990 lines
24 KiB
C
990 lines
24 KiB
C
/*
|
|
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
|
|
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
|
|
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
|
|
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
|
|
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
|
|
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
|
|
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
|
|
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
|
|
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
|
|
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
|
|
*/
|
|
|
|
/*
|
|
*
|
|
* Editor object functions.
|
|
*
|
|
*/
|
|
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <stdarg.h>
|
|
#include <math.h>
|
|
#include <string.h>
|
|
|
|
#include "inferno.h"
|
|
#include "segment.h"
|
|
#include "editor.h"
|
|
|
|
#include "objpage.h"
|
|
#include "fix.h"
|
|
#include "error.h"
|
|
#include "kdefs.h"
|
|
#include "object.h"
|
|
#include "polyobj.h"
|
|
#include "game.h"
|
|
#include "ai.h"
|
|
#include "bm.h"
|
|
#include "3d.h" // For g3_point_to_vec
|
|
#include "fvi.h"
|
|
|
|
#include "powerup.h"
|
|
#include "fuelcen.h"
|
|
#include "hostage.h"
|
|
#include "medrobot.h"
|
|
#include "player.h"
|
|
#include "gameseg.h"
|
|
#include "cntrlcen.h"
|
|
|
|
#define OBJ_SCALE (F1_0/2)
|
|
#define OBJ_DEL_SIZE (F1_0/2)
|
|
|
|
#define ROTATION_UNIT (4096/4)
|
|
|
|
//segment *Cur_object_seg = -1;
|
|
|
|
void show_objects_in_segment(segment *sp)
|
|
{
|
|
short objid;
|
|
|
|
objid = sp->objects;
|
|
while (objid != -1) {
|
|
objid = Objects[objid].next;
|
|
}
|
|
}
|
|
|
|
//returns the number of the first object in a segment, skipping the player
|
|
int get_first_object(segment *seg)
|
|
{
|
|
int id;
|
|
|
|
id = seg->objects;
|
|
|
|
if (id == (ConsoleObject-Objects))
|
|
id = Objects[id].next;
|
|
|
|
return id;
|
|
}
|
|
|
|
//returns the number of the next object in a segment, skipping the player
|
|
int get_next_object(segment *seg,int id)
|
|
{
|
|
if (id==-1 || (id=Objects[id].next)==-1)
|
|
return get_first_object(seg);
|
|
|
|
if (id == (ConsoleObject-Objects))
|
|
return get_next_object(seg,id);
|
|
|
|
return id;
|
|
}
|
|
|
|
|
|
//@@// ------------------------------------------------------------------------------------------------------
|
|
//@@// this should be called whenever the current segment may have changed
|
|
//@@// If Cur_object_seg != Cursegp, then update various variables.
|
|
//@@// this used to be called update_due_to_new_segment()
|
|
//@@void ObjectUpdateCurrent(void)
|
|
//@@{
|
|
//@@ if (Cur_object_seg != Cursegp) {
|
|
//@@ Cur_object_seg = Cursegp;
|
|
//@@ Cur_object_index = get_first_object(Cur_object_seg);
|
|
//@@ Update_flags |= UF_WORLD_CHANGED;
|
|
//@@ }
|
|
//@@
|
|
//@@}
|
|
|
|
// ------------------------------------------------------------------------------------
|
|
int place_object(segment *segp, vms_vector *object_pos, short object_type, short object_id)
|
|
{
|
|
short objnum=0;
|
|
object *obj;
|
|
vms_matrix seg_matrix;
|
|
|
|
med_extract_matrix_from_segment(segp,&seg_matrix);
|
|
|
|
switch (object_type)
|
|
{
|
|
|
|
case OBJ_HOSTAGE:
|
|
|
|
objnum = obj_create(OBJ_HOSTAGE, -1,
|
|
segp-Segments,object_pos,&seg_matrix,HOSTAGE_SIZE,
|
|
CT_NONE,MT_NONE,RT_HOSTAGE);
|
|
|
|
if ( objnum < 0 )
|
|
return 0;
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
// Fill in obj->id and other hostage info
|
|
// hostage_init_info( objnum ); //don't need to anymore
|
|
|
|
obj->control_type = CT_POWERUP;
|
|
|
|
obj->rtype.vclip_info.vclip_num = Hostage_vclip_num[object_id];
|
|
obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
|
|
obj->rtype.vclip_info.framenum = 0;
|
|
|
|
break;
|
|
|
|
case OBJ_ROBOT:
|
|
|
|
objnum = obj_create(OBJ_ROBOT, object_id, segp - Segments, object_pos,
|
|
&seg_matrix, Polygon_models[Robot_info[object_id].model_num].rad,
|
|
CT_AI, MT_PHYSICS, RT_POLYOBJ);
|
|
|
|
if ( objnum < 0 )
|
|
return 0;
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
//Set polygon-object-specific data
|
|
|
|
obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
|
|
obj->rtype.pobj_info.subobj_flags = 0;
|
|
|
|
//set Physics info
|
|
|
|
obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
|
|
obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
|
|
|
|
obj->mtype.phys_info.flags |= (PF_LEVELLING);
|
|
|
|
obj->shields = Robot_info[obj->id].strength;
|
|
|
|
{ int hide_segment;
|
|
if (Markedsegp)
|
|
hide_segment = Markedsegp-Segments;
|
|
else
|
|
hide_segment = -1;
|
|
// robots which lunge forward to attack cannot have behavior type still.
|
|
if (Robot_info[obj->id].attack_type)
|
|
init_ai_object(obj-Objects, AIB_NORMAL, hide_segment);
|
|
else
|
|
init_ai_object(obj-Objects, AIB_STILL, hide_segment);
|
|
}
|
|
break;
|
|
|
|
case OBJ_POWERUP:
|
|
|
|
objnum = obj_create(OBJ_POWERUP, object_id,
|
|
segp - Segments, object_pos, &seg_matrix, Powerup_info[object_id].size,
|
|
CT_POWERUP, MT_NONE, RT_POWERUP);
|
|
|
|
if ( objnum < 0 )
|
|
return 0;
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
//set powerup-specific data
|
|
|
|
obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
|
|
obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].play_time/Vclip[obj->rtype.vclip_info.vclip_num].num_frames;
|
|
obj->rtype.vclip_info.framenum = 0;
|
|
|
|
if (obj->id == POW_VULCAN_WEAPON)
|
|
obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
|
|
else
|
|
obj->ctype.powerup_info.count = 1;
|
|
|
|
break;
|
|
|
|
case OBJ_CNTRLCEN:
|
|
{
|
|
objnum = obj_create(OBJ_CNTRLCEN, object_id, segp - Segments, object_pos,
|
|
&seg_matrix, Polygon_models[object_id].rad,
|
|
CT_CNTRLCEN, MT_NONE, RT_POLYOBJ);
|
|
|
|
if ( objnum < 0 )
|
|
return 0;
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
//Set polygon-object-specific data
|
|
obj->shields = 0; // stored in Reactor_strength or calculated
|
|
obj->rtype.pobj_info.model_num = Reactors[object_id].model_num;
|
|
obj->rtype.pobj_info.subobj_flags = 0;
|
|
|
|
break;
|
|
}
|
|
|
|
case OBJ_PLAYER: {
|
|
objnum = obj_create(OBJ_PLAYER, object_id, segp - Segments, object_pos,
|
|
&seg_matrix, Polygon_models[Player_ship->model_num].rad,
|
|
CT_NONE, MT_PHYSICS, RT_POLYOBJ);
|
|
|
|
if ( objnum < 0 )
|
|
return 0;
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
//Set polygon-object-specific data
|
|
|
|
obj->rtype.pobj_info.model_num = Player_ship->model_num;
|
|
obj->rtype.pobj_info.subobj_flags = 0;
|
|
//for (i=0;i<MAX_SUBMODELS;i++)
|
|
// vm_angvec_zero(&obj->rtype.pobj_info.anim_angles[i]);
|
|
|
|
//set Physics info
|
|
|
|
vm_vec_zero(&obj->mtype.phys_info.velocity);
|
|
obj->mtype.phys_info.mass = Player_ship->mass;
|
|
obj->mtype.phys_info.drag = Player_ship->drag;
|
|
obj->mtype.phys_info.flags |= PF_TURNROLL | PF_LEVELLING | PF_WIGGLE;
|
|
obj->shields = i2f(100);
|
|
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
Cur_object_index = objnum;
|
|
//Cur_object_seg = Cursegp;
|
|
|
|
show_objects_in_segment(Cursegp);
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
// Count number of player objects, return value.
|
|
int compute_num_players(void)
|
|
{
|
|
int i, count = 0;
|
|
|
|
for (i=0; i<=Highest_object_index; i++)
|
|
if (Objects[i].type == OBJ_PLAYER)
|
|
count++;
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
int ObjectMakeCoop(void)
|
|
{
|
|
Assert(Cur_object_index != -1);
|
|
Assert(Cur_object_index < MAX_OBJECTS);
|
|
// Assert(Objects[Cur_object_index.type == OBJ_PLAYER);
|
|
|
|
if (Objects[Cur_object_index].type == OBJ_PLAYER ) {
|
|
Objects[Cur_object_index].type = OBJ_COOP;
|
|
editor_status("You just made a player object COOPERATIVE");
|
|
} else
|
|
editor_status("This is not a player object");
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
// Place current object at center of current segment.
|
|
int ObjectPlaceObject(void)
|
|
{
|
|
int old_cur_object_index;
|
|
int rval;
|
|
|
|
vms_vector cur_object_loc;
|
|
|
|
#ifdef SHAREWARE
|
|
if (Cur_object_type == OBJ_PLAYER)
|
|
{
|
|
int num_players = compute_num_players();
|
|
Assert(num_players <= MAX_PLAYERS);
|
|
if (num_players == MAX_PLAYERS) {
|
|
editor_status("Can't place player object. Already %i players.", MAX_PLAYERS);
|
|
return -1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifndef SHAREWARE
|
|
if (Cur_object_type == OBJ_PLAYER)
|
|
{
|
|
int num_players = compute_num_players();
|
|
Assert(num_players <= MAX_MULTI_PLAYERS);
|
|
if (num_players > MAX_PLAYERS)
|
|
editor_status("You just placed a cooperative player object");
|
|
if (num_players == MAX_MULTI_PLAYERS) {
|
|
editor_status("Can't place player object. Already %i players.", MAX_MULTI_PLAYERS);
|
|
return -1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//update_due_to_new_segment();
|
|
compute_segment_center(&cur_object_loc, Cursegp);
|
|
|
|
old_cur_object_index = Cur_object_index;
|
|
rval = place_object(Cursegp, &cur_object_loc, Cur_object_type, Cur_object_id);
|
|
|
|
if (old_cur_object_index != Cur_object_index)
|
|
Objects[Cur_object_index].rtype.pobj_info.tmap_override = -1;
|
|
|
|
return rval;
|
|
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
// Place current object at center of current segment.
|
|
int ObjectPlaceObjectTmap(void)
|
|
{
|
|
int rval, old_cur_object_index;
|
|
vms_vector cur_object_loc;
|
|
|
|
//update_due_to_new_segment();
|
|
compute_segment_center(&cur_object_loc, Cursegp);
|
|
|
|
old_cur_object_index = Cur_object_index;
|
|
rval = place_object(Cursegp, &cur_object_loc, Cur_object_type, Cur_object_id);
|
|
|
|
if ((Cur_object_index != old_cur_object_index) && (Objects[Cur_object_index].render_type == RT_POLYOBJ))
|
|
Objects[Cur_object_index].rtype.pobj_info.tmap_override = CurrentTexture;
|
|
else
|
|
editor_status("Unable to apply current texture map to this object.");
|
|
|
|
return rval;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectSelectNextinSegment(void)
|
|
{
|
|
int id;
|
|
segment *objsegp;
|
|
|
|
|
|
//update_due_to_new_segment();
|
|
|
|
//Assert(Cur_object_seg == Cursegp);
|
|
|
|
if (Cur_object_index == -1) {
|
|
objsegp = Cursegp;
|
|
Cur_object_index = objsegp->objects;
|
|
} else {
|
|
objsegp = Cursegp;
|
|
if (Objects[Cur_object_index].segnum != Cursegp-Segments)
|
|
Cur_object_index = objsegp->objects;
|
|
}
|
|
|
|
|
|
//Debug: make sure current object is in current segment
|
|
for (id=objsegp->objects;(id != Cur_object_index) && (id != -1);id=Objects[id].next);
|
|
Assert(id == Cur_object_index); //should have found object
|
|
|
|
// Select the next object, wrapping back to start if we are at the end of the linked list for this segment.
|
|
if (id != -1)
|
|
Cur_object_index = get_next_object(objsegp,Cur_object_index);
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
//Moves to next object in the mine, skipping the player
|
|
int ObjectSelectNextInMine()
|
|
{ int i;
|
|
for (i=0;i<MAX_OBJECTS;i++) {
|
|
Cur_object_index++;
|
|
if (Cur_object_index>= MAX_OBJECTS ) Cur_object_index= 0;
|
|
|
|
if ((Objects[Cur_object_index ].type != OBJ_NONE) && (Cur_object_index != (ConsoleObject-Objects)) ) {
|
|
Cursegp = &Segments[Objects[Cur_object_index ].segnum];
|
|
med_create_new_segment_from_cursegp();
|
|
//Cur_object_seg = Cursegp;
|
|
return 1;
|
|
}
|
|
}
|
|
Cur_object_index = -1;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 0;
|
|
}
|
|
|
|
//Moves to next object in the mine, skipping the player
|
|
int ObjectSelectPrevInMine()
|
|
{ int i;
|
|
for (i=0;i<MAX_OBJECTS;i++) {
|
|
Cur_object_index--;
|
|
if (Cur_object_index < 0 )
|
|
Cur_object_index = MAX_OBJECTS-1;
|
|
|
|
if ((Objects[Cur_object_index ].type != OBJ_NONE) && (Cur_object_index != (ConsoleObject-Objects)) ) {
|
|
Cursegp = &Segments[Objects[Cur_object_index ].segnum];
|
|
med_create_new_segment_from_cursegp();
|
|
//Cur_object_seg = Cursegp;
|
|
return 1;
|
|
}
|
|
}
|
|
Cur_object_index = -1;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
// Delete current object, if it exists.
|
|
// If it doesn't exist, reformat Matt's hard disk, even if he is in Boston.
|
|
int ObjectDelete(void)
|
|
{
|
|
|
|
if (Cur_object_index != -1) {
|
|
int delete_objnum;
|
|
|
|
delete_objnum = Cur_object_index;
|
|
|
|
ObjectSelectNextinSegment();
|
|
|
|
obj_delete(delete_objnum);
|
|
|
|
if (delete_objnum == Cur_object_index)
|
|
Cur_object_index = -1;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------------
|
|
// Object has moved to another segment, (or at least poked through).
|
|
// If still in mine, that is legal, so relink into new segment.
|
|
// Return value: 0 = in mine, 1 = not in mine
|
|
int move_object_within_mine(object * obj, vms_vector *newpos )
|
|
{
|
|
int segnum;
|
|
|
|
for (segnum=0;segnum <= Highest_segment_index; segnum++) {
|
|
segmasks result = get_seg_masks(&obj->pos, segnum, 0, __FILE__, __LINE__);
|
|
|
|
if (result.centermask == 0) {
|
|
int fate;
|
|
fvi_info hit_info;
|
|
fvi_query fq;
|
|
|
|
// See if the radius pokes through any wall.
|
|
fq.p0 = &obj->pos;
|
|
fq.startseg = obj->segnum;
|
|
fq.p1 = newpos;
|
|
fq.rad = obj->size;
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = 0;
|
|
|
|
fate = find_vector_intersection(&fq,&hit_info);
|
|
|
|
if (fate != HIT_WALL) {
|
|
if ( segnum != obj->segnum )
|
|
obj_relink( obj-Objects, segnum);
|
|
obj->pos = *newpos;
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
// Return 0 if object is in expected segment, else return 1
|
|
int verify_object_seg(object *objp, vms_vector *newpos)
|
|
{
|
|
segmasks result = get_seg_masks(newpos, objp->segnum, objp->size, __FILE__, __LINE__);
|
|
|
|
if (result.facemask == 0)
|
|
return 0;
|
|
else
|
|
return move_object_within_mine(objp, newpos);
|
|
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMoveForward(void)
|
|
{
|
|
object *obj;
|
|
vms_vector fvec;
|
|
vms_vector newpos;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("No current object, cannot move.");
|
|
return 1;
|
|
}
|
|
|
|
obj = &Objects[Cur_object_index];
|
|
|
|
extract_forward_vector_from_segment(&Segments[obj->segnum], &fvec);
|
|
vm_vec_normalize(&fvec);
|
|
|
|
vm_vec_add(&newpos, &obj->pos, vm_vec_scale(&fvec, OBJ_SCALE));
|
|
|
|
if (!verify_object_seg(obj, &newpos))
|
|
obj->pos = newpos;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMoveBack(void)
|
|
{
|
|
object *obj;
|
|
vms_vector fvec;
|
|
vms_vector newpos;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("No current object, cannot move.");
|
|
return 1;
|
|
}
|
|
|
|
obj = &Objects[Cur_object_index];
|
|
|
|
extract_forward_vector_from_segment(&Segments[obj->segnum], &fvec);
|
|
vm_vec_normalize(&fvec);
|
|
|
|
vm_vec_sub(&newpos, &obj->pos, vm_vec_scale(&fvec, OBJ_SCALE));
|
|
|
|
if (!verify_object_seg(obj, &newpos))
|
|
obj->pos = newpos;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMoveLeft(void)
|
|
{
|
|
object *obj;
|
|
vms_vector rvec;
|
|
vms_vector newpos;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("No current object, cannot move.");
|
|
return 1;
|
|
}
|
|
|
|
obj = &Objects[Cur_object_index];
|
|
|
|
extract_right_vector_from_segment(&Segments[obj->segnum], &rvec);
|
|
vm_vec_normalize(&rvec);
|
|
|
|
vm_vec_sub(&newpos, &obj->pos, vm_vec_scale(&rvec, OBJ_SCALE));
|
|
|
|
if (!verify_object_seg(obj, &newpos))
|
|
obj->pos = newpos;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMoveRight(void)
|
|
{
|
|
object *obj;
|
|
vms_vector rvec;
|
|
vms_vector newpos;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("No current object, cannot move.");
|
|
return 1;
|
|
}
|
|
|
|
obj = &Objects[Cur_object_index];
|
|
|
|
extract_right_vector_from_segment(&Segments[obj->segnum], &rvec);
|
|
vm_vec_normalize(&rvec);
|
|
|
|
vm_vec_add(&newpos, &obj->pos, vm_vec_scale(&rvec, OBJ_SCALE));
|
|
|
|
if (!verify_object_seg(obj, &newpos))
|
|
obj->pos = newpos;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectSetDefault(void)
|
|
{
|
|
//update_due_to_new_segment();
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("No current object, cannot move.");
|
|
return 1;
|
|
}
|
|
|
|
compute_segment_center(&Objects[Cur_object_index].pos, &Segments[Objects[Cur_object_index].segnum]);
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMoveUp(void)
|
|
{
|
|
object *obj;
|
|
vms_vector uvec;
|
|
vms_vector newpos;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("No current object, cannot move.");
|
|
return 1;
|
|
}
|
|
|
|
obj = &Objects[Cur_object_index];
|
|
|
|
extract_up_vector_from_segment(&Segments[obj->segnum], &uvec);
|
|
vm_vec_normalize(&uvec);
|
|
|
|
vm_vec_add(&newpos, &obj->pos, vm_vec_scale(&uvec, OBJ_SCALE));
|
|
|
|
if (!verify_object_seg(obj, &newpos))
|
|
obj->pos = newpos;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMoveDown(void)
|
|
{
|
|
object *obj;
|
|
vms_vector uvec;
|
|
vms_vector newpos;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("No current object, cannot move.");
|
|
return 1;
|
|
}
|
|
|
|
obj = &Objects[Cur_object_index];
|
|
|
|
extract_up_vector_from_segment(&Segments[obj->segnum], &uvec);
|
|
vm_vec_normalize(&uvec);
|
|
|
|
vm_vec_sub(&newpos, &obj->pos, vm_vec_scale(&uvec, OBJ_SCALE));
|
|
|
|
if (!verify_object_seg(obj, &newpos))
|
|
obj->pos = newpos;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMakeSmaller(void)
|
|
{
|
|
fix cur_size;
|
|
|
|
//update_due_to_new_segment();
|
|
|
|
cur_size = Objects[Cur_object_index].size;
|
|
|
|
cur_size -= OBJ_DEL_SIZE;
|
|
if (cur_size < OBJ_DEL_SIZE)
|
|
cur_size = OBJ_DEL_SIZE;
|
|
|
|
Objects[Cur_object_index].size = cur_size;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
int ObjectMakeLarger(void)
|
|
{
|
|
fix cur_size;
|
|
|
|
//update_due_to_new_segment();
|
|
|
|
cur_size = Objects[Cur_object_index].size;
|
|
|
|
cur_size += OBJ_DEL_SIZE;
|
|
|
|
Objects[Cur_object_index].size = cur_size;
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------
|
|
|
|
int rotate_object(short objnum, int p, int b, int h)
|
|
{
|
|
object *obj = &Objects[objnum];
|
|
vms_angvec ang;
|
|
vms_matrix rotmat,tempm;
|
|
|
|
// vm_extract_angles_matrix( &ang,&obj->orient);
|
|
|
|
// ang.p += p;
|
|
// ang.b += b;
|
|
// ang.h += h;
|
|
|
|
ang.p = p;
|
|
ang.b = b;
|
|
ang.h = h;
|
|
|
|
vm_angles_2_matrix(&rotmat, &ang);
|
|
vm_matrix_x_matrix(&tempm, &obj->orient, &rotmat);
|
|
obj->orient = tempm;
|
|
|
|
// vm_angles_2_matrix(&obj->orient, &ang);
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
void reset_object(short objnum)
|
|
{
|
|
object *obj = &Objects[objnum];
|
|
|
|
med_extract_matrix_from_segment(&Segments[obj->segnum],&obj->orient);
|
|
|
|
}
|
|
|
|
|
|
|
|
int ObjectResetObject()
|
|
{
|
|
reset_object(Cur_object_index);
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
int ObjectFlipObject()
|
|
{
|
|
vms_matrix *m=&Objects[Cur_object_index].orient;
|
|
|
|
vm_vec_negate(&m->uvec);
|
|
vm_vec_negate(&m->rvec);
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
|
|
return 1;
|
|
}
|
|
|
|
int ObjectDecreaseBank() {return rotate_object(Cur_object_index, 0, -ROTATION_UNIT, 0);}
|
|
int ObjectIncreaseBank() {return rotate_object(Cur_object_index, 0, ROTATION_UNIT, 0);}
|
|
int ObjectDecreasePitch() {return rotate_object(Cur_object_index, -ROTATION_UNIT, 0, 0);}
|
|
int ObjectIncreasePitch() {return rotate_object(Cur_object_index, ROTATION_UNIT, 0, 0);}
|
|
int ObjectDecreaseHeading() {return rotate_object(Cur_object_index, 0, 0, -ROTATION_UNIT);}
|
|
int ObjectIncreaseHeading() {return rotate_object(Cur_object_index, 0, 0, ROTATION_UNIT);}
|
|
|
|
int ObjectDecreaseBankBig() {return rotate_object(Cur_object_index, 0, -(ROTATION_UNIT*4), 0);}
|
|
int ObjectIncreaseBankBig() {return rotate_object(Cur_object_index, 0, (ROTATION_UNIT*4), 0);}
|
|
int ObjectDecreasePitchBig() {return rotate_object(Cur_object_index, -(ROTATION_UNIT*4), 0, 0);}
|
|
int ObjectIncreasePitchBig() {return rotate_object(Cur_object_index, (ROTATION_UNIT*4), 0, 0);}
|
|
int ObjectDecreaseHeadingBig() {return rotate_object(Cur_object_index, 0, 0, -(ROTATION_UNIT*4));}
|
|
int ObjectIncreaseHeadingBig() {return rotate_object(Cur_object_index, 0, 0, (ROTATION_UNIT*4));}
|
|
|
|
// -----------------------------------------------------------------------------------------------------
|
|
// Move object around based on clicks in 2d screen.
|
|
// Slide an object parallel to the 2d screen, to a point on a vector.
|
|
// The vector is defined by a point on the 2d screen and the eye.
|
|
|
|
// V = vector from eye to 2d screen point.
|
|
// E = eye
|
|
// F = forward vector from eye
|
|
// O = 3-space location of object
|
|
|
|
// D = depth of object given forward vector F
|
|
// = (OE dot norm(F))
|
|
|
|
// Must solve intersection of:
|
|
// E + tV ( equation of vector from eye through point on 2d screen)
|
|
// Fs + D ( equation of plane parallel to 2d screen, at depth D)
|
|
// = Fx(Ex + tVx) + Fy(Ey + tVy) + Fz(Ez + tVz) + D = 0
|
|
//
|
|
// FxEx + FyEy + FzEz - D
|
|
// t = - ----------------------
|
|
// VxFx + VyFy + VzFz
|
|
|
|
void move_object_to_position(int objnum, vms_vector *newpos)
|
|
{
|
|
object *objp = &Objects[objnum];
|
|
|
|
segmasks result = get_seg_masks(newpos, objp->segnum, objp->size, __FILE__, __LINE__);
|
|
|
|
if (result.facemask == 0) {
|
|
objp->pos = *newpos;
|
|
} else {
|
|
if (verify_object_seg(&Objects[objnum], newpos)) {
|
|
int fate, count;
|
|
int viewer_segnum;
|
|
object temp_viewer_obj;
|
|
fvi_query fq;
|
|
fvi_info hit_info;
|
|
vms_vector last_outside_pos;
|
|
vms_vector last_inside_pos;
|
|
|
|
temp_viewer_obj = *Viewer;
|
|
viewer_segnum = find_object_seg(&temp_viewer_obj);
|
|
temp_viewer_obj.segnum = viewer_segnum;
|
|
|
|
// If the viewer is outside the mine, get him in the mine!
|
|
if (viewer_segnum == -1) {
|
|
// While outside mine, move towards object
|
|
count = 0;
|
|
while (viewer_segnum == -1) {
|
|
vms_vector temp_vec;
|
|
|
|
last_outside_pos = temp_viewer_obj.pos;
|
|
|
|
vm_vec_avg(&temp_vec, &temp_viewer_obj.pos, newpos);
|
|
temp_viewer_obj.pos = temp_vec;
|
|
viewer_segnum = find_object_seg(&temp_viewer_obj);
|
|
temp_viewer_obj.segnum = viewer_segnum;
|
|
|
|
if (count > 5) {
|
|
editor_status("Unable to move object, can't get viewer in mine. Aborting");
|
|
return;
|
|
}
|
|
}
|
|
|
|
count = 0;
|
|
// While inside mine, move away from object.
|
|
while (viewer_segnum != -1) {
|
|
|
|
vms_vector temp_vec;
|
|
|
|
last_inside_pos = temp_viewer_obj.pos;
|
|
|
|
vm_vec_avg(&temp_vec, &temp_viewer_obj.pos, &last_outside_pos);
|
|
temp_viewer_obj.pos = temp_vec;
|
|
update_object_seg(&temp_viewer_obj);
|
|
viewer_segnum = find_object_seg(&temp_viewer_obj);
|
|
temp_viewer_obj.segnum = viewer_segnum;
|
|
|
|
if (count > 5) {
|
|
editor_status("Unable to move object, can't get viewer back out of mine. Aborting");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
fq.p0 = &temp_viewer_obj.pos;
|
|
fq.startseg = temp_viewer_obj.segnum;
|
|
fq.p1 = newpos;
|
|
fq.rad = temp_viewer_obj.size;
|
|
fq.thisobjnum = -1;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = 0;
|
|
|
|
fate = find_vector_intersection(&fq,&hit_info);
|
|
if (fate == HIT_WALL) {
|
|
int new_segnum;
|
|
|
|
objp->pos = hit_info.hit_pnt;
|
|
new_segnum = find_object_seg(objp);
|
|
Assert(new_segnum != -1);
|
|
obj_relink(objp-Objects, new_segnum);
|
|
} else {
|
|
editor_status("Attempted to move object out of mine. Object not moved.");
|
|
}
|
|
}
|
|
}
|
|
|
|
Update_flags |= UF_WORLD_CHANGED;
|
|
}
|
|
|
|
void move_object_to_vector(vms_vector *vec_through_screen, fix delta_distance)
|
|
{
|
|
vms_vector result;
|
|
|
|
vm_vec_scale_add(&result, &Viewer->pos, vec_through_screen, vm_vec_dist(&Viewer->pos,&Objects[Cur_object_index].pos)+delta_distance);
|
|
|
|
move_object_to_position(Cur_object_index, &result);
|
|
|
|
}
|
|
|
|
void move_object_to_mouse_click_delta(fix delta_distance)
|
|
{
|
|
short xcrd,ycrd;
|
|
vms_vector vec_through_screen;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("Cur_object_index == -1, cannot move that peculiar object...aborting!");
|
|
return;
|
|
}
|
|
|
|
xcrd = GameViewBox->b1_drag_x1;
|
|
ycrd = GameViewBox->b1_drag_y1;
|
|
|
|
med_point_2_vec(&_canv_editor_game, &vec_through_screen, xcrd, ycrd);
|
|
|
|
move_object_to_vector(&vec_through_screen, delta_distance);
|
|
|
|
}
|
|
|
|
void move_object_to_mouse_click(void)
|
|
{
|
|
move_object_to_mouse_click_delta(0);
|
|
}
|
|
|
|
int ObjectMoveNearer(void)
|
|
{
|
|
vms_vector result;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("Cur_object_index == -1, cannot move that peculiar object...aborting!");
|
|
return 1;
|
|
}
|
|
|
|
// move_object_to_mouse_click_delta(-4*F1_0); // Move four units closer to eye
|
|
|
|
vm_vec_sub(&result, &Objects[Cur_object_index].pos, &Viewer->pos);
|
|
vm_vec_normalize(&result);
|
|
move_object_to_vector(&result, -4*F1_0);
|
|
|
|
return 1;
|
|
}
|
|
|
|
int ObjectMoveFurther(void)
|
|
{
|
|
vms_vector result;
|
|
|
|
if (Cur_object_index == -1) {
|
|
editor_status("Cur_object_index == -1, cannot move that peculiar object...aborting!");
|
|
return 1;
|
|
}
|
|
|
|
// move_object_to_mouse_click_delta(+4*F1_0); // Move four units further from eye
|
|
|
|
vm_vec_sub(&result, &Objects[Cur_object_index].pos, &Viewer->pos);
|
|
vm_vec_normalize(&result);
|
|
move_object_to_vector(&result, 4*F1_0);
|
|
|
|
return 1;
|
|
}
|
|
|