668 lines
24 KiB
C
668 lines
24 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* object system definitions
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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 "pstypes.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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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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#include "aistruct.h"
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#endif
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#include "gr.h"
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#include "piggy.h"
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#include "polyobj.h"
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#include "laser.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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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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#define MAX_USED_OBJECTS (MAX_OBJECTS-20)
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// Object types
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enum object_type_t
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{
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OBJ_NONE = 255, // unused object
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OBJ_WALL = 0, // A wall... not really an object, but used for collisions
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OBJ_FIREBALL = 1, // a fireball, part of an explosion
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OBJ_ROBOT = 2, // an evil enemy
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OBJ_HOSTAGE = 3, // a hostage you need to rescue
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OBJ_PLAYER = 4, // the player on the console
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OBJ_WEAPON = 5, // a laser, missile, etc
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OBJ_CAMERA = 6, // a camera to slew around with
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OBJ_POWERUP = 7, // a powerup you can pick up
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OBJ_DEBRIS = 8, // a piece of robot
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OBJ_CNTRLCEN = 9, // the control center
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OBJ_FLARE = 10, // a flare
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OBJ_CLUTTER = 11, // misc objects
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OBJ_GHOST = 12, // what the player turns into when dead
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OBJ_LIGHT = 13, // a light source, & not much else
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OBJ_COOP = 14, // a cooperative player object.
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#if defined(DXX_BUILD_DESCENT_II)
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OBJ_MARKER = 15, // a map marker
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#endif
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};
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// WARNING!! If you add a type here, add its name to Object_type_names
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// in object.c
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#if defined(DXX_BUILD_DESCENT_I)
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#define MAX_OBJECT_TYPES 15
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MAX_OBJECT_TYPES 16
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#endif
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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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#if defined(DXX_BUILD_DESCENT_II)
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#define OF_PLAYER_DROPPED 64 // this object was dropped by the player...
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#endif
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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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#if defined(DXX_BUILD_DESCENT_II)
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#define PF_BOUNCED_ONCE 0x80 // Weapon has bounced once.
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#define PF_FREE_SPINNING 0x100 // Drag does not apply to rotation of this object
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#define PF_BOUNCES_TWICE 0x200 // This weapon bounces twice, then dies
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#define PF_SPAT_BY_PLAYER 1 //this powerup was spat by the player
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#endif
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#define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
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// List of objects rendered last frame in order. Created at render
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// time, used by homing missiles in laser.c
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#define MAX_RENDERED_OBJECTS 50
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/*
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* STRUCTURES
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*/
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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extern char Object_type_names[MAX_OBJECT_TYPES][9];
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#if defined(DXX_BUILD_DESCENT_I)
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#define MAX_CONTROLCEN_GUNS 4
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#define MAX_RENDERED_WINDOWS 1
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MAX_CONTROLCEN_GUNS 8
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#define MAX_RENDERED_WINDOWS 3
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#endif
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struct reactor_static {
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/* Location of the gun on the reactor object */
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vms_vector gun_pos[MAX_CONTROLCEN_GUNS];
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/* Orientation of the gun on the reactor object */
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vms_vector gun_dir[MAX_CONTROLCEN_GUNS];
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};
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#endif
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// A compressed form for sending crucial data
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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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// Another compressed form for object position, velocity, orientation and rotvel using quaternion
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typedef struct quaternionpos {
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vms_quaternion orient;
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vms_vector pos;
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vms_vector vel;
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vms_vector rotvel;
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} __pack__ quaternionpos;
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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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fix64 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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ubyte hitobj_list[MAX_OBJECTS]; // list of all objects persistent weapon has already damaged (useful in case it's in contact with two objects at the same time)
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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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fix track_turn_time;
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#if defined(DXX_BUILD_DESCENT_II)
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fix64 last_afterburner_time; // Time at which this object last created afterburner blobs.
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#endif
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} __pack__ laser_info;
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// Same as above but structure Savegames/Multiplayer objects expect
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typedef struct laser_info_rw {
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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_rw;
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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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#if defined(DXX_BUILD_DESCENT_II)
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fix64 creation_time; // Absolute time of creation.
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int flags; // spat by player?
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#endif
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} __pack__ powerup_info;
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#if defined(DXX_BUILD_DESCENT_I)
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typedef powerup_info powerup_info_rw;
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#elif defined(DXX_BUILD_DESCENT_II)
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// Same as above but structure Savegames/Multiplayer objects expect
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typedef struct powerup_info_rw {
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int count; // how many/much we pick up (vulcan cannon only?)
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fix creation_time; // Absolute time of creation.
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int flags; // spat by player?
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} __pack__ powerup_info_rw;
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#endif
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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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struct object;
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struct object_rw;
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typedef struct object object;
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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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
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sbyte matcen_creator; // Materialization center that created this object, high bit set if matcen-created
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fix lifeleft; // how long until goes away, or 7fff if immortal
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// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
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// movement info, determined by MOVEMENT_TYPE
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union {
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physics_info phys_info; // a physics object
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vms_vector spin_rate; // for spinning objects
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} __pack__ mtype;
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// control info, determined by CONTROL_TYPE
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union {
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struct laser_info laser_info;
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struct explosion_info expl_info; // NOTE: debris uses this also
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struct light_info light_info; // why put this here? Didn't know what else to do with it.
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struct powerup_info powerup_info;
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struct ai_static ai_info;
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struct reactor_static reactor_info;
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} __pack__ ctype ;
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// render info, determined by RENDER_TYPE
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union {
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struct polyobj_info pobj_info; // polygon model
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struct vclip_info vclip_info; // vclip
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} __pack__ rtype ;
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#ifdef WORDS_NEED_ALIGNMENT
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short pad2;
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#endif
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};
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static inline ubyte get_hostage_id(const struct object *o)
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{
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return o->id;
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}
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static inline ubyte get_player_id(const struct object *o)
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{
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return o->id;
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}
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static inline ubyte get_powerup_id(const struct object *o)
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{
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return o->id;
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}
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static inline ubyte get_reactor_id(const struct object *o)
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{
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return o->id;
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}
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static inline ubyte get_robot_id(const struct object *o)
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{
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return o->id;
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}
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static inline enum weapon_type_t get_weapon_id(const struct object *o)
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{
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return (enum weapon_type_t) o->id;
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}
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static inline void set_hostage_id(struct object *o, ubyte id)
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{
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o->id = id;
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}
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static inline void set_player_id(struct object *o, ubyte id)
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{
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o->id = id;
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}
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static inline void set_powerup_id(struct object *o, ubyte id)
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{
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o->id = id;
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}
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static inline void set_robot_id(struct object *o, ubyte id)
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{
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o->id = id;
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}
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static inline void set_weapon_id(struct object *o, enum weapon_type_t id)
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{
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o->id = id;
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}
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// Same as above but structure Savegames/Multiplayer objects expect
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typedef struct object_rw {
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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
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sbyte matcen_creator; // Materialization center that created this object, high bit set if matcen-created
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fix lifeleft; // how long until goes away, or 7fff if immortal
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// -- Removed, MK, 10/16/95, using lifeleft instead: int lightlevel;
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// movement info, determined by MOVEMENT_TYPE
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union {
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physics_info phys_info; // a physics object
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vms_vector spin_rate; // for spinning objects
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} __pack__ mtype ;
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// control info, determined by CONTROL_TYPE
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union {
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laser_info_rw laser_info;
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explosion_info expl_info; // NOTE: debris uses this also
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ai_static_rw ai_info;
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struct light_info light_info; // why put this here? Didn't know what else to do with it.
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powerup_info_rw powerup_info;
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} __pack__ ctype ;
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// render info, determined by RENDER_TYPE
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union {
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polyobj_info pobj_info; // polygon model
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struct vclip_info vclip_info; // vclip
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} __pack__ rtype;
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#ifdef WORDS_NEED_ALIGNMENT
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short pad2;
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#endif
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} __pack__ object_rw;
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#endif
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typedef struct obj_position {
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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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short segnum; // segment number containing object
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} obj_position;
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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typedef struct {
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#if defined(DXX_BUILD_DESCENT_II)
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fix64 time;
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object *viewer;
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int rear_view;
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#endif
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int num_objects;
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short rendered_objects[MAX_RENDERED_OBJECTS];
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} window_rendered_data;
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extern window_rendered_data Window_rendered_data[MAX_RENDERED_WINDOWS];
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extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
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// ie CollisionResult[a][b]== what happens to a when it collides with b
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extern object Objects[];
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#endif
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/*
|
|
* VARIABLES
|
|
*/
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|
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extern int Object_next_signature; // The next signature for the next newly created object
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|
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extern int Highest_object_index; // highest objnum
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extern int num_objects;
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|
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extern char *robot_names[]; // name of each robot
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|
|
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extern int Num_robot_types;
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|
|
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extern object *ConsoleObject; // pointer to the object that is the player
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|
extern object *Viewer; // which object we are seeing from
|
|
extern object *Dead_player_camera;
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|
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extern object Follow;
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extern int Player_is_dead; // !0 means player is dead!
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|
extern int Player_exploded;
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|
extern int Player_eggs_dropped;
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|
extern int Death_sequence_aborted;
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|
extern int Player_fired_laser_this_frame;
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|
extern int Drop_afterburner_blob_flag; //ugly hack
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|
|
|
/*
|
|
* FUNCTIONS
|
|
*/
|
|
|
|
|
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// do whatever setup needs to be done
|
|
void init_objects();
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|
|
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// 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);
|
|
|
|
// for getting out of messed up linking situations (i.e. caused by demo playback)
|
|
void obj_relink_all(void);
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|
|
|
// move an object from one segment to another. unlinks & relinks
|
|
void obj_set_new_seg(int objnum,int newsegnum);
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|
|
|
// links an object into a segment's list of objects.
|
|
// takes object number and segment number
|
|
void obj_link(int objnum,int segnum);
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|
|
|
// unlinks an object from a segment's list of objects
|
|
void obj_unlink(int objnum);
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|
|
|
// initialize a new object. adds to the list for the given segment
|
|
// returns the object number
|
|
int 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
|
|
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, int swap_bytes);
|
|
|
|
// Extract information from a shortpos, stuff in objp->orient
|
|
// (matrix), objp->pos, objp->segnum
|
|
extern void extract_shortpos(object *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(object *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
|
|
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);
|
|
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(object *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);
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#endif
|