|
|
|
|
}
|
|
|
|
//sets up the free list & init player & whatever else
|
|
void init_objects()
|
|
{
|
|
int i;
|
|
|
|
collide_init();
|
|
|
|
for (i=0;i<MAX_OBJECTS;i++) {
|
|
free_obj_list[i] = i;
|
|
Objects[i].type = OBJ_NONE;
|
|
Objects[i].segnum = -1;
|
|
}
|
|
|
|
for (i=0;i<MAX_SEGMENTS;i++)
|
|
Segments[i].objects = -1;
|
|
|
|
ConsoleObject = Viewer = &Objects[0];
|
|
|
|
init_player_object();
|
|
obj_link(ConsoleObject-Objects,0); //put in the world in segment 0
|
|
|
|
num_objects = 1; //just the player
|
|
Highest_object_index = 0;
|
|
|
|
|
|
}
|
|
|
|
//after calling init_object(), the network code has grabbed specific
|
|
//object slots without allocating them. Go though the objects & build
|
|
//the free list, then set the apporpriate globals
|
|
void special_reset_objects(void)
|
|
{
|
|
int i;
|
|
|
|
num_objects=MAX_OBJECTS;
|
|
|
|
Highest_object_index = 0;
|
|
Assert(Objects[0].type != OBJ_NONE); //0 should be used
|
|
|
|
for (i=MAX_OBJECTS;i--;)
|
|
if (Objects[i].type == OBJ_NONE)
|
|
free_obj_list[--num_objects] = i;
|
|
else
|
|
if (i > Highest_object_index)
|
|
Highest_object_index = i;
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
int is_object_in_seg( int segnum, int objn )
|
|
{
|
|
int objnum, count = 0;
|
|
|
|
for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
|
|
if ( count > MAX_OBJECTS ) {
|
|
Int3();
|
|
return count;
|
|
}
|
|
if ( objnum==objn ) count++;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
int search_all_segments_for_object( int objnum )
|
|
{
|
|
int i;
|
|
int count = 0;
|
|
|
|
for (i=0; i<=Highest_segment_index; i++) {
|
|
count += is_object_in_seg( i, objnum );
|
|
}
|
|
return count;
|
|
}
|
|
|
|
void johns_obj_unlink(int segnum, int objnum)
|
|
{
|
|
object *obj = &Objects[objnum];
|
|
segment *seg = &Segments[segnum];
|
|
|
|
Assert(objnum != -1);
|
|
|
|
if (obj->prev == -1)
|
|
seg->objects = obj->next;
|
|
else
|
|
Objects[obj->prev].next = obj->next;
|
|
|
|
if (obj->next != -1) Objects[obj->next].prev = obj->prev;
|
|
}
|
|
|
|
void remove_incorrect_objects()
|
|
{
|
|
int segnum, objnum, count;
|
|
|
|
for (segnum=0; segnum <= Highest_segment_index; segnum++) {
|
|
count = 0;
|
|
for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
|
|
count++;
|
|
#ifndef NDEBUG
|
|
if ( count > MAX_OBJECTS ) {
|
|
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);
|
|
}
|
|
|
|
int Object_next_signature = 1; //player gets 0, others start at 1
|
|
|
|
int Debris_object_count=0;
|
|
|
|
int Unused_object_slots;
|
|
|
|
//returns the number of a free object, updating Highest_object_index.
|
|
//Generally, obj_create() should be called to get an object, since it
|
|
//fills in important fields and does the linking.
|
|
//returns -1 if no free objects
|
|
int obj_allocate(void)
|
|
{
|
|
int objnum;
|
|
|
|
if ( num_objects >= MAX_OBJECTS-2 ) {
|
|
int num_freed;
|
|
|
|
num_freed = free_object_slots(MAX_OBJECTS-10);
|
|
}
|
|
|
|
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
|
|
// Returns number of slots freed.
|
|
int free_object_slots(int num_used)
|
|
{
|
|
int i, olind;
|
|
int obj_list[MAX_OBJECTS];
|
|
int num_already_free, num_to_free, original_num_to_free;
|
|
|
|
olind = 0;
|
|
num_already_free = MAX_OBJECTS - Highest_object_index - 1;
|
|
|
|
if (MAX_OBJECTS - num_already_free < num_used)
|
|
return 0;
|
|
|
|
for (i=0; i<=Highest_object_index; i++) {
|
|
if (Objects[i].flags & OF_SHOULD_BE_DEAD) {
|
|
num_already_free++;
|
|
if (MAX_OBJECTS - num_already_free < num_used)
|
|
return num_already_free;
|
|
} else
|
|
switch (Objects[i].type) {
|
|
case OBJ_NONE:
|
|
num_already_free++;
|
|
if (MAX_OBJECTS - num_already_free < num_used)
|
|
return 0;
|
|
break;
|
|
case OBJ_WALL:
|
|
case OBJ_FLARE:
|
|
Int3(); // This is curious. What is an object that is a wall?
|
|
break;
|
|
case OBJ_FIREBALL:
|
|
case OBJ_WEAPON:
|
|
case OBJ_DEBRIS:
|
|
obj_list[olind++] = i;
|
|
break;
|
|
case OBJ_ROBOT:
|
|
case OBJ_HOSTAGE:
|
|
case OBJ_PLAYER:
|
|
case OBJ_CNTRLCEN:
|
|
case OBJ_CLUTTER:
|
|
case OBJ_GHOST:
|
|
case OBJ_LIGHT:
|
|
case OBJ_CAMERA:
|
|
case OBJ_POWERUP:
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
num_to_free = MAX_OBJECTS - num_used - num_already_free;
|
|
original_num_to_free = num_to_free;
|
|
|
|
if (num_to_free > olind) {
|
|
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 original_num_to_free;
|
|
|
|
for (i=0; i<num_to_free; i++)
|
|
if (Objects[obj_list[i]].type == OBJ_FIREBALL && Objects[obj_list[i]].ctype.expl_info.delete_objnum==-1) {
|
|
num_to_free--;
|
|
Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
if (!num_to_free)
|
|
return original_num_to_free;
|
|
|
|
for (i=0; i<num_to_free; i++)
|
|
if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id == FLARE_ID)) {
|
|
num_to_free--;
|
|
Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
if (!num_to_free)
|
|
return original_num_to_free;
|
|
|
|
for (i=0; i<num_to_free; i++)
|
|
if ((Objects[obj_list[i]].type == OBJ_WEAPON) && (Objects[obj_list[i]].id != FLARE_ID)) {
|
|
num_to_free--;
|
|
Objects[obj_list[i]].flags |= OF_SHOULD_BE_DEAD;
|
|
}
|
|
|
|
return original_num_to_free - num_to_free;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//initialize a new object. adds to the list for the given segment
|
|
//note that segnum is really just a suggestion, since this routine actually
|
|
//searches for the correct segment
|
|
//returns the object number
|
|
int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
|
|
vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype)
|
|
{
|
|
int objnum;
|
|
object *obj;
|
|
|
|
Assert(segnum <= Highest_segment_index);
|
|
Assert (segnum >= 0);
|
|
Assert(ctype <= CT_CNTRLCEN);
|
|
|
|
if (type==OBJ_DEBRIS && Debris_object_count>=Max_debris_objects && !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 = Object_next_signature++;
|
|
obj->type = type;
|
|
obj->id = id;
|
|
obj->last_pos = *pos;
|
|
obj->pos = *pos;
|
|
obj->size = size;
|
|
obj->flags = 0;
|
|
//@@if (orient != NULL)
|
|
//@@ obj->orient = *orient;
|
|
|
|
obj->orient = orient?*orient:vmd_identity_matrix;
|
|
|
|
obj->control_type = ctype;
|
|
obj->movement_type = mtype;
|
|
obj->render_type = rtype;
|
|
obj->contains_type = -1;
|
|
|
|
obj->lifeleft = IMMORTAL_TIME; //assume immortal
|
|
obj->attached_obj = -1;
|
|
|
|
if (obj->control_type == CT_POWERUP)
|
|
obj->ctype.powerup_info.count = 1;
|
|
|
|
// Init physics info for this object
|
|
if (obj->movement_type == MT_PHYSICS) {
|
|
|
|
vm_vec_zero(&obj->mtype.phys_info.velocity);
|
|
vm_vec_zero(&obj->mtype.phys_info.thrust);
|
|
vm_vec_zero(&obj->mtype.phys_info.rotvel);
|
|
vm_vec_zero(&obj->mtype.phys_info.rotthrust);
|
|
|
|
obj->mtype.phys_info.mass = 0;
|
|
obj->mtype.phys_info.drag = 0;
|
|
obj->mtype.phys_info.brakes = 0;
|
|
obj->mtype.phys_info.turnroll = 0;
|
|
obj->mtype.phys_info.flags = 0;
|
|
}
|
|
|
|
if (obj->render_type == RT_POLYOBJ)
|
|
obj->rtype.pobj_info.tmap_override = -1;
|
|
|
|
obj->shields = 20*F1_0;
|
|
|
|
segnum = find_point_seg(pos,segnum); //find correct segment
|
|
|
|
Assert(segnum!=-1);
|
|
|
|
obj->segnum = -1; //set to zero by memset, above
|
|
obj_link(objnum,segnum);
|
|
|
|
// Set (or not) persistent bit in phys_info.
|
|
if (obj->type == OBJ_WEAPON) {
|
|
Assert(obj->control_type == CT_WEAPON);
|
|
obj->mtype.phys_info.flags |= (Weapon_info[obj->id].persistent*PF_PERSISTENT);
|
|
obj->ctype.laser_info.creation_time = GameTime;
|
|
obj->ctype.laser_info.last_hitobj = -1;
|
|
obj->ctype.laser_info.multiplier = F1_0;
|
|
}
|
|
|
|
if (obj->control_type == CT_POWERUP)
|
|
obj->ctype.powerup_info.creation_time = GameTime;
|
|
|
|
if (obj->control_type == CT_EXPLOSION)
|
|
obj->ctype.expl_info.next_attach = obj->ctype.expl_info.prev_attach = obj->ctype.expl_info.attach_parent = -1;
|
|
|
|
if (obj->type == OBJ_DEBRIS)
|
|
Debris_object_count++;
|
|
|
|
return objnum;
|
|
}
|
|
|
|
#ifdef EDITOR
|
|
//create a copy of an object. returns new object number
|
|
int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum)
|
|
{
|
|
int newobjnum;
|
|
object *obj;
|
|
|
|
// Find next free object
|
|
newobjnum = obj_allocate();
|
|
|
|
if (newobjnum == -1)
|
|
return -1;
|
|
|
|
obj = &Objects[newobjnum];
|
|
|
|
*obj = Objects[objnum];
|
|
|
|
obj->pos = obj->last_pos = *new_pos;
|
|
|
|
obj->next = obj->prev = obj->segnum = -1;
|
|
|
|
obj_link(newobjnum,newsegnum);
|
|
|
|
obj->signature = Object_next_signature++;
|
|
|
|
//we probably should initialize sub-structures here
|
|
|
|
return newobjnum;
|
|
|
|
}
|
|
#endif
|
|
|
|
extern void newdemo_record_guided_end();
|
|
|
|
//remove object from the world
|
|
void obj_delete(int objnum)
|
|
{
|
|
int pnum;
|
|
object *obj = &Objects[objnum];
|
|
|
|
Assert(objnum != -1);
|
|
Assert(objnum != 0 );
|
|
Assert(obj->type != OBJ_NONE);
|
|
Assert(obj != ConsoleObject);
|
|
|
|
if (obj->type==OBJ_WEAPON && obj->id==GUIDEDMISS_ID && obj->ctype.laser_info.parent_type==OBJ_PLAYER)
|
|
{
|
|
pnum=Objects[obj->ctype.laser_info.parent_num].id;
|
|
|
|
if (pnum!=Player_num) {
|
|
Guided_missile[pnum]=NULL;
|
|
}
|
|
else if (Newdemo_state==ND_STATE_RECORDING)
|
|
newdemo_record_guided_end();
|
|
|
|
}
|
|
|
|
if (obj == Viewer) //deleting the viewer?
|
|
Viewer = ConsoleObject; //..make the player the viewer
|
|
|
|
if (obj->flags & OF_ATTACHED) //detach this from object
|
|
obj_detach_one(obj);
|
|
|
|
if (obj->attached_obj != -1) //detach all objects from this
|
|
obj_detach_all(obj);
|
|
|
|
if (obj->type == OBJ_DEBRIS)
|
|
Debris_object_count--;
|
|
|
|
obj_unlink(objnum);
|
|
|
|
Assert(Objects[0].next != 0);
|
|
|
|
obj->type = OBJ_NONE; //unused!
|
|
obj->signature = -1;
|
|
obj->segnum=-1; // zero it!
|
|
|
|
obj_free(objnum);
|
|
}
|
|
|
|
#define DEATH_SEQUENCE_LENGTH (F1_0*5)
|
|
#define DEATH_SEQUENCE_EXPLODE_TIME (F1_0*2)
|
|
|
|
int Player_is_dead = 0; // If !0, then player is dead, but game continues so he can watch.
|
|
object *Dead_player_camera = NULL; // Object index of object watching deader.
|
|
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;
|
|
static int cockpit_mode_save; //set while in letterbox
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------
|
|
void dead_player_end(void)
|
|
{
|
|
if (!Player_is_dead)
|
|
return;
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING)
|
|
newdemo_record_restore_cockpit();
|
|
|
|
Player_is_dead = 0;
|
|
Player_exploded = 0;
|
|
obj_delete(Dead_player_camera-Objects);
|
|
Dead_player_camera = NULL;
|
|
select_cockpit(cockpit_mode_save);
|
|
Viewer = Viewer_save;
|
|
ConsoleObject->type = OBJ_PLAYER;
|
|
ConsoleObject->flags = Player_flags_save;
|
|
|
|
Assert((Control_type_save == CT_FLYING) || (Control_type_save == CT_SLEW));
|
|
|
|
ConsoleObject->control_type = Control_type_save;
|
|
ConsoleObject->render_type = Render_type_save;
|
|
Players[Player_num].flags &= ~PLAYER_FLAGS_INVULNERABLE;
|
|
Player_eggs_dropped = 0;
|
|
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------
|
|
// Camera is less than size of player away from
|
|
void set_camera_pos(vms_vector *camera_pos, object *objp)
|
|
{
|
|
int count = 0;
|
|
fix camera_player_dist;
|
|
fix far_scale;
|
|
|
|
camera_player_dist = vm_vec_dist_quick(camera_pos, &objp->pos);
|
|
|
|
if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) {
|
|
// Camera is too close to player object, so move it away.
|
|
vms_vector player_camera_vec;
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
vms_vector local_p1;
|
|
|
|
vm_vec_sub(&player_camera_vec, camera_pos, &objp->pos);
|
|
if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0))
|
|
player_camera_vec.x += F1_0/16;
|
|
|
|
hit_data.hit_type = HIT_WALL;
|
|
far_scale = F1_0;
|
|
|
|
while ((hit_data.hit_type != HIT_NONE) && (count++ < 6)) {
|
|
vms_vector closer_p1;
|
|
vm_vec_normalize_quick(&player_camera_vec);
|
|
vm_vec_scale(&player_camera_vec, Camera_to_player_dist_goal);
|
|
|
|
fq.p0 = &objp->pos;
|
|
vm_vec_add(&closer_p1, &objp->pos, &player_camera_vec); // This is the actual point we want to put the camera at.
|
|
vm_vec_scale(&player_camera_vec, far_scale); // ...but find a point 50% further away...
|
|
vm_vec_add(&local_p1, &objp->pos, &player_camera_vec); // ...so we won't have to do as many cuts.
|
|
|
|
fq.p1 = &local_p1;
|
|
fq.startseg = objp->segnum;
|
|
fq.rad = 0;
|
|
fq.thisobjnum = objp-Objects;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = 0;
|
|
find_vector_intersection( &fq, &hit_data);
|
|
|
|
if (hit_data.hit_type == HIT_NONE) {
|
|
*camera_pos = closer_p1;
|
|
} else {
|
|
make_random_vector(&player_camera_vec);
|
|
far_scale = 3*F1_0/2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
extern void drop_player_eggs(object *objp);
|
|
extern int get_explosion_vclip(object *obj,int stage);
|
|
extern void multi_cap_objects();
|
|
extern int Proximity_dropped,Smartmines_dropped;
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------
|
|
void dead_player_frame(void)
|
|
{
|
|
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(TXT_SHIP_DESTROYED_2, Players[Player_num].hostages_on_board);
|
|
else if (Players[Player_num].hostages_on_board == 1)
|
|
HUD_init_message(TXT_SHIP_DESTROYED_1);
|
|
else
|
|
HUD_init_message(TXT_SHIP_DESTROYED_0);
|
|
|
|
Player_exploded = 1;
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
AdjustMineSpawn ();
|
|
multi_cap_objects();
|
|
}
|
|
#endif
|
|
|
|
drop_player_eggs(ConsoleObject);
|
|
Player_eggs_dropped = 1;
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
//multi_send_position(Players[Player_num].objnum);
|
|
multi_send_player_explode(MULTI_PLAYER_EXPLODE);
|
|
}
|
|
#endif
|
|
|
|
explode_badass_player(ConsoleObject);
|
|
|
|
//is this next line needed, given the badass call above?
|
|
explode_object(ConsoleObject,0);
|
|
ConsoleObject->flags &= ~OF_SHOULD_BE_DEAD; //don't really kill player
|
|
ConsoleObject->render_type = RT_NONE; //..just make him disappear
|
|
ConsoleObject->type = OBJ_GHOST; //..and kill intersections
|
|
Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
|
|
}
|
|
} else {
|
|
if (d_rand() < FrameTime*4) {
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_create_explosion(Player_num);
|
|
#endif
|
|
create_small_fireball_on_object(ConsoleObject, F1_0, 1);
|
|
}
|
|
}
|
|
|
|
|
|
if (Death_sequence_aborted) { //time_dead > DEATH_SEQUENCE_LENGTH) {
|
|
if (!Player_eggs_dropped) {
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_NETWORK)
|
|
{
|
|
AdjustMineSpawn();
|
|
multi_cap_objects();
|
|
}
|
|
#endif
|
|
|
|
drop_player_eggs(ConsoleObject);
|
|
Player_eggs_dropped = 1;
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
//multi_send_position(Players[Player_num].objnum);
|
|
multi_send_player_explode(MULTI_PLAYER_EXPLODE);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
DoPlayerDead(); //kill_player();
|
|
}
|
|
}
|
|
else
|
|
time_dead = 0;
|
|
}
|
|
|
|
|
|
void AdjustMineSpawn()
|
|
{
|
|
if (!(Game_mode & GM_NETWORK))
|
|
return; // No need for this function in any other mode
|
|
|
|
if (!(Game_mode & GM_HOARD))
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]+=Proximity_dropped;
|
|
Players[Player_num].secondary_ammo[SMART_MINE_INDEX]+=Smartmines_dropped;
|
|
Proximity_dropped=0;
|
|
Smartmines_dropped=0;
|
|
}
|
|
|
|
|
|
|
|
int Killed_in_frame = -1;
|
|
short Killed_objnum = -1;
|
|
extern char Multi_killed_yourself;
|
|
|
|
// ------------------------------------------------------------------------------------------------------------------
|
|
void start_player_death_sequence(object *player)
|
|
{
|
|
int objnum;
|
|
|
|
Assert(player == ConsoleObject);
|
|
if ((Player_is_dead != 0) || (Dead_player_camera != NULL))
|
|
return;
|
|
|
|
//Assert(Player_is_dead == 0);
|
|
//Assert(Dead_player_camera == NULL);
|
|
|
|
reset_rear_view();
|
|
|
|
if (!(Game_mode & GM_MULTI))
|
|
HUD_clear_messages();
|
|
|
|
Killed_in_frame = FrameCount;
|
|
Killed_objnum = player-Objects;
|
|
Death_sequence_aborted = 0;
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
multi_send_kill(Players[Player_num].objnum);
|
|
|
|
// If Hoard, increase number of orbs by 1
|
|
// Only if you haven't killed yourself
|
|
// This prevents cheating
|
|
|
|
if (Game_mode & GM_HOARD)
|
|
if (Players[Player_num].secondary_ammo[PROXIMITY_INDEX]<12)
|
|
if (!Multi_killed_yourself)
|
|
Players[Player_num].secondary_ammo[PROXIMITY_INDEX]++;
|
|
|
|
}
|
|
#endif
|
|
|
|
PaletteRedAdd = 40;
|
|
Player_is_dead = 1;
|
|
|
|
//Players[Player_num].flags &= ~(PLAYER_FLAGS_AFTERBURNER);
|
|
|
|
vm_vec_zero(&player->mtype.phys_info.rotthrust);
|
|
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;
|
|
}
|
|
|
|
cockpit_mode_save = PlayerCfg.CockpitMode;
|
|
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);
|
|
|
|
}
|
|
|
|
//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);
|
|
}
|
|
|
|
int Drop_afterburner_blob_flag; //ugly hack
|
|
extern void multi_send_drop_blobs(char);
|
|
extern void fuelcen_check_for_goal (segment *);
|
|
|
|
//see if wall is volatile, and if so, cause damage to player
|
|
//returns true if player is in lava
|
|
int check_volatile_wall(object *obj,int segnum,int sidenum,vms_vector *hitpt);
|
|
|
|
// Time at which this object last created afterburner blobs.
|
|
fix Last_afterburner_time[MAX_OBJECTS];
|
|
|
|
//--------------------------------------------------------------------
|
|
//move an object for the current frame
|
|
void object_move_one( object * obj )
|
|
{
|
|
|
|
#ifndef DEMO_ONLY
|
|
|
|
int previous_segment = obj->segnum;
|
|
|
|
obj->last_pos = obj->pos; // Save the current position
|
|
|
|
if ((obj->type==OBJ_PLAYER) && (Player_num==obj->id)) {
|
|
fix fuel, shields;
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_CAPTURE)
|
|
fuelcen_check_for_goal (&Segments[obj->segnum]);
|
|
if (Game_mode & GM_HOARD)
|
|
fuelcen_check_for_hoard_goal (&Segments[obj->segnum]);
|
|
#endif
|
|
|
|
fuel=fuelcen_give_fuel( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
|
|
if (fuel > 0 ) {
|
|
Players[Player_num].energy += fuel;
|
|
}
|
|
|
|
shields = repaircen_give_shields( &Segments[obj->segnum], INITIAL_ENERGY-Players[Player_num].energy );
|
|
if (shields > 0) {
|
|
Players[Player_num].shields += shields;
|
|
}
|
|
}
|
|
|
|
if (obj->lifeleft != IMMORTAL_TIME) { //if not immortal...
|
|
// Ok, this is a big hack by MK.
|
|
// If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME.
|
|
if (obj->lifeleft != ONE_FRAME_TIME)
|
|
obj->lifeleft -= FrameTime; //...inevitable countdown towards death
|
|
}
|
|
|
|
Drop_afterburner_blob_flag = 0;
|
|
|
|
switch (obj->control_type) {
|
|
|
|
case CT_NONE: break;
|
|
|
|
case CT_FLYING:
|
|
|
|
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 );
|
|
* (ubyte *) 0x417 &= ~0x20; //kill numlock
|
|
}
|
|
slew_frame(0 ); // Does velocity addition for us.
|
|
break;
|
|
#endif
|
|
|
|
|
|
// case CT_FLYTHROUGH:
|
|
// do_flythrough(obj,0); // HACK:do_flythrough should operate on an object!!!!
|
|
// //check_object_seg(obj);
|
|
// return; // DON'T DO THE REST OF OBJECT STUFF SINCE THIS IS A SPECIAL CASE!!!
|
|
// break;
|
|
|
|
case CT_DEBRIS: do_debris_frame(obj); break;
|
|
|
|
case CT_LIGHT: break; //doesn't do anything
|
|
|
|
case CT_REMOTE: break; //doesn't do anything
|
|
|
|
case CT_CNTRLCEN: do_controlcen_frame(obj); break;
|
|
|
|
default:
|
|
|
|
#ifdef __DJGPP__
|
|
Error("Unknown control type %d in object %li, sig/type/id = %i/%i/%i",obj->control_type, obj-Objects, obj->signature, obj->type, obj->id);
|
|
#else
|
|
Error("Unknown control type %d in object %i, sig/type/id = %i/%i/%i",obj->control_type, (int)(obj-Objects), obj->signature, obj->type, obj->id);
|
|
#endif
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (obj->lifeleft < 0 ) { // We died of old age
|
|
obj->flags |= OF_SHOULD_BE_DEAD;
|
|
if ( obj->type==OBJ_WEAPON && Weapon_info[obj->id].damage_radius )
|
|
explode_badass_weapon(obj,&obj->pos);
|
|
else if ( obj->type==OBJ_ROBOT) //make robots explode
|
|
explode_object(obj,0);
|
|
}
|
|
|
|
if (obj->type == OBJ_NONE || obj->flags&OF_SHOULD_BE_DEAD)
|
|
return; // object has been deleted
|
|
|
|
switch (obj->movement_type) {
|
|
|
|
case MT_NONE: break; //this doesn't move
|
|
|
|
case MT_PHYSICS: do_physics_sim(obj); break; //move by physics
|
|
|
|
case MT_SPINNING: spin_object(obj); break;
|
|
|
|
}
|
|
|
|
// If player and moved to another segment, see if hit any triggers.
|
|
// also check in player under a lavafall
|
|
if (obj->type == OBJ_PLAYER && obj->movement_type==MT_PHYSICS) {
|
|
|
|
if (previous_segment != obj->segnum) {
|
|
int connect_side,i;
|
|
#ifdef NETWORK
|
|
int old_level = Current_level_num;
|
|
#endif
|
|
for (i=0;i<n_phys_segs-1;i++) {
|
|
connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
|
|
if (connect_side != -1)
|
|
check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects,0);
|
|
|
|
//maybe we've gone on to the next level. if so, bail!
|
|
#ifdef NETWORK
|
|
if (Current_level_num != old_level)
|
|
return;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
{
|
|
int sidemask,under_lavafall=0;
|
|
static int lavafall_hiss_playing[MAX_PLAYERS]={0};
|
|
|
|
sidemask = get_seg_masks(&obj->pos, obj->segnum, obj->size, __FILE__, __LINE__).sidemask;
|
|
if (sidemask) {
|
|
int sidenum,bit,wall_num;
|
|
|
|
for (sidenum=0,bit=1;sidenum<6;bit<<=1,sidenum++)
|
|
if ((sidemask & bit) && ((wall_num=Segments[obj->segnum].sides[sidenum].wall_num)!=-1) && Walls[wall_num].type==WALL_ILLUSION) {
|
|
int type;
|
|
if ((type=check_volatile_wall(obj,obj->segnum,sidenum,&obj->pos))!=0) {
|
|
int sound = (type==1)?SOUND_LAVAFALL_HISS:SOUND_SHIP_IN_WATERFALL;
|
|
under_lavafall = 1;
|
|
if (!lavafall_hiss_playing[obj->id]) {
|
|
digi_link_sound_to_object3( sound, obj-Objects, 1, F1_0, i2f(256), -1, -1);
|
|
lavafall_hiss_playing[obj->id] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!under_lavafall && lavafall_hiss_playing[obj->id]) {
|
|
digi_kill_sound_linked_to_object( obj-Objects);
|
|
lavafall_hiss_playing[obj->id] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//see if guided missile has flown through exit trigger
|
|
if (obj==Guided_missile[Player_num] && obj->signature==Guided_missile_sig[Player_num]) {
|
|
if (previous_segment != obj->segnum) {
|
|
int connect_side;
|
|
connect_side = find_connect_side(&Segments[obj->segnum], &Segments[previous_segment]);
|
|
if (connect_side != -1) {
|
|
int wall_num,trigger_num;
|
|
wall_num = Segments[previous_segment].sides[connect_side].wall_num;
|
|
if ( wall_num != -1 ) {
|
|
trigger_num = Walls[wall_num].trigger;
|
|
if (trigger_num != -1)
|
|
if (Triggers[trigger_num].type == TT_EXIT)
|
|
Guided_missile[Player_num]->lifeleft = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Drop_afterburner_blob_flag) {
|
|
Assert(obj==ConsoleObject);
|
|
drop_afterburner_blobs(obj, 2, i2f(5)/2, -1); // -1 means use default lifetime
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_drop_blobs(Player_num);
|
|
#endif
|
|
Drop_afterburner_blob_flag = 0;
|
|
}
|
|
|
|
if ((obj->type == OBJ_WEAPON) && (Weapon_info[obj->id].afterburner_size)) {
|
|
int objnum = obj-Objects;
|
|
fix vel = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
|
|
fix delay, lifetime;
|
|
|
|
if (vel > F1_0*200)
|
|
delay = F1_0/16;
|
|
else if (vel > F1_0*40)
|
|
delay = fixdiv(F1_0*13,vel);
|
|
else
|
|
delay = F1_0/4;
|
|
|
|
lifetime = (delay * 3)/2;
|
|
if (!(Game_mode & GM_MULTI)) {
|
|
delay /= 2;
|
|
lifetime *= 2;
|
|
}
|
|
|
|
if ((Last_afterburner_time[objnum] + delay < GameTime) || (Last_afterburner_time[objnum] > GameTime)) {
|
|
drop_afterburner_blobs(obj, 1, i2f(Weapon_info[obj->id].afterburner_size)/16, lifetime);
|
|
Last_afterburner_time[objnum] = GameTime;
|
|
}
|
|
}
|
|
|
|
#else
|
|
obj++; //kill warning
|
|
#endif //DEMO_ONLY
|
|
}
|
|
|
|
//--------------------------------------------------------------------
|
|
//move all objects for the current frame
|
|
void object_move_all()
|
|
{
|
|
int i;
|
|
object *objp;
|
|
|
|
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;
|
|
memset( &Objects[i], 0, sizeof(object) );
|
|
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) && !(Weapon_info[obj->id].flags&WIF_PLACABLE) && (clear_all || ((obj->id != PROXIMITY_ID) && (obj->id != SUPERPROX_ID)))) ||
|
|
obj->type == OBJ_FIREBALL ||
|
|
obj->type == OBJ_DEBRIS ||
|
|
obj->type == OBJ_DEBRIS ||
|
|
(obj->type!=OBJ_NONE && obj->flags & OF_EXPLODING)) {
|
|
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]);
|
|
}
|
|
|
|
//creates a marker object in the world. returns the object number
|
|
int drop_marker_object(vms_vector *pos,int segnum,vms_matrix *orient, int marker_num)
|
|
{
|
|
int objnum;
|
|
|
|
Assert(Marker_model_num != -1);
|
|
|
|
objnum = obj_create(OBJ_MARKER, marker_num, segnum, pos, orient, Polygon_models[Marker_model_num].rad, CT_NONE, MT_NONE, RT_POLYOBJ);
|
|
|
|
if (objnum >= 0) {
|
|
object *obj = &Objects[objnum];
|
|
|
|
obj->rtype.pobj_info.model_num = Marker_model_num;
|
|
|
|
vm_vec_copy_scale(&obj->mtype.spin_rate,&obj->orient.uvec,F1_0/2);
|
|
|
|
// MK, 10/16/95: Using lifeleft to make it flash, thus able to trim lightlevel from all objects.
|
|
obj->lifeleft = IMMORTAL_TIME - 1;
|
|
}
|
|
|
|
return objnum;
|
|
}
|
|
|
|
extern int Ai_last_missile_camera;
|
|
|
|
// *viewer is a viewer, probably a missile.
|
|
// wake up all robots that were rendered last frame subject to some constraints.
|
|
void wake_up_rendered_objects(object *viewer, int window_num)
|
|
{
|
|
int i;
|
|
|
|
// Make sure that we are processing current data.
|
|
if (FrameCount != Window_rendered_data[window_num].frame) {
|
|
return;
|
|
}
|
|
|
|
Ai_last_missile_camera = viewer-Objects;
|
|
|
|
for (i=0; i<Window_rendered_data[window_num].num_objects; i++) {
|
|
int objnum;
|
|
object *objp;
|
|
int fcval = FrameCount & 3;
|
|
|
|
objnum = Window_rendered_data[window_num].rendered_objects[i];
|
|
if ((objnum & 3) == fcval) {
|
|
objp = &Objects[objnum];
|
|
|
|
if (objp->type == OBJ_ROBOT) {
|
|
if (vm_vec_dist_quick(&viewer->pos, &objp->pos) < F1_0*100) {
|
|
ai_local *ailp = &Ai_local_info[objnum];
|
|
if (ailp->player_awareness_type == 0) {
|
|
objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_CAMERA_AWAKE;
|
|
ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
|
|
ailp->player_awareness_time = F1_0*3;
|
|
ailp->previous_visibility = 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|