641 lines
23 KiB
C
Executable file
641 lines
23 KiB
C
Executable file
/*
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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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/object.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:43:59 $
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*
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* object system definitions
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*
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* $Log: object.h,v $
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* Revision 1.1.1.1 2006/03/17 19:43:59 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:58 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.1 1995/03/31 12:24:10 john
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* I had changed alt_textures from a pointer to a byte. This hosed old
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* saved games, so I restored it to an int.
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*
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* Revision 2.0 1995/02/27 11:26:47 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.122 1995/02/22 12:35:53 allender
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* remove anonymous unions
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*
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* Revision 1.121 1995/02/06 20:43:25 rob
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* Extern'ed Dead_player_camera so it can be reset by multi.c
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*
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* Revision 1.120 1995/02/01 16:34:07 john
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* Linted.
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*
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* Revision 1.119 1995/01/29 13:46:42 mike
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* adapt to new create_small_fireball_on_object prototype.
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*
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* Revision 1.118 1995/01/26 22:11:27 mike
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* Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
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*
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* Revision 1.117 1995/01/24 12:09:29 mike
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* Boost MAX_OBJECTS from 250 to 350.
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*
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* Revision 1.116 1995/01/13 19:39:51 rob
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* Removed outdated remote_info structure. (looking for cause of bugs
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*
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* Revision 1.115 1995/01/12 12:09:38 yuan
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* Added coop object capability.
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*
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* Revision 1.114 1994/12/15 13:04:20 mike
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* Replace Players[Player_num].time_total references with GameTime.
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*
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* Revision 1.113 1994/12/12 17:18:09 mike
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* make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
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*
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* Revision 1.112 1994/12/09 14:58:42 matt
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* Added system to attach a fireball to another object for rendering purposes,
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* so the fireball always renders on top of (after) the object.
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*
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* Revision 1.111 1994/12/08 12:35:35 matt
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* Added new object allocation & deallocation functions so other code
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* could stop messing around with internal object data structures.
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*
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* Revision 1.110 1994/11/21 17:30:21 matt
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* Increased max number of objects
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*
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* Revision 1.109 1994/11/18 23:41:52 john
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* Changed some shorts to ints.
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*
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* Revision 1.108 1994/11/10 14:02:45 matt
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* Hacked in support for player ships with different textures
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*
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* Revision 1.107 1994/11/08 12:19:27 mike
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* Small explosions on objects.
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*
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* Revision 1.106 1994/10/25 10:51:17 matt
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* Vulcan cannon powerups now contain ammo count
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*
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* Revision 1.105 1994/10/21 12:19:41 matt
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* Clear transient objects when saving (& loading) games
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*
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* Revision 1.104 1994/10/21 11:25:04 mike
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* Add IMMORTAL_TIME.
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*
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* Revision 1.103 1994/10/17 21:34:54 matt
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* Added support for new Control Center/Main Reactor
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*
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* Revision 1.102 1994/10/14 18:12:28 mike
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* Make egg dropping return object number.
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*
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* Revision 1.101 1994/10/12 21:07:19 matt
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* Killed unused field in object structure
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*
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* Revision 1.100 1994/10/12 10:38:24 mike
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* Add field OF_SILENT to obj->flags.
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*
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* Revision 1.99 1994/10/11 20:35:48 matt
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* Clear "transient" objects (weapons,explosions,etc.) when starting a level
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*
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* Revision 1.98 1994/10/03 20:56:13 rob
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* Added velocity to shortpos strucutre.
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*
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* Revision 1.97 1994/09/30 18:24:00 rob
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* Added new control type CT_REMOTE for remote controlled objects.
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* Also added a union struct 'remote_info' for this type.
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*
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* Revision 1.96 1994/09/28 09:23:05 mike
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* Prototype Object_type_names.
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*
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* Revision 1.95 1994/09/25 23:32:37 matt
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* Changed the object load & save code to read/write the structure fields one
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* at a time (rather than the whole structure at once). This mean that the
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* object structure can be changed without breaking the load/save functions.
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* As a result of this change, the local_object data can be and has been
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* incorporated into the object array. Also, timeleft is now a property
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* of all objects, and the object structure has been otherwise cleaned up.
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*
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* Revision 1.94 1994/09/25 15:45:28 matt
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* Added OBJ_LIGHT, a type of object that casts light
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* Added generalized lifeleft, and moved it to local_object
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*
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* Revision 1.93 1994/09/24 17:41:19 mike
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* Add stuff to Local_object structure for materialization centers.
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*
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* Revision 1.92 1994/09/24 13:16:50 matt
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* Added (hacked in, really) support for overriding the bitmaps used on to
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* texture map a polygon object, and using a new bitmap for all the faces.
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*
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* Revision 1.91 1994/09/22 19:02:14 mike
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* Prototype functions extract_shortpos and create_shortpos which reside in
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* gameseg.c, but are prototyped here to prevent circular dependencies.
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*
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* Revision 1.90 1994/09/15 21:47:14 mike
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* Prototype dead_player_end().
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*
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* Revision 1.89 1994/09/15 16:34:47 mike
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* Add danger_laser_num and danger_laser_signature to object_local to
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* enable robots to efficiently (too efficiently!) avoid player fire.
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*
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* Revision 1.88 1994/09/11 22:46:19 mike
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* Death_sequence_aborted prototyped.
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*
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* Revision 1.87 1994/09/09 20:04:30 mike
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* Add vclips for weapons.
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*
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* Revision 1.86 1994/09/09 14:20:54 matt
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* Added flag that says object uses thrust
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*
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* Revision 1.85 1994/09/08 14:51:32 mike
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* Make a crucial name change to a field of local_object struct.
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*
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* Revision 1.84 1994/09/07 19:16:45 mike
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* Homing missile.
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*
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* Revision 1.83 1994/09/06 17:05:43 matt
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* Added new type for dead player
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*
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* Revision 1.82 1994/09/02 11:56:09 mike
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* Add persistency (PF_PERSISTENT) to physics_info.
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*
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* Revision 1.81 1994/08/28 19:10:28 mike
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* Add Player_is_dead.
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*
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* Revision 1.80 1994/08/18 15:11:44 mike
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* powerup stuff.
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*
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* Revision 1.79 1994/08/15 15:24:54 john
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* Made players know who killed them; Disabled cheat menu
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* during net player; fixed bug with not being able to turn
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* of invulnerability; Made going into edit/starting new leve
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* l drop you out of a net game; made death dialog box.
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*
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* Revision 1.78 1994/08/14 23:15:12 matt
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* Added animating bitmap hostages, and cleaned up vclips a bit
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*
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* Revision 1.77 1994/08/13 14:58:27 matt
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* Finished adding support for miscellaneous objects
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*
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* Revision 1.76 1994/08/09 16:04:13 john
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* Added network players to editor.
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*
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* Revision 1.75 1994/08/03 21:06:19 matt
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* Added prototype for fix_object_segs(), and renamed now-unused spawn_pos
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*
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* Revision 1.74 1994/08/02 12:30:27 matt
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* Added support for spinning objects
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*
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* Revision 1.73 1994/07/27 20:53:25 matt
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* Added rotational drag & thrust, so turning now has momemtum like moving
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*
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* Revision 1.72 1994/07/27 19:44:21 mike
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* Objects containing objects.
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*
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* Revision 1.71 1994/07/22 20:43:29 matt
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* Fixed flares, by adding a physics flag that makes them stick to walls.
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*
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* Revision 1.70 1994/07/21 12:42:10 mike
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* Prototype new find_object_seg and update_object_seg.
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*
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* Revision 1.69 1994/07/19 15:26:39 mike
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* New ai_static structure.
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*
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* Revision 1.68 1994/07/13 00:15:06 matt
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* Moved all (or nearly all) of the values that affect player movement to
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* bitmaps.tbl
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*
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* Revision 1.67 1994/07/12 12:40:12 matt
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* Revamped physics system
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*
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* Revision 1.66 1994/07/06 15:26:23 yuan
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* Added chase mode.
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*
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*
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*
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*/
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#ifndef _OBJECT_H
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#define _OBJECT_H
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#include "types.h"
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#include "vecmat.h"
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#include "segment.h"
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#include "gameseg.h"
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#include "aistruct.h"
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#include "gr.h"
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#include "piggy.h"
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/*
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* CONSTANTS
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*/
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#define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
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//Object types
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#define OBJ_NONE 255 //unused object
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#define OBJ_WALL 0 //A wall... not really an object, but used for collisions
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#define OBJ_FIREBALL 1 //a fireball, part of an explosion
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#define OBJ_ROBOT 2 //an evil enemy
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#define OBJ_HOSTAGE 3 //a hostage you need to rescue
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#define OBJ_PLAYER 4 //the player on the console
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#define OBJ_WEAPON 5 //a laser, missile, etc
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#define OBJ_CAMERA 6 //a camera to slew around with
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#define OBJ_POWERUP 7 //a powerup you can pick up
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#define OBJ_DEBRIS 8 //a piece of robot
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#define OBJ_CNTRLCEN 9 //the control center
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#define OBJ_FLARE 10 //a flare
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#define OBJ_CLUTTER 11 //misc objects
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#define OBJ_GHOST 12 //what the player turns into when dead
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#define OBJ_LIGHT 13 //a light source, & not much else
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#define OBJ_COOP 14 //a cooperative player object.
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// WARNING!! If you add a type here, add its name to Object_type_names in object.c
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#define MAX_OBJECT_TYPES 15
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//Result types
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#define RESULT_NOTHING 0 //Ignore this collision
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#define RESULT_CHECK 1 //Check for this collision
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//Control types - what tells this object what do do
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#define CT_NONE 0 //doesn't move (or change movement)
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#define CT_AI 1 //driven by AI
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#define CT_EXPLOSION 2 //explosion sequencer
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#define CT_FLYING 4 //the player is flying
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#define CT_SLEW 5 //slewing
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#define CT_FLYTHROUGH 6 //the flythrough system
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#define CT_WEAPON 9 //laser, etc.
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#define CT_REPAIRCEN 10 //under the control of the repair center
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#define CT_MORPH 11 //this object is being morphed
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#define CT_DEBRIS 12 //this is a piece of debris
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#define CT_POWERUP 13 //animating powerup blob
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#define CT_LIGHT 14 //doesn't actually do anything
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#define CT_REMOTE 15 //controlled by another net player
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#define CT_CNTRLCEN 16 //the control center/main reactor
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//Movement types
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#define MT_NONE 0 //doesn't move
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#define MT_PHYSICS 1 //moves by physics
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#define MT_SPINNING 3 //this object doesn't move, just sits and spins
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//Render types
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#define RT_NONE 0 //does not render
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#define RT_POLYOBJ 1 //a polygon model
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#define RT_FIREBALL 2 //a fireball
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#define RT_LASER 3 //a laser
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#define RT_HOSTAGE 4 //a hostage
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#define RT_POWERUP 5 //a powerup
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#define RT_MORPH 6 //a robot being morphed
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#define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
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//misc object flags
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#define OF_EXPLODING 1 //this object is exploding
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#define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
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#define OF_DESTROYED 4 //this has been killed, and is showing the dead version
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#define OF_SILENT 8 //this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely!
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#define OF_ATTACHED 16 //this object is a fireball attached to another object
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#define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
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//Different Weapon ID types...
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#define WEAPON_ID_LASER 0
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#define WEAPON_ID_MISSLE 1
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#define WEAPON_ID_CANNONBALL 2
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//Object Initial shields...
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#define OBJECT_INITIAL_SHIELDS F1_0/2
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//physics flags
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#define PF_TURNROLL 0x01 // roll when turning
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#define PF_LEVELLING 0x02 // level object with closest side
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#define PF_BOUNCE 0x04 // bounce (not slide) when hit will
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#define PF_WIGGLE 0x08 // wiggle while flying
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#define PF_STICK 0x10 // object sticks (stops moving) when hits wall
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#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
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#define PF_USES_THRUST 0x40 // this object uses its thrust
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#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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extern char Object_type_names[MAX_OBJECT_TYPES][9];
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// List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
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#define MAX_RENDERED_OBJECTS 50
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extern short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS];
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extern int Num_rendered_objects;
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/*
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* STRUCTURES
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*/
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// A compressed form for sending crucial data about via slow devices, such as modems and buggies.
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typedef struct shortpos {
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sbyte bytemat[9];
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short xo,yo,zo;
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short segment;
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short velx, vely, velz;
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} __pack__ shortpos;
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//added 03/05/99 Matt Mueller - shorter type without velocity info.. mainly for firing packets
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//notice that it is the same as short pos minus the vel info.
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//this is important for modified shortpos funcs
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typedef struct shorterpos {
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sbyte bytemat[9];
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short xo,yo,zo;
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short segment;
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} __pack__ shorterpos;
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//end addition -MM
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// This is specific to the shortpos extraction routines in gameseg.c.
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#define RELPOS_PRECISION 10
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#define MATRIX_PRECISION 9
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#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
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//information for physics sim for an object
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typedef struct physics_info {
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vms_vector velocity; //velocity vector of this object
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vms_vector thrust; //constant force applied to this object
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fix mass; //the mass of this object
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fix drag; //how fast this slows down
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fix brakes; //how much brakes applied
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vms_vector rotvel; //rotational velecity (angles)
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vms_vector rotthrust; //rotational acceleration
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fixang turnroll; //rotation caused by turn banking
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ushort flags; //misc physics flags
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} __pack__ physics_info;
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//stuctures for different kinds of simulation
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typedef struct laser_info {
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short parent_type; // The type of the parent of this object
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short parent_num; // The object's parent's number
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int parent_signature; // The object's parent's signature...
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fix creation_time; // Absolute time of creation.
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short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
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short track_goal; // Object this object is tracking.
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fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
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} __pack__ laser_info;
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typedef struct explosion_info {
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fix spawn_time; // when lifeleft is < this, spawn another
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fix delete_time; // when to delete object
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short delete_objnum; // and what object to delete
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short attach_parent; // explosion is attached to this object
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short prev_attach; // previous explosion in attach list
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short next_attach; // next explosion in attach list
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} __pack__ explosion_info;
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typedef struct light_info {
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fix intensity; //how bright the light is
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} __pack__ light_info;
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typedef struct powerup_info {
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int count; //how many/much we pick up (vulcan cannon only?)
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} __pack__ powerup_info;
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typedef struct vclip_info {
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int vclip_num;
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fix frametime;
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sbyte framenum;
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} __pack__ vclip_info;
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//structures for different kinds of rendering
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typedef struct polyobj_info {
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int model_num; //which polygon model
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vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
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int subobj_flags; //specify which subobjs to draw
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int tmap_override; //if this is not -1, map all face to this
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int alt_textures; //if not -1, use these textures instead
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} __pack__ polyobj_info;
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typedef struct object {
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int signature; // Every object ever has a unique signature...
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ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
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ubyte id; // which form of object...which powerup, robot, etc.
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#ifdef WORDS_NEED_ALIGNMENT
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short pad;
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#endif
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short next,prev; // id of next and previous connected object in Objects, -1 = no connection
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ubyte control_type; // how this object is controlled
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ubyte movement_type; // how this object moves
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ubyte render_type; // how this object renders
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ubyte flags; // misc flags
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short segnum; // segment number containing object
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short attached_obj; // number of attached fireball object
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vms_vector pos; // absolute x,y,z coordinate of center of object
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vms_matrix orient; // orientation of object in world
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fix size; // 3d size of object - for collision detection
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fix shields; // Starts at maximum, when <0, object dies..
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vms_vector last_pos; // where object was last frame
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sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
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sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
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sbyte contains_count;// number of objects of type:id this object contains
|
|
sbyte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
|
|
fix lifeleft; // how long until goes away, or 7fff if immortal
|
|
|
|
|
|
//movement info, determined by MOVEMENT_TYPE
|
|
union {
|
|
physics_info phys_info; //a physics object
|
|
vms_vector spin_rate; //for spinning objects
|
|
} __pack__ mtype;
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|
|
|
//control info, determined by CONTROL_TYPE
|
|
union {
|
|
laser_info laser_info;
|
|
explosion_info expl_info; //NOTE: debris uses this also
|
|
ai_static ai_info;
|
|
light_info light_info; //why put this here? Didn't know what else to do with it.
|
|
powerup_info powerup_info;
|
|
} __pack__ ctype;
|
|
|
|
//render info, determined by RENDER_TYPE
|
|
union {
|
|
polyobj_info pobj_info; //polygon model
|
|
vclip_info vclip_info; //vclip
|
|
} __pack__ rtype;
|
|
#ifdef WORDS_NEED_ALIGNMENT
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|
short pad2;
|
|
#endif
|
|
} __pack__ object;
|
|
|
|
typedef struct obj_position {
|
|
vms_vector pos; // absolute x,y,z coordinate of center of object
|
|
vms_matrix orient; // orientation of object in world
|
|
short segnum; // segment number containing object
|
|
} obj_position;
|
|
|
|
/*
|
|
* VARIABLES
|
|
*/
|
|
|
|
extern int Object_next_signature; // The next signature for the next newly created object
|
|
|
|
extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
|
|
// ie CollisionResult[a][b]== what happens to a when it collides with b
|
|
|
|
extern object Objects[];
|
|
extern int Highest_object_index; //highest objnum
|
|
|
|
extern char *robot_names[]; //name of each robot
|
|
|
|
extern int Num_robot_types;
|
|
|
|
extern object *ConsoleObject; //pointer to the object that is the player
|
|
extern object *Viewer; //which object we are seeing from
|
|
extern object *Dead_player_camera;
|
|
|
|
extern object Follow;
|
|
extern int Player_is_dead; // !0 means player is dead!
|
|
extern int Player_exploded;
|
|
extern int Death_sequence_aborted;
|
|
extern int Player_fired_laser_this_frame;
|
|
|
|
/*
|
|
* FUNCTIONS
|
|
*/
|
|
|
|
|
|
//do whatever setup needs to be done
|
|
void init_objects();
|
|
|
|
//returns segment number object is in. Searches out from object's current
|
|
//seg, so this shouldn't be called if the object has "jumped" to a new seg
|
|
int obj_get_new_seg(object *obj);
|
|
|
|
//when an object has moved into a new segment, this function unlinks it
|
|
//from its old segment, and links it into the new segment
|
|
void obj_relink(int objnum,int newsegnum);
|
|
|
|
//move an object from one segment to another. unlinks & relinks
|
|
void obj_set_new_seg(int objnum,int newsegnum);
|
|
|
|
//links an object into a segment's list of objects.
|
|
//takes object number and segment number
|
|
void obj_link(int objnum,int segnum);
|
|
|
|
//unlinks an object from a segment's list of objects
|
|
void obj_unlink(int objnum);
|
|
|
|
//initialize a new object. adds to the list for the given segment
|
|
//returns the object number
|
|
int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
|
|
vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
|
|
|
|
//make a copy of an object. returs num of new object
|
|
int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
|
|
|
|
//remove object from the world
|
|
void obj_delete(int objnum);
|
|
|
|
//called after load. Takes number of objects, and objects should be
|
|
//compressed
|
|
void reset_objects(int n_objs);
|
|
|
|
//make object array non-sparse
|
|
void compress_objects(void);
|
|
|
|
//Render an object. Calls one of several routines based on type
|
|
void render_object(object *obj);
|
|
|
|
//Draw a blob-type object, like a fireball
|
|
void draw_object_blob(object *obj,bitmap_index bitmap);
|
|
|
|
//draw an object that is a texture-mapped rod
|
|
void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
|
|
|
|
//Deletes all objects that have been marked for death.
|
|
void obj_delete_all_that_should_be_dead();
|
|
|
|
// Toggles whether or not lock-boxes draw.
|
|
void object_toggle_lock_targets();
|
|
|
|
//move all objects for the current frame
|
|
void object_move_all(); // moves all objects
|
|
|
|
//set viewer object to next object in array
|
|
void object_goto_next_viewer();
|
|
|
|
//draw target boxes for nearby robots
|
|
void object_render_targets(void);
|
|
|
|
//move an object for the current frame
|
|
void object_move_one( object * obj );
|
|
|
|
//make object0 the player, setting all relevant fields
|
|
void init_player_object();
|
|
|
|
//check if object is in object->segnum. if not, check the adjacent segs.
|
|
//if not any of these, returns false, else sets obj->segnum & returns true
|
|
//callers should really use find_vector_intersection()
|
|
//Note: this function is in gameseg.c
|
|
extern int update_object_seg(struct object *obj);
|
|
|
|
|
|
// Finds what segment *obj is in, returns segment number.
|
|
// If not in any segment, returns -1.
|
|
// Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
|
|
// object.h is where object is defined...get it?
|
|
extern int find_object_seg(object * obj );
|
|
|
|
//go through all objects and make sure they have the correct segment numbers
|
|
//used when debugging is on
|
|
void fix_object_segs();
|
|
|
|
// Drops objects contained in objp.
|
|
int object_create_egg(object *objp);
|
|
|
|
// Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
|
|
int call_object_create_egg(object *objp, int count, int type, int id);
|
|
|
|
extern void dead_player_end(void);
|
|
|
|
// Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
|
|
// See typedef shortpos.
|
|
extern void create_shortpos(shortpos *spp, object *objp);
|
|
|
|
// Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
|
|
extern void extract_shortpos(object *objp, shortpos *spp);
|
|
|
|
//added 03/05/99 Matt Mueller
|
|
extern void extract_shorterpos(object *objp, shorterpos *spp);
|
|
extern void create_shorterpos(shorterpos *spp, object *objp);
|
|
//end addition -MM
|
|
|
|
//delete objects, such as weapons & explosions, that shouldn't stay between levels
|
|
//if clear_all is set, clear even proximity bombs
|
|
void clear_transient_objects(int clear_all);
|
|
|
|
//returns the number of a free object, updating Highest_object_index.
|
|
//Generally, obj_create() should be called to get an object, since it
|
|
//fills in important fields and does the linking.
|
|
//returns -1 if no free objects
|
|
int obj_allocate(void);
|
|
|
|
//frees up an object. Generally, obj_delete() should be called to get
|
|
//rid of an object. This function deallocates the object entry after
|
|
//the object has been unlinked
|
|
void obj_free(int objnum);
|
|
|
|
//after calling init_object(), the network code has grabbed specific
|
|
//object slots without allocating them. Go though the objects & build
|
|
//the free list, then set the apporpriate globals
|
|
//Don't call this function if you don't know what you're doing.
|
|
void special_reset_objects(void);
|
|
|
|
//attaches an object, such as a fireball, to another object, such as a robot
|
|
void obj_attach(object *parent,object *sub);
|
|
|
|
extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
|
|
|
|
#endif
|
|
|