dxx-rebirth/common/main/object.h
2014-06-01 19:55:23 +02:00

800 lines
27 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* object system definitions
*
*/
#ifndef _OBJECT_H
#define _OBJECT_H
#include "pstypes.h"
#include "vecmat.h"
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
#include "aistruct.h"
#endif
#include "polyobj.h"
#include "laser.h"
#ifdef __cplusplus
#include <cstdint>
#include "dxxsconf.h"
#include "compiler-array.h"
#include "valptridx.h"
#include <vector>
#include <stdexcept>
struct segment;
/*
* CONSTANTS
*/
#define MAX_OBJECTS 350 // increased on 01/24/95 for multiplayer. --MK; total number of objects in world
#define MAX_USED_OBJECTS (MAX_OBJECTS-20)
// Object types
enum object_type_t
{
OBJ_NONE = 255, // unused object
OBJ_WALL = 0, // A wall... not really an object, but used for collisions
OBJ_FIREBALL = 1, // a fireball, part of an explosion
OBJ_ROBOT = 2, // an evil enemy
OBJ_HOSTAGE = 3, // a hostage you need to rescue
OBJ_PLAYER = 4, // the player on the console
OBJ_WEAPON = 5, // a laser, missile, etc
OBJ_CAMERA = 6, // a camera to slew around with
OBJ_POWERUP = 7, // a powerup you can pick up
OBJ_DEBRIS = 8, // a piece of robot
OBJ_CNTRLCEN = 9, // the control center
OBJ_FLARE = 10, // a flare
OBJ_CLUTTER = 11, // misc objects
OBJ_GHOST = 12, // what the player turns into when dead
OBJ_LIGHT = 13, // a light source, & not much else
OBJ_COOP = 14, // a cooperative player object.
#if defined(DXX_BUILD_DESCENT_II)
OBJ_MARKER = 15, // a map marker
#endif
};
// WARNING!! If you add a type here, add its name to Object_type_names
// in object.c
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_OBJECT_TYPES 15
#elif defined(DXX_BUILD_DESCENT_II)
#define MAX_OBJECT_TYPES 16
#endif
// Result types
#define RESULT_NOTHING 0 // Ignore this collision
#define RESULT_CHECK 1 // Check for this collision
// Control types - what tells this object what do do
#define CT_NONE 0 // doesn't move (or change movement)
#define CT_AI 1 // driven by AI
#define CT_EXPLOSION 2 // explosion sequencer
#define CT_FLYING 4 // the player is flying
#define CT_SLEW 5 // slewing
#define CT_FLYTHROUGH 6 // the flythrough system
#define CT_WEAPON 9 // laser, etc.
#define CT_REPAIRCEN 10 // under the control of the repair center
#define CT_MORPH 11 // this object is being morphed
#define CT_DEBRIS 12 // this is a piece of debris
#define CT_POWERUP 13 // animating powerup blob
#define CT_LIGHT 14 // doesn't actually do anything
#define CT_REMOTE 15 // controlled by another net player
#define CT_CNTRLCEN 16 // the control center/main reactor
// Movement types
#define MT_NONE 0 // doesn't move
#define MT_PHYSICS 1 // moves by physics
#define MT_SPINNING 3 // this object doesn't move, just sits and spins
// Render types
#define RT_NONE 0 // does not render
#define RT_POLYOBJ 1 // a polygon model
#define RT_FIREBALL 2 // a fireball
#define RT_LASER 3 // a laser
#define RT_HOSTAGE 4 // a hostage
#define RT_POWERUP 5 // a powerup
#define RT_MORPH 6 // a robot being morphed
#define RT_WEAPON_VCLIP 7 // a weapon that renders as a vclip
// misc object flags
#define OF_EXPLODING 1 // this object is exploding
#define OF_SHOULD_BE_DEAD 2 // this object should be dead, so next time we can, we should delete this object.
#define OF_DESTROYED 4 // this has been killed, and is showing the dead version
#define OF_SILENT 8 // this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely!
#define OF_ATTACHED 16 // this object is a fireball attached to another object
#if defined(DXX_BUILD_DESCENT_II)
#define OF_PLAYER_DROPPED 64 // this object was dropped by the player...
#endif
// Different Weapon ID types...
#define WEAPON_ID_LASER 0
#define WEAPON_ID_MISSLE 1
#define WEAPON_ID_CANNONBALL 2
// Object Initial shields...
#define OBJECT_INITIAL_SHIELDS F1_0/2
// physics flags
#define PF_TURNROLL 0x01 // roll when turning
#define PF_LEVELLING 0x02 // level object with closest side
#define PF_BOUNCE 0x04 // bounce (not slide) when hit will
#define PF_WIGGLE 0x08 // wiggle while flying
#define PF_STICK 0x10 // object sticks (stops moving) when hits wall
#define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
#define PF_USES_THRUST 0x40 // this object uses its thrust
#if defined(DXX_BUILD_DESCENT_II)
#define PF_BOUNCED_ONCE 0x80 // Weapon has bounced once.
#define PF_FREE_SPINNING 0x100 // Drag does not apply to rotation of this object
#define PF_BOUNCES_TWICE 0x200 // This weapon bounces twice, then dies
#define PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player
#endif
#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
template <int16_t I>
struct object_magic_constant_t
{
operator int16_t() const { return I; }
};
static const object_magic_constant_t<-2> object_guidebot_cannot_reach = {};
static const object_magic_constant_t<-1> object_none = {};
static const object_magic_constant_t<0> object_first = {};
/*
* STRUCTURES
*/
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
extern const char Object_type_names[MAX_OBJECT_TYPES][9];
#if defined(DXX_BUILD_DESCENT_I)
#define MAX_CONTROLCEN_GUNS 4
#define MAX_RENDERED_WINDOWS 1
#elif defined(DXX_BUILD_DESCENT_II)
#define MAX_CONTROLCEN_GUNS 8
#define MAX_RENDERED_WINDOWS 3
#endif
struct reactor_static {
/* Location of the gun on the reactor object */
vms_vector gun_pos[MAX_CONTROLCEN_GUNS];
/* Orientation of the gun on the reactor object */
vms_vector gun_dir[MAX_CONTROLCEN_GUNS];
};
#endif
// A compressed form for sending crucial data
struct shortpos
{
sbyte bytemat[9];
short xo,yo,zo;
short segment;
short velx, vely, velz;
} __pack__;
// Another compressed form for object position, velocity, orientation and rotvel using quaternion
struct quaternionpos
{
vms_quaternion orient;
vms_vector pos;
short segment;
vms_vector vel;
vms_vector rotvel;
} __pack__;
// This is specific to the shortpos extraction routines in gameseg.c.
#define RELPOS_PRECISION 10
#define MATRIX_PRECISION 9
#define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
// information for physics sim for an object
struct physics_info
{
vms_vector velocity; // velocity vector of this object
vms_vector thrust; // constant force applied to this object
fix mass; // the mass of this object
fix drag; // how fast this slows down
vms_vector rotvel; // rotational velecity (angles)
vms_vector rotthrust; // rotational acceleration
fixang turnroll; // rotation caused by turn banking
ushort flags; // misc physics flags
};
struct physics_info_rw
{
vms_vector velocity; // velocity vector of this object
vms_vector thrust; // constant force applied to this object
fix mass; // the mass of this object
fix drag; // how fast this slows down
fix obsolete_brakes; // how much brakes applied
vms_vector rotvel; // rotational velecity (angles)
vms_vector rotthrust; // rotational acceleration
fixang turnroll; // rotation caused by turn banking
ushort flags; // misc physics flags
} __pack__;
// stuctures for different kinds of simulation
struct laser_info
{
struct hitobj_list_t
{
typedef unsigned objnum_t;
template <typename T>
struct tproxy
{
T *addr;
uint8_t mask;
tproxy(T *a, uint8_t m) :
addr(a), mask(m)
{
assert(m);
assert(!(m & (m - 1)));
}
dxx_explicit_operator_bool operator bool() const
{
return *addr & mask;
}
};
typedef tproxy<const uint8_t> cproxy;
struct proxy : public tproxy<uint8_t>
{
proxy(uint8_t *a, uint8_t m) :
tproxy<uint8_t>(a, m)
{
}
proxy &operator=(bool b)
{
if (b)
*addr |= mask;
else
*addr &= ~mask;
return *this;
}
template <typename T>
void operator=(T) DXX_CXX11_EXPLICIT_DELETE;
};
array<uint8_t, (MAX_OBJECTS + 7) / 8> mask;
proxy operator[](objnum_t i)
{
return make_proxy<proxy>(mask, i);
}
cproxy operator[](objnum_t i) const
{
return make_proxy<cproxy>(mask, i);
}
void clear()
{
mask.fill(0);
}
template <typename T1, typename T2>
static T1 make_proxy(T2 &mask, objnum_t i)
{
typename T2::size_type index = i / 8, bitshift = i % 8;
if (!(index < mask.size()))
throw std::out_of_range("index exceeds object range");
return T1(&mask[index], 1 << bitshift);
}
};
short parent_type; // The type of the parent of this object
short parent_num; // The object's parent's number
int parent_signature; // The object's parent's signature...
fix64 creation_time; // Absolute time of creation.
hitobj_list_t hitobj_list; // list of all objects persistent weapon has already damaged (useful in case it's in contact with two objects at the same time)
short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
short track_goal; // Object this object is tracking.
fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
fix track_turn_time;
#if defined(DXX_BUILD_DESCENT_II)
fix64 last_afterburner_time; // Time at which this object last created afterburner blobs.
#endif
};
// Same as above but structure Savegames/Multiplayer objects expect
struct laser_info_rw
{
short parent_type; // The type of the parent of this object
short parent_num; // The object's parent's number
int parent_signature; // The object's parent's signature...
fix creation_time; // Absolute time of creation.
short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
short track_goal; // Object this object is tracking.
fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
} __pack__;
struct explosion_info
{
fix spawn_time; // when lifeleft is < this, spawn another
fix delete_time; // when to delete object
short delete_objnum; // and what object to delete
short attach_parent; // explosion is attached to this object
short prev_attach; // previous explosion in attach list
short next_attach; // next explosion in attach list
};
struct explosion_info_rw
{
fix spawn_time; // when lifeleft is < this, spawn another
fix delete_time; // when to delete object
short delete_objnum; // and what object to delete
short attach_parent; // explosion is attached to this object
short prev_attach; // previous explosion in attach list
short next_attach; // next explosion in attach list
} __pack__;
struct light_info
{
fix intensity; // how bright the light is
};
struct light_info_rw
{
fix intensity; // how bright the light is
} __pack__;
struct powerup_info
{
int count; // how many/much we pick up (vulcan cannon only?)
#if defined(DXX_BUILD_DESCENT_II)
int flags; // spat by player?
fix64 creation_time; // Absolute time of creation.
#endif
} __pack__;
struct powerup_info_rw
{
int count; // how many/much we pick up (vulcan cannon only?)
#if defined(DXX_BUILD_DESCENT_II)
// Same as above but structure Savegames/Multiplayer objects expect
fix creation_time; // Absolute time of creation.
int flags; // spat by player?
#endif
} __pack__;
struct vclip_info
{
int vclip_num;
fix frametime;
sbyte framenum;
};
struct vclip_info_rw
{
int vclip_num;
fix frametime;
sbyte framenum;
} __pack__;
// structures for different kinds of rendering
struct polyobj_info
{
int model_num; // which polygon model
vms_angvec anim_angles[MAX_SUBMODELS]; // angles for each subobject
int subobj_flags; // specify which subobjs to draw
int tmap_override; // if this is not -1, map all face to this
int alt_textures; // if not -1, use these textures instead
};
struct polyobj_info_rw
{
int model_num; // which polygon model
vms_angvec anim_angles[MAX_SUBMODELS]; // angles for each subobject
int subobj_flags; // specify which subobjs to draw
int tmap_override; // if this is not -1, map all face to this
int alt_textures; // if not -1, use these textures instead
} __pack__;
struct object;
struct object_rw;
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
struct object {
int signature; // Every object ever has a unique signature...
ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
ubyte id; // which form of object...which powerup, robot, etc.
#ifdef WORDS_NEED_ALIGNMENT
short pad;
#endif
short next,prev; // id of next and previous connected object in Objects, -1 = no connection
ubyte control_type; // how this object is controlled
ubyte movement_type; // how this object moves
ubyte render_type; // how this object renders
ubyte flags; // misc flags
short segnum; // segment number containing object
short attached_obj; // number of attached fireball object
vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
fix size; // 3d size of object - for collision detection
fix shields; // Starts at maximum, when <0, object dies..
vms_vector last_pos; // where object was last frame
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
sbyte contains_count; // number of objects of type:id this object contains
sbyte matcen_creator; // Materialization center that created this object, high bit set if matcen-created
fix lifeleft; // how long until goes away, or 7fff if immortal
// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
// movement info, determined by MOVEMENT_TYPE
union {
physics_info phys_info; // a physics object
vms_vector spin_rate; // for spinning objects
} mtype;
// render info, determined by RENDER_TYPE
union {
struct polyobj_info pobj_info; // polygon model
struct vclip_info vclip_info; // vclip
} rtype;
// control info, determined by CONTROL_TYPE
union {
struct laser_info laser_info;
struct explosion_info expl_info; // NOTE: debris uses this also
struct light_info light_info; // why put this here? Didn't know what else to do with it.
struct powerup_info powerup_info;
struct ai_static ai_info;
struct reactor_static reactor_info;
} ctype;
#ifdef WORDS_NEED_ALIGNMENT
short pad2;
#endif
};
static inline ubyte get_hostage_id(const struct object *o)
{
return o->id;
}
static inline ubyte get_player_id(const struct object *o)
{
return o->id;
}
static inline ubyte get_powerup_id(const struct object *o)
{
return o->id;
}
static inline ubyte get_reactor_id(const struct object *o)
{
return o->id;
}
static inline ubyte get_robot_id(const struct object *o)
{
return o->id;
}
static inline enum weapon_type_t get_weapon_id(const struct object *o)
{
return (enum weapon_type_t) o->id;
}
static inline void set_hostage_id(struct object *o, ubyte id)
{
o->id = id;
}
static inline void set_player_id(struct object *o, ubyte id)
{
o->id = id;
}
static inline void set_powerup_id(struct object *o, ubyte id)
{
o->id = id;
}
static inline void set_robot_id(struct object *o, ubyte id)
{
o->id = id;
}
static inline void set_weapon_id(struct object *o, enum weapon_type_t id)
{
o->id = id;
}
// Same as above but structure Savegames/Multiplayer objects expect
struct object_rw
{
int signature; // Every object ever has a unique signature...
ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
ubyte id; // which form of object...which powerup, robot, etc.
#ifdef WORDS_NEED_ALIGNMENT
short pad;
#endif
short next,prev; // id of next and previous connected object in Objects, -1 = no connection
ubyte control_type; // how this object is controlled
ubyte movement_type; // how this object moves
ubyte render_type; // how this object renders
ubyte flags; // misc flags
short segnum; // segment number containing object
short attached_obj; // number of attached fireball object
vms_vector pos; // absolute x,y,z coordinate of center of object
vms_matrix orient; // orientation of object in world
fix size; // 3d size of object - for collision detection
fix shields; // Starts at maximum, when <0, object dies..
vms_vector last_pos; // where object was last frame
sbyte contains_type; // Type of object this object contains (eg, spider contains powerup)
sbyte contains_id; // ID of object this object contains (eg, id = blue type = key)
sbyte contains_count; // number of objects of type:id this object contains
sbyte matcen_creator; // Materialization center that created this object, high bit set if matcen-created
fix lifeleft; // how long until goes away, or 7fff if immortal
// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
// movement info, determined by MOVEMENT_TYPE
union {
physics_info_rw phys_info; // a physics object
vms_vector spin_rate; // for spinning objects
} __pack__ mtype ;
// control info, determined by CONTROL_TYPE
union {
laser_info_rw laser_info;
explosion_info_rw expl_info; // NOTE: debris uses this also
ai_static_rw ai_info;
light_info_rw light_info; // why put this here? Didn't know what else to do with it.
powerup_info_rw powerup_info;
} __pack__ ctype ;
// render info, determined by RENDER_TYPE
union {
polyobj_info_rw pobj_info; // polygon model
vclip_info_rw vclip_info; // vclip
} __pack__ rtype;
#ifdef WORDS_NEED_ALIGNMENT
short pad2;
#endif
} __pack__;
#endif
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
};
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
struct window_rendered_data
{
#if defined(DXX_BUILD_DESCENT_II)
fix64 time;
object *viewer;
int rear_view;
#endif
std::vector<short> rendered_robots;
};
extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
// ie CollisionResult[a][b]== what happens to a when it collides with b
struct object_array_t : public array<object, MAX_OBJECTS> {};
extern object_array_t Objects;
DEFINE_VALPTRIDX_SUBTYPE(objptridx, object, int16_t, Objects);
static inline objptridx_t operator-(object *o, array<object, MAX_OBJECTS>& O)
{
return objptridx_t(o, o - (&*O.begin()));
}
objptridx_t operator-(objptridx_t, array<object, MAX_OBJECTS> &) DXX_CXX11_EXPLICIT_DELETE;
#endif
/*
* VARIABLES
*/
extern int Object_next_signature; // The next signature for the next newly created object
extern int Highest_object_index; // highest objnum
extern int num_objects;
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 int Player_is_dead; // !0 means player is dead!
extern int Player_exploded;
extern int Player_eggs_dropped;
extern int Death_sequence_aborted;
extern short Player_fired_laser_this_frame;
extern int Drop_afterburner_blob_flag; //ugly hack
/*
* 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(objptridx_t objnum,int newsegnum);
// for getting out of messed up linking situations (i.e. caused by demo playback)
void obj_relink_all(void);
// move an object from one segment to another. unlinks & relinks
void obj_set_new_seg(int objnum,int newsegnum);
// links an object into a segment's list of objects.
// takes object number and segment number
void obj_link(objptridx_t objnum,int segnum);
// unlinks an object from a segment's list of objects
void obj_unlink(objptridx_t objnum);
// initialize a new object. adds to the list for the given segment
// returns the object number
objptridx_t obj_create(enum object_type_t type, ubyte id, int segnum, const vms_vector *pos,
const vms_matrix *orient, fix size,
ubyte ctype, ubyte mtype, ubyte rtype);
// make a copy of an object. returs num of new object
objptridx_t obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
// remove object from the world
void obj_delete(objptridx_t 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(objptridx_t 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(objptridx_t 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
int update_object_seg(objptridx_t 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, int swap_bytes);
// Extract information from a shortpos, stuff in objp->orient
// (matrix), objp->pos, objp->segnum
void extract_shortpos(objptridx_t objp, shortpos *spp, int swap_bytes);
// create and extract quaternion structure from object data which greatly saves bytes by using quaternion instead or orientation matrix
void create_quaternionpos(quaternionpos * qpp, object * objp, int swap_bytes);
void extract_quaternionpos(objptridx_t objp, quaternionpos *qpp, int swap_bytes);
// delete objects, such as weapons & explosions, that shouldn't stay
// between levels if clear_all is set, clear even proximity bombs
void clear_transient_objects(int clear_all);
// Returns a new, unique signature for a new object
int obj_get_signature();
// returns the number of a free object, updating Highest_object_index.
// Generally, obj_create() should be called to get an object, since it
// fills in important fields and does the linking. returns -1 if no
// free objects
objptridx_t obj_allocate();
// 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(objptridx_t parent,objptridx_t sub);
void create_small_fireball_on_object(objptridx_t objp, fix size_scale, int sound_flag);
void dead_player_frame(void);
#if defined(DXX_BUILD_DESCENT_II)
// returns object number
int drop_marker_object(vms_vector *pos, int segnum, vms_matrix *orient, int marker_num);
extern void wake_up_rendered_objects(objptridx_t gmissp, int window_num);
void fuelcen_check_for_goal (segment *);
#endif
struct object *obj_find_first_of_type (int);
extern void object_rw_swap(struct object_rw *obj_rw, int swap);
void reset_player_object(void);
#endif
#endif