/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "object/object.h" #include "weapon/weapon.h" #include "ship/ship.h" #include "fireball/fireballs.h" #include "debris/debris.h" #include "globalincs/linklist.h" #include "freespace2/freespace.h" #include "object/objectsnd.h" #include "playerman/player.h" #include "cmeasure/cmeasure.h" #include "io/timer.h" #include "render/3d.h" #include "weapon/shockwave.h" #include "ship/afterburner.h" #include "network/multi.h" #include "network/multiutil.h" #include "object/objcollide.h" #include "object/objectshield.h" #include "lighting/lighting.h" #include "observer/observer.h" #include "parse/scripting.h" #include "asteroid/asteroid.h" #include "radar/radar.h" #include "jumpnode/jumpnode.h" #include "weapon/beam.h" #include "weapon/swarm.h" #include "demo/demo.h" #include "radar/radarsetup.h" #include "object/objectdock.h" #include "mission/missionparse.h" //For 2D Mode #include "iff_defs/iff_defs.h" /* * Global variables */ object obj_free_list; object obj_used_list; object obj_create_list; object *Player_obj = NULL; object *Viewer_obj = NULL; //Data for objects object Objects[MAX_OBJECTS]; #ifdef OBJECT_CHECK typedef struct checkobject { int type; int signature; uint flags; int parent_sig; int parent_type; } checkobject; checkobject CheckObjects[MAX_OBJECTS]; #endif int Num_objects=-1; int Highest_object_index=-1; int Highest_ever_object_index=0; int Object_next_signature = 1; //0 is bogus, start at 1 int Object_inited = 0; int Show_waypoints = 0; //WMC - Made these prettier char *Object_type_names[MAX_OBJECT_TYPES] = { //XSTR:OFF "None", "Ship", "Weapon", "Fireball", "Start", "Waypoint", "Debris", "Countermeasure", "Ghost", "Point", "Shockwave", "Wing", "Ghost Save", "Observer", "Asteroid", "Jump Node", //XSTR:ON }; //----------------------------------------------------------------------------- // Scan the object list, freeing down to num_used objects // Returns number of slots freed. int free_object_slots(int num_used) { int i, olind, deleted_weapons; int obj_list[MAX_OBJECTS]; int num_already_free, num_to_free, original_num_to_free; object *objp; olind = 0; // calc num_already_free by walking the obj_free_list num_already_free = 0; for ( objp = GET_FIRST(&obj_free_list); objp != END_OF_LIST(&obj_free_list); objp = GET_NEXT(objp) ) num_already_free++; if (MAX_OBJECTS - num_already_free < num_used) return 0; for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if (objp->flags & OF_SHOULD_BE_DEAD) { num_already_free++; if (MAX_OBJECTS - num_already_free < num_used) return num_already_free; } else switch (objp->type) { case OBJ_NONE: num_already_free++; if (MAX_OBJECTS - num_already_free < num_used) return 0; break; case OBJ_FIREBALL: case OBJ_WEAPON: case OBJ_DEBRIS: // case OBJ_CMEASURE: obj_list[olind++] = OBJ_INDEX(objp); break; case OBJ_GHOST: case OBJ_SHIP: case OBJ_START: case OBJ_WAYPOINT: case OBJ_POINT: case OBJ_SHOCKWAVE: case OBJ_WING: case OBJ_OBSERVER: case OBJ_ASTEROID: case OBJ_JUMP_NODE: case OBJ_BEAM: break; default: Int3(); // Hey, what kind of object is this? Unknown! break; } } num_to_free = MAX_OBJECTS - num_used - num_already_free; original_num_to_free = num_to_free; if (num_to_free > olind) { nprintf(("allender", "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind)); num_to_free = olind; } for (i=0; itype == OBJ_FIREBALL) && (fireball_is_perishable(tmp_obj)) ) { num_to_free--; nprintf(("allender", "Freeing FIREBALL object %3i\n", obj_list[i])); tmp_obj->flags |= OF_SHOULD_BE_DEAD; } } if (!num_to_free){ return original_num_to_free; } deleted_weapons = collide_remove_weapons(); num_to_free -= deleted_weapons; if ( !num_to_free ){ return original_num_to_free; } for (i=0; itype != OBJ_SHIP) { return 0.0f; } return Ships[objp->instance].ship_max_shield_strength / MAX_SHIELD_SECTIONS; } // Goober5000 float get_hull_pct(object *objp) { Assert(objp); Assert(objp->type == OBJ_SHIP); float total_strength = Ships[objp->instance].ship_max_hull_strength; Assert(total_strength > 0.0f); // unlike shield, no ship can have 0 hull if (total_strength == 0.0f) return 0.0f; if (objp->hull_strength < 0.0f) // this sometimes happens when a ship is being destroyed return 0.0f; return objp->hull_strength / total_strength; } float get_sim_hull_pct(object *objp) { Assert(objp); Assert(objp->type == OBJ_SHIP); float total_strength = Ships[objp->instance].ship_max_hull_strength; Assert(total_strength > 0.0f); // unlike shield, no ship can have 0 hull if (total_strength == 0.0f) return 0.0f; if (objp->sim_hull_strength < 0.0f) // this sometimes happens when a ship is being destroyed return 0.0f; return objp->sim_hull_strength / total_strength; } // Goober5000 float get_shield_pct(object *objp) { Assert(objp); // bah - we might have asteroids if (objp->type != OBJ_SHIP) return 0.0f; float total_strength = Ships[objp->instance].ship_max_shield_strength; if (total_strength == 0.0f) return 0.0f; return shield_get_strength(objp) / total_strength; } //sets up the free list & init player & whatever else void obj_init() { int i, idx; object *objp; Object_inited = 1; memset( Objects, 0, sizeof(object)*MAX_OBJECTS ); Viewer_obj = NULL; list_init( &obj_free_list ); list_init( &obj_used_list ); list_init( &obj_create_list ); // Link all object slots into the free list objp = Objects; for (i=0; itype = OBJ_NONE; objp->signature = i + 100; // zero all object sounds for(idx=0; idxobjsnd_num[idx] = -1; } list_append(&obj_free_list, objp); objp++; } Object_next_signature = 1; //0 is invalid, others start at 1 Num_objects = 0; Highest_object_index = 0; obj_reset_pairs(); } static int num_objects_hwm = 0; //returns the number of a free object, updating Highest_object_index. //Generally, obj_create() should be called to get an object, since it //fills in important fields and does the linking. //returns -1 if no free objects int obj_allocate(void) { int objnum; object *objp; if (!Object_inited) obj_init(); if ( Num_objects >= MAX_OBJECTS-10 ) { int num_freed; num_freed = free_object_slots(MAX_OBJECTS-10); nprintf(("warning", " *** Freed %i objects\n", num_freed)); } if (Num_objects >= MAX_OBJECTS) { #ifndef NDEBUG mprintf(("Object creation failed - too many objects!\n" )); #endif return -1; } // Find next available object objp = GET_FIRST(&obj_free_list); Assert ( objp != &obj_free_list ); // shouldn't have the dummy element // remove objp from the free list list_remove( &obj_free_list, objp ); // insert objp onto the end of create list list_append( &obj_create_list, objp ); // increment counter Num_objects++; if (Num_objects > num_objects_hwm) { //nprintf(("AI", "*** MAX Num Objects = %i\n", Num_objects)); num_objects_hwm = Num_objects; } // get objnum objnum = OBJ_INDEX(objp); if (objnum > Highest_object_index) { Highest_object_index = objnum; if (Highest_object_index > Highest_ever_object_index) Highest_ever_object_index = Highest_object_index; } return objnum; } //frees up an object. Generally, obj_delete() should be called to get //rid of an object. This function deallocates the object entry after //the object has been unlinked void obj_free(int objnum) { object *objp; if (!Object_inited) obj_init(); Assert( objnum >= 0 ); // Trying to free bogus object!!! // get object pointer objp = &Objects[objnum]; // remove objp from the used list list_remove( &obj_used_list, objp); // add objp to the end of the free list_append( &obj_free_list, objp ); // decrement counter Num_objects--; Objects[objnum].type = OBJ_NONE; Assert(Num_objects >= 0); if (objnum == Highest_object_index) while (Objects[--Highest_object_index].type == OBJ_NONE); } //initialize a new object. adds to the list for the given segment. //returns the object number. The object will be a non-rendering, non-physics //object. Pass -1 if no parent. int obj_create(ubyte type,int parent_obj,int instance, matrix * orient, vec3d * pos, float radius, uint flags ) { int objnum,idx; object *obj; // Find next free object objnum = obj_allocate(); if (objnum == -1) //no free objects return -1; obj = &Objects[objnum]; Assert(obj->type == OBJ_NONE); //make sure unused // Zero out object structure to keep weird bugs from happening // in uninitialized fields. // memset( obj, 0, sizeof(object) ); Assert(Object_next_signature > 0); // 0 is bogus! obj->signature = Object_next_signature++; obj->type = type; obj->instance = instance; obj->parent = parent_obj; if (obj->parent != -1) { obj->parent_sig = Objects[parent_obj].signature; obj->parent_type = Objects[parent_obj].type; } else { obj->parent_sig = obj->signature; obj->parent_type = obj->type; } obj->flags = flags | OF_NOT_IN_COLL; if (pos) { obj->pos = *pos; obj->last_pos = *pos; } obj->orient = orient?*orient:vmd_identity_matrix; obj->last_orient = obj->orient; obj->radius = radius; obj->flags &= ~OF_INVULNERABLE; // Make vulnerable. physics_init( &obj->phys_info ); for(idx=0; idxobjsnd_num[idx] = -1; } obj->num_pairs = 0; obj->net_signature = 0; // be sure to reset this value so new objects don't take on old signatures. //WMC /* char buf[NAME_LENGTH]; sprintf(buf, "Object %d", objnum); obj->core_camera = cam_create(buf, &vmd_zero_vector, &vmd_identity_matrix, obj); //Top-down camera sprintf(buf, "Object %d topdown", objnum); vec3d tdv = vmd_zero_vector; matrix tdm = vmd_identity_matrix; angles rot_angles = { PI_2, 0.0f, 0.0f }; bool position_override = false; if(obj->type == OBJ_SHIP) { ship_info *sip = &Ship_info[Ships[Viewer_obj->instance].ship_info_index]; if(sip->topdown_offset_def) { tdv.xyz.x = sip->topdown_offset.xyz.x; tdv.xyz.y = sip->topdown_offset.xyz.y; tdv.xyz.z = sip->topdown_offset.xyz.z; position_override = true; } } if(!position_override) { tdv.xyz.y = radius * 25.0f; } vm_angles_2_matrix(&tdm, &rot_angles); obj->topdown_camera = cam_create(buf, &tdv, &tdm, obj); */ // Goober5000 obj->dock_list = NULL; obj->dead_dock_list = NULL; return objnum; } //remove object from the world // If Player_obj, don't remove it! void obj_delete(int objnum) { object *objp; Assert(objnum >= 0 && objnum < MAX_OBJECTS); objp = &Objects[objnum]; Assert(objp->type != OBJ_NONE); // Remove all object pairs obj_remove_pairs( objp ); switch( objp->type ) { case OBJ_WEAPON: weapon_delete( objp ); break; case OBJ_SHIP: if ((objp == Player_obj) && !Fred_running) { objp->type = OBJ_GHOST; objp->flags &= ~(OF_SHOULD_BE_DEAD); // we have to traverse the ship_obj list and remove this guy from it as well ship_obj *moveup = GET_FIRST(&Ship_obj_list); while(moveup != END_OF_LIST(&Ship_obj_list)){ if(OBJ_INDEX(objp) == moveup->objnum){ list_remove(&Ship_obj_list,moveup); break; } moveup = GET_NEXT(moveup); } physics_init(&objp->phys_info); obj_snd_delete_type(OBJ_INDEX(objp)); return; } else ship_delete( objp ); break; case OBJ_FIREBALL: fireball_delete( objp ); break; case OBJ_SHOCKWAVE: shockwave_delete( objp ); break; case OBJ_START: case OBJ_WAYPOINT: case OBJ_POINT: Assert(Fred_running); break; // requires no action, handled by the Fred code. case OBJ_JUMP_NODE: break; // requires no further action, handled by jumpnode deconstructor. case OBJ_DEBRIS: debris_delete( objp ); break; case OBJ_ASTEROID: asteroid_delete(objp); break; /* case OBJ_CMEASURE: cmeasure_delete( objp ); break;*/ case OBJ_GHOST: if(!(Game_mode & GM_MULTIPLAYER)){ mprintf(("Warning: Tried to delete a ghost!\n")); objp->flags &= ~OF_SHOULD_BE_DEAD; return; } else { // we need to be able to delete GHOST objects in multiplayer to allow for player respawns. nprintf(("Network","Deleting GHOST object\n")); } break; case OBJ_OBSERVER: observer_delete(objp); break; case OBJ_BEAM: break; case OBJ_NONE: Int3(); break; default: Error( LOCATION, "Unhandled object type %d in obj_delete_all_that_should_be_dead", objp->type ); } // if a persistant sound has been created, delete it obj_snd_delete_type(OBJ_INDEX(objp)); objp->type = OBJ_NONE; //unused! objp->signature = 0; obj_free(objnum); } // ------------------------------------------------------------------------------------------------------------------ void obj_delete_all_that_should_be_dead() { object *objp, *temp; if (!Object_inited) obj_init(); // Move all objects objp = GET_FIRST(&obj_used_list); while( objp !=END_OF_LIST(&obj_used_list) ) { // Goober5000 - HACK HACK HACK - see obj_move_all objp->flags &= ~OF_DOCKED_ALREADY_HANDLED; temp = GET_NEXT(objp); if ( objp->flags&OF_SHOULD_BE_DEAD ) obj_delete( OBJ_INDEX(objp) ); // MWA says that john says that let obj_delete handle everything because of the editor objp = temp; } } // Add all newly created objects to the end of the used list and create their // object pairs for collision detection void obj_merge_created_list(void) { // The old way just merged the two. This code takes one out of the create list, // creates object pairs for it, and then adds it to the used list. // OLD WAY: list_merge( &obj_used_list, &obj_create_list ); object *objp = GET_FIRST(&obj_create_list); while( objp !=END_OF_LIST(&obj_create_list) ) { list_remove( obj_create_list, objp ); // Add it to the object pairs array obj_add_pairs(OBJ_INDEX(objp)); // Then add it to the object used list list_append( &obj_used_list, objp ); objp = GET_FIRST(&obj_create_list); } // Make sure the create list is empty. list_init(&obj_create_list); } int physics_paused = 0, ai_paused = 0; // Goober5000 extern void call_doa(object *child, object *parent); void obj_move_one_docked_object(object *objp, object *parent_objp) { // in FRED, just move and return if (Fred_running) { call_doa(objp, parent_objp); return; } // support ships (and anyone else, for that matter) don't keep up if they're undocking ai_info *aip = &Ai_info[Ships[objp->instance].ai_index]; if ( (aip->mode == AIM_DOCK) && (aip->submode >= AIS_UNDOCK_1) ) { if (aip->goal_objnum == OBJ_INDEX(parent_objp)) { return; } } // check the guy that I'm docked with and don't move if he's undocking from me ai_info *other_aip = &Ai_info[Ships[parent_objp->instance].ai_index]; if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode >= AIS_UNDOCK_1) ) { if (other_aip->goal_objnum == OBJ_INDEX(objp)) { return; } } // we're here, so we move with our parent object call_doa(objp, parent_objp); } /* float Last_fire_time = 0.0f; int Avg_delay_count = 0; float Avg_delay_total; */ // function to deal with firing player things like lasers, missiles, etc. // separated out because of multiplayer issues. void obj_player_fire_stuff( object *objp, control_info ci ) { ship *shipp; Assert( objp->flags & OF_PLAYER_SHIP); // try and get the ship pointer shipp = NULL; if((objp->type == OBJ_SHIP) && (objp->instance >= 0) && (objp->instance < MAX_SHIPS)){ shipp = &Ships[objp->instance]; } // single player pilots, and all players in multiplayer take care of firing their own primaries if(!(Game_mode & GM_MULTIPLAYER) || (objp == Player_obj)) { if ( ci.fire_primary_count ) { // flag the ship as having the trigger down if(shipp != NULL){ shipp->flags |= SF_TRIGGER_DOWN; } // fire non-streaming primaries here ship_fire_primary( objp, 0 ); // ship_stop_fire_primary(objp); //if it hasn't fired do the "has just stoped fireing" stuff } else { // unflag the ship as having the trigger down if(shipp != NULL){ shipp->flags &= ~(SF_TRIGGER_DOWN); ship_stop_fire_primary(objp); //if it hasn't fired do the "has just stoped fireing" stuff } } if ( ci.fire_countermeasure_count ) { ship_launch_countermeasure( objp ); } } else { // ship_stop_fire_primary(objp); } // single player and multiplayer masters do all of the following if ( !MULTIPLAYER_CLIENT ) { if ( ci.fire_secondary_count ) { ship_fire_secondary( objp ); // kill the secondary count ci.fire_secondary_count = 0; } } // everyone does the following for their own ships. if ( ci.afterburner_start ){ if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE)){ afterburners_start( objp ); } } if ( ci.afterburner_stop ){ afterburners_stop( objp, 1 ); } } void obj_move_call_physics(object *objp, float frametime) { int has_fired = -1; //stop fireing stuff-Bobboau // Do physics for objects with OF_PHYSICS flag set and with some engine strength remaining. if ( objp->flags & OF_PHYSICS ) { // only set phys info if ship is not dead if ((objp->type == OBJ_SHIP) && !(Ships[objp->instance].flags & SF_DYING)) { ship *shipp = &Ships[objp->instance]; float engine_strength; engine_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE); if ( ship_subsys_disrupted(shipp, SUBSYSTEM_ENGINE) ) { engine_strength=0.0f; } if (engine_strength == 0.0f) { // All this is necessary to make ship gradually come to a stop after engines are blown. vm_vec_zero(&objp->phys_info.desired_vel); vm_vec_zero(&objp->phys_info.desired_rotvel); objp->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); objp->phys_info.side_slip_time_const = Ship_info[shipp->ship_info_index].damp * 4.0f; } // else { // DA: comment out lines that resets PF_DEAD_DAMP after every frame. // This is now reset during engine repair. // objp->phys_info.flags &= ~(PF_REDUCED_DAMP | PF_DEAD_DAMP); // objp->phys_info.side_slip_time_const = Ship_info[shipp->ship_info_index].damp; // } if (shipp->weapons.num_secondary_banks > 0) { polymodel *pm = model_get(Ship_info[shipp->ship_info_index].model_num); Assertion( pm != NULL, "No polymodel found for ship %s", Ship_info[shipp->ship_info_index].name ); Assertion( pm->missile_banks != NULL, "Ship %s has %d secondary banks, but no missile banks could be found.\n", Ship_info[shipp->ship_info_index].name, shipp->weapons.num_secondary_banks ); for (int i = 0; i < shipp->weapons.num_secondary_banks; i++) { //if there are no missles left don't bother if (shipp->weapons.secondary_bank_ammo[i] == 0) continue; int points = pm->missile_banks[i].num_slots; int missles_left = shipp->weapons.secondary_bank_ammo[i]; int next_point = shipp->weapons.secondary_next_slot[i]; float fire_wait = Weapon_info[shipp->weapons.secondary_bank_weapons[i]].fire_wait; float reload_time = (fire_wait == 0.0f) ? 1.0f : 1.0f / fire_wait; //ok so...we want to move up missles but only if there is a missle there to be moved up //there is a missle behind next_point, and how ever many missles there are left after that if (points > missles_left) { //there are more slots than missles left, so not all of the slots will have missles drawn on them for (int k = next_point; k < next_point+missles_left; k ++) { float &s_pct = shipp->secondary_point_reload_pct[i][k % points]; if (s_pct < 1.0) s_pct += reload_time * frametime; if (s_pct > 1.0) s_pct = 1.0f; } } else { //we don't have to worry about such things for (int k = 0; k < points; k++) { float &s_pct = shipp->secondary_point_reload_pct[i][k]; if (s_pct < 1.0) s_pct += reload_time * frametime; if (s_pct > 1.0) s_pct = 1.0f; } } } } } // if a weapon is flagged as dead, kill its engines just like a ship if((objp->type == OBJ_WEAPON) && (Weapons[objp->instance].weapon_flags & WF_DEAD_IN_WATER)){ vm_vec_zero(&objp->phys_info.desired_vel); vm_vec_zero(&objp->phys_info.desired_rotvel); objp->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); objp->phys_info.side_slip_time_const = 1.0f; // FIXME? originally indexed into Ship_info[], which was a bug... } if (physics_paused) { if (objp==Player_obj){ physics_sim(&objp->pos, &objp->orient, &objp->phys_info, frametime ); // simulate the physics } } else { // Hack for dock mode. // If docking with a ship, we don't obey the normal ship physics, we can slew about. if (objp->type == OBJ_SHIP) { ai_info *aip = &Ai_info[Ships[objp->instance].ai_index]; // Note: This conditional for using PF_USE_VEL (instantaneous acceleration) is probably too loose. // A ships awaiting support will fly towards the support ship with instantaneous acceleration. // But we want to have ships in the process of docking have quick acceleration, or they overshoot their goals. // Probably can not key off objnum_I_am_docked_or_docking_with, but then need to add some other condition. Live with it for now. -- MK, 2/19/98 // Goober5000 - no need to key off objnum; other conditions get it just fine if (/* (objnum_I_am_docked_or_docking_with != -1) || */ ((aip->mode == AIM_DOCK) && ((aip->submode == AIS_DOCK_2) || (aip->submode == AIS_DOCK_3) || (aip->submode == AIS_UNDOCK_0))) || ((aip->mode == AIM_WARP_OUT) && (aip->submode >= AIS_WARP_3))) { if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) > 0.0f){ objp->phys_info.flags |= PF_USE_VEL; } else { objp->phys_info.flags &= ~PF_USE_VEL; // If engine blown, don't PF_USE_VEL, or ships stop immediately } } else { objp->phys_info.flags &= ~PF_USE_VEL; } } // in multiplayer, if this object was just updatd (i.e. clients send their own positions), // then reset the flag and don't move the object. if ( MULTIPLAYER_MASTER && (objp->flags & OF_JUST_UPDATED) ) { objp->flags &= ~OF_JUST_UPDATED; goto obj_maybe_fire; } // if ( (objp->type == OBJ_ASTEROID) && (Model_caching && (!D3D_enabled && !OGL_enabled) ) ) { // // If we're doing model caching, don't rotate asteroids // vec3d tmp = objp->phys_info.rotvel; // // objp->phys_info.rotvel = vmd_zero_vector; // physics_sim(&objp->pos, &objp->orient, &objp->phys_info, frametime ); // simulate the physics // objp->phys_info.rotvel = tmp; // } else { physics_sim(&objp->pos, &objp->orient, &objp->phys_info, frametime ); // simulate the physics // } // This code seems to have no effect - DB 1/12/99 //if ( MULTIPLAYER_CLIENT && (objp != Player_obj) ){ // return; //} // if the object is the player object, do things that need to be done after the ship // is moved (like firing weapons, etc). This routine will get called either single // or multiplayer. We must find the player object to get to the control info field obj_maybe_fire: if ( (objp->flags & OF_PLAYER_SHIP) && (objp->type != OBJ_OBSERVER) && (objp == Player_obj)) { player *pp; if(Player != NULL){ // has_fired = 1; pp = Player; obj_player_fire_stuff( objp, pp->ci ); } } // fire streaming weapons for ships in here - ALL PLAYERS, regardless of client, single player, server, whatever. // do stream weapon firing for all ships themselves. if(objp->type == OBJ_SHIP){ ship_fire_primary(objp, 1, 0); // if(ship_fire_primary(objp, 1, 0) < 1){ has_fired = 1; // }else{ // has_fired = -1; // } } } } if(has_fired == -1){ // mprintf(("stoped 1\n")); ship_stop_fire_primary(objp); //if it hasn't fired do the "has just stoped fireing" stuff } //2D MODE //THIS IS A FREAKIN' HACK //Do not let ship change position on Y axis if(The_mission.flags & MISSION_FLAG_2D_MISSION) { angles old_angles, new_angles; objp->pos.xyz.y = objp->last_pos.xyz.y; vm_extract_angles_matrix(&old_angles, &objp->last_orient); vm_extract_angles_matrix(&new_angles, &objp->orient); new_angles.p = old_angles.p; new_angles.b = old_angles.b; //new_angles.h = old_angles.h; vm_angles_2_matrix(&objp->orient, &new_angles); //Phys stuff hack new_angles.h = old_angles.h; vm_angles_2_matrix(&objp->phys_info.last_rotmat, &new_angles); objp->phys_info.vel.xyz.y = 0.0f; objp->phys_info.desired_rotvel.xyz.x = 0; objp->phys_info.desired_rotvel.xyz.z = 0; objp->phys_info.desired_vel.xyz.y = 0.0f; } } #define IMPORTANT_FLAGS (OF_COLLIDES) #ifdef OBJECT_CHECK void obj_check_object( object *obj ) { int objnum = OBJ_INDEX(obj); // PROGRAMMERS: If one of these Int3() gets hit, then someone // is changing a value in the object structure that might cause // collision detection to not work. See John for more info if // you are hitting one of these. if ( CheckObjects[objnum].type != obj->type ) { if ( (obj->type==OBJ_WAYPOINT) && (CheckObjects[objnum].type==OBJ_SHIP) ) { // We know about ships changing into waypoints and that is // ok. CheckObjects[objnum].type = OBJ_WAYPOINT; } else if ( (obj->type==OBJ_SHIP) && (CheckObjects[objnum].type==OBJ_GHOST) ) { // We know about player changing into a ghost after dying and that is // ok. CheckObjects[objnum].type = OBJ_GHOST; } else if ( (obj->type==OBJ_GHOST) && (CheckObjects[objnum].type==OBJ_SHIP) ) { // We know about player changing into a ghost after dying and that is // ok. CheckObjects[objnum].type = OBJ_SHIP; } else { mprintf(( "Object type changed! Old: %i, Current: %i\n", CheckObjects[objnum].type, obj->type )); Int3(); } } if ( CheckObjects[objnum].signature != obj->signature ) { mprintf(( "Object signature changed!\n" )); Int3(); } if ( (CheckObjects[objnum].flags&IMPORTANT_FLAGS) != (obj->flags&IMPORTANT_FLAGS) ) { mprintf(( "Object flags changed!\n" )); Int3(); } if ( CheckObjects[objnum].parent_sig != obj->parent_sig ) { mprintf(( "Object parent sig changed!\n" )); Int3(); } if ( CheckObjects[objnum].parent_type != obj->parent_type ) { mprintf(( "Object's parent type changed!\n" )); Int3(); } } #endif // Call this if you want to change an object flag so that the // object code knows what's going on. For instance if you turn // off OF_COLLIDES, the object code needs to know this in order to // actually turn the object collision detection off. By calling // this you shouldn't get Int3's in the checkobject code. If you // do, then put code in here to correctly handle the case. void obj_set_flags( object *obj, uint new_flags ) { int objnum = OBJ_INDEX(obj); // turning collision detection off if ( (obj->flags & OF_COLLIDES) && (!(new_flags&OF_COLLIDES))) { // Remove all object pairs obj_remove_pairs( obj ); // update object flags properly obj->flags = new_flags; obj->flags |= OF_NOT_IN_COLL; #ifdef OBJECT_CHECK CheckObjects[objnum].flags = new_flags; CheckObjects[objnum].flags |= OF_NOT_IN_COLL; #endif return; } // turning collision detection on if ( (!(obj->flags & OF_COLLIDES)) && (new_flags&OF_COLLIDES) ) { // observers can't collide or be hit, and they therefore have no hit or collide functions // So, don't allow this bit to be set if(obj->type == OBJ_OBSERVER){ mprintf(("Illegal to set collision bit for OBJ_OBSERVER!!\n")); Int3(); } obj->flags |= OF_COLLIDES; // Turn on collision detection obj_add_pairs(objnum); obj->flags = new_flags; obj->flags &= ~(OF_NOT_IN_COLL); #ifdef OBJECT_CHECK CheckObjects[objnum].flags = new_flags; CheckObjects[objnum].flags &= ~(OF_NOT_IN_COLL); #endif return; } // for a multiplayer host -- use this debug code to help trap when non-player ships are getting // marked as OF_COULD_BE_PLAYER // this code is pretty much debug code and shouldn't be relied on to always do the right thing // for flags other than if ( MULTIPLAYER_MASTER && !(obj->flags & OF_COULD_BE_PLAYER) && (new_flags & OF_COULD_BE_PLAYER) ) { ship *shipp; int team, slot; // this flag sometimes gets set for observers. if ( obj->type == OBJ_OBSERVER ) { return; } // sanity checks if ( (obj->type != OBJ_SHIP) || (obj->instance < 0) ) { // Int3(); return; // return because we really don't want to set the flag } // see if this ship is really a player ship (or should be) shipp = &Ships[obj->instance]; extern void multi_ts_get_team_and_slot(char *, int *, int *); multi_ts_get_team_and_slot(shipp->ship_name,&team,&slot); if ( (shipp->wingnum == -1) || (team == -1) || (slot==-1) ) { Int3(); return; } // set the flag obj->flags = new_flags; #ifdef OBJECT_CHECK CheckObjects[objnum].flags = new_flags; #endif return; } // Check for unhandled flag changing if ( (new_flags&IMPORTANT_FLAGS) != (obj->flags&IMPORTANT_FLAGS) ) { mprintf(( "Unhandled flag changing in obj_set_flags!!\n" )); mprintf(( "Add code to support it, see John for questions!!\n" )); Int3(); } else { // Since it wasn't an important flag, just bash it. obj->flags = new_flags; #ifdef OBJECT_CHECK CheckObjects[objnum].flags = new_flags; #endif } } void obj_move_all_pre(object *objp, float frametime) { switch( objp->type ) { case OBJ_WEAPON: if (!physics_paused){ weapon_process_pre( objp, frametime ); } break; case OBJ_SHIP: if (!physics_paused || (objp==Player_obj )){ ship_process_pre( objp, frametime ); } break; case OBJ_FIREBALL: if (!physics_paused){ fireball_process_pre(objp,frametime); } break; case OBJ_SHOCKWAVE: // all shockwaves are moved via shockwave_move_all() break; case OBJ_DEBRIS: if (!physics_paused){ debris_process_pre(objp,frametime); } break; case OBJ_ASTEROID: if (!physics_paused){ asteroid_process_pre(objp,frametime); } break; /* case OBJ_CMEASURE: if (!physics_paused){ cmeasure_process_pre(objp, frametime); } break;*/ case OBJ_WAYPOINT: break; // waypoints don't move.. case OBJ_GHOST: break; case OBJ_OBSERVER: case OBJ_JUMP_NODE: break; case OBJ_BEAM: break; case OBJ_NONE: Int3(); break; default: Error( LOCATION, "Unhandled object type %d in obj_move_one\n", objp->type ); } } // Used to tell if a particular group of lasers has cast light yet. ubyte Obj_weapon_group_id_used[WEAPON_MAX_GROUP_IDS]; // Called once a frame to mark all weapon groups as not having cast light yet. void obj_clear_weapon_group_id_list() { memset( Obj_weapon_group_id_used, 0, sizeof(Obj_weapon_group_id_used) ); } int Arc_light = 1; // If set, electrical arcs on debris cast light DCF_BOOL(arc_light, Arc_light) extern fireball Fireballs[]; void obj_move_all_post(object *objp, float frametime) { switch (objp->type) { case OBJ_WEAPON: { if ( !physics_paused ) weapon_process_post( objp, frametime ); // Cast light if ( Detail.lighting > 2 ) { // Weapons cast light int group_id = Weapons[objp->instance].group_id; int cast_light = 1; if ( (group_id >= 0) && (Obj_weapon_group_id_used[group_id]==0) ) { // Mark this group as done Obj_weapon_group_id_used[group_id]++; } else { // This group has already done its light casting cast_light = 0; } if ( cast_light ) { weapon_info * wi = &Weapon_info[Weapons[objp->instance].weapon_info_index]; if ( wi->render_type == WRT_LASER ) { color c; float r,g,b; // get the laser color weapon_get_laser_color(&c, objp); r = i2fl(c.red)/255.0f; g = i2fl(c.green)/255.0f; b = i2fl(c.blue)/255.0f; light_add_point( &objp->pos, 10.0f, 20.0f, 1.0f, r, g, b, objp->parent ); //light_add_point( &objp->pos, 10.0f, 20.0f, 1.0f, 0.0f, 0.0f, 1.0f, objp->parent ); } else { light_add_point( &objp->pos, 10.0f, 20.0f, 1.0f, 1.0f, 1.0f, 1.0f, objp->parent ); } } } break; } case OBJ_SHIP: { if ( !physics_paused || (objp==Player_obj) ) ship_process_post( objp, frametime ); // Make any electrical arcs on ships cast light if (Arc_light) { if ( (Detail.lighting > 2) && (objp != Viewer_obj) ) { int i; ship *shipp; shipp = &Ships[objp->instance]; for (i=0; iarc_timestamp[i] ) ) { // Move arc endpoints into world coordinates vec3d tmp1, tmp2; vm_vec_unrotate(&tmp1,&shipp->arc_pts[i][0],&objp->orient); vm_vec_add2(&tmp1,&objp->pos); vm_vec_unrotate(&tmp2,&shipp->arc_pts[i][1],&objp->orient); vm_vec_add2(&tmp2,&objp->pos); light_add_point( &tmp1, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 ); light_add_point( &tmp2, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 ); } } } } break; } case OBJ_FIREBALL: { if ( !physics_paused ) fireball_process_post(objp,frametime); if (Detail.lighting > 3) { float r = 0.0f, g = 0.0f, b = 0.0f; fireball_get_color(Fireballs[objp->instance].fireball_info_index, &r, &g, &b); // we don't cast black light, so just bail in that case if ( (r == 0.0f) && (g == 0.0f) && (b == 0.0f) ) break; // Make explosions cast light float p = fireball_lifeleft_percent(objp); if (p > 0.0f) { if (p > 0.5f) p = 1.0f - p; p *= 2.0f; // P goes from 0 to 1 to 0 over the life of the explosion float rad = p * (1.0f + frand() * 0.05f) * objp->radius; light_add_point( &objp->pos, rad * 2.0f, rad * 5.0f, 1.0f, r, g, b, -1 ); } } break; } case OBJ_SHOCKWAVE: // all shockwaves are moved via shockwave_move_all() break; case OBJ_DEBRIS: { if ( !physics_paused ) debris_process_post(objp, frametime); // Make any electrical arcs on debris cast light if (Arc_light) { if ( Detail.lighting > 2 ) { int i; debris *db; db = &Debris[objp->instance]; if (db->arc_frequency > 0) { for (i=0; iarc_timestamp[i] ) ) { // Move arc endpoints into world coordinates vec3d tmp1, tmp2; vm_vec_unrotate(&tmp1,&db->arc_pts[i][0],&objp->orient); vm_vec_add2(&tmp1,&objp->pos); vm_vec_unrotate(&tmp2,&db->arc_pts[i][1],&objp->orient); vm_vec_add2(&tmp2,&objp->pos); light_add_point( &tmp1, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 ); light_add_point( &tmp2, 10.0f, 20.0f, frand(), 1.0f, 1.0f, 1.0f, -1 ); } } } } } break; } case OBJ_ASTEROID: { if ( !physics_paused ) asteroid_process_post(objp, frametime); break; } case OBJ_WAYPOINT: break; // waypoints don't move.. case OBJ_GHOST: break; case OBJ_OBSERVER: void observer_process_post(object *objp); observer_process_post(objp); break; case OBJ_JUMP_NODE: radar_plot_object(objp); break; case OBJ_BEAM: break; case OBJ_NONE: Int3(); break; default: Error( LOCATION, "Unhandled object type %d in obj_move_one\n", objp->type ); } } int Collisions_enabled = 1; DCF_BOOL( collisions, Collisions_enabled ) MONITOR( NumObjects ) //-------------------------------------------------------------------- //move all objects for the current frame void obj_move_all(float frametime) { object *objp; // Goober5000 - HACK HACK HACK // this function also resets the OF_DOCKED_ALREADY_HANDLED flag, to save trips // through the used object list obj_delete_all_that_should_be_dead(); obj_merge_created_list(); // Clear the table that tells which groups of weapons have cast light so far. if(!(Game_mode & GM_MULTIPLAYER) || (MULTIPLAYER_MASTER)) { obj_clear_weapon_group_id_list(); } MONITOR_INC( NumObjects, Num_objects ); objp = GET_FIRST(&obj_used_list); while( objp !=END_OF_LIST(&obj_used_list) ) { // skip objects which should be dead if ( !(objp->flags&OF_SHOULD_BE_DEAD) ) { vec3d cur_pos = objp->pos; // Save the current position // if this is an observer object, skip it if(objp->type == OBJ_OBSERVER){ objp = GET_NEXT(objp); continue; } // if we're playing a demo back, only sim stuff that we're supposed to if((Game_mode & GM_DEMO_PLAYBACK) && !demo_should_sim(objp)){ objp = GET_NEXT(objp); continue; } #ifdef OBJECT_CHECK // if(! ((Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER)) ){ obj_check_object( objp ); // } #endif // pre-move obj_move_all_pre(objp, frametime); // store last pos and orient objp->last_pos = cur_pos; objp->last_orient = objp->orient; // if this is an object which should be interpolated in multiplayer, do so if(multi_oo_is_interp_object(objp)){ multi_oo_interp(objp); } else { // physics obj_move_call_physics(objp, frametime); } // move post obj_move_all_post(objp, frametime); } objp = GET_NEXT(objp); } // After all objects have been moved, move all docked objects. if(!(Game_mode & GM_DEMO_PLAYBACK)){ objp = GET_FIRST(&obj_used_list); while( objp !=END_OF_LIST(&obj_used_list) ) { dock_move_docked_objects(objp); // unflag all objects as being updates objp->flags &= ~OF_JUST_UPDATED; objp = GET_NEXT(objp); } } // Now that all objects have moved, we should calculate the // velocities from how far they moved. // DA: Commented out 2/23, unnecessary since colliding objects calculate their post collision velocities through physics. /* objp = GET_FIRST(&obj_used_list); while( objp !=END_OF_LIST(&obj_used_list) ) { if ( !(objp->flags&OF_SHOULD_BE_DEAD) && (objp->type != OBJ_OBSERVER) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_DEBRIS)) { objp->phys_info.vel.x = (objp->pos.x - objp->last_pos.x) / frametime; objp->phys_info.vel.y = (objp->pos.y - objp->last_pos.y) / frametime; objp->phys_info.vel.z = (objp->pos.z - objp->last_pos.z) / frametime; } objp = GET_NEXT(objp); } */ if(!(Game_mode & GM_DEMO_PLAYBACK)){ find_homing_object_cmeasures(); // If any cmeasures fired, maybe steer away homing missiles } // do pre-collision stuff for beam weapons beam_move_all_pre(); if ( Collisions_enabled ) { obj_check_all_collisions(); } if(!(Game_mode & GM_DEMO_PLAYBACK)){ turret_swarm_check_validity(); } // do post-collision stuff for beam weapons beam_move_all_post(); // update artillery locking info now ship_update_artillery_lock(); // mprintf(("moved all objects\n")); } MONITOR( NumObjectsRend ) // ----------------------------------------------------------------------------- // Render an object. Calls one of several routines based on type extern int Cmdline_dis_weapons; void obj_render(object *obj) { if ( obj->flags & OF_SHOULD_BE_DEAD ) return; // if ( obj == Viewer_obj ) return; MONITOR_INC( NumObjectsRend, 1 ); //WMC - By definition, override statements are executed before the actual statement Script_system.SetHookObject("Self", obj); if(!Script_system.IsConditionOverride(CHA_OBJECTRENDER, obj)) { switch( obj->type ) { case OBJ_NONE: #ifndef NDEBUG mprintf(( "ERROR!!!! Bogus obj %d is rendering!\n", obj-Objects )); Int3(); #endif break; case OBJ_WEAPON: if(Cmdline_dis_weapons) return; weapon_render(obj); break; case OBJ_SHIP: ship_render(obj); break; case OBJ_FIREBALL: fireball_render(obj); break; case OBJ_SHOCKWAVE: shockwave_render(obj); break; case OBJ_DEBRIS: debris_render(obj); break; case OBJ_ASTEROID: asteroid_render(obj); break; /* case OBJ_CMEASURE: cmeasure_render(obj); break;*/ case OBJ_JUMP_NODE: obj->jnp->render(&obj->pos, &Eye_position); // jumpnode_render(obj, &obj->pos, &Eye_position); break; case OBJ_WAYPOINT: if (Show_waypoints) { //ship_render(obj); gr_set_color( 128, 128, 128 ); g3_draw_sphere_ez( &obj->pos, 5.0f ); } break; case OBJ_GHOST: break; case OBJ_BEAM: break; default: Error( LOCATION, "Unhandled obj type %d in obj_render", obj->type ); } } Script_system.RunCondition(CHA_OBJECTRENDER, '\0', NULL, obj); Script_system.RemHookVar("Self"); } void obj_init_all_ships_physics() { object *objp; for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if (objp->type == OBJ_SHIP) physics_ship_init(objp); } } // do client-side pre-interpolation object movement void obj_client_pre_interpolate() { object *objp; // duh obj_delete_all_that_should_be_dead(); // client side processing of warping in effect stages multi_do_client_warp(flFrametime); // client side movement of an observer if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type == OBJ_OBSERVER)){ obj_observer_move(flFrametime); } // run everything except ships through physics (and ourselves of course) obj_merge_created_list(); // must merge any objects created by the host! objp = GET_FIRST(&obj_used_list); for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if((objp != Player_obj) && (objp->type == OBJ_SHIP)){ continue; } // for all non-dead object which are _not_ ships if ( !(objp->flags&OF_SHOULD_BE_DEAD) ) { // pre-move step obj_move_all_pre(objp, flFrametime); // store position and orientation objp->last_pos = objp->pos; objp->last_orient = objp->orient; // call physics obj_move_call_physics(objp, flFrametime); // post-move step obj_move_all_post(objp, flFrametime); } } } // do client-side post-interpolation object movement void obj_client_post_interpolate() { object *objp; // After all objects have been moved, move all docked objects. objp = GET_FIRST(&obj_used_list); while( objp !=END_OF_LIST(&obj_used_list) ) { if ( objp != Player_obj ) { dock_move_docked_objects(objp); } objp = GET_NEXT(objp); } // check collisions obj_check_all_collisions(); // do post-collision stuff for beam weapons beam_move_all_post(); } #if 0 // following function is used in multiplayer only. It deals with simulating objects on the client // side. Lasers will always get moved by the client (i.e. no object position info is ever sent for them). // same for dumb missiles and possibly others. We might move ships based on the last time their posision // was updated void obj_client_simulate(float frametime) { object *objp; obj_delete_all_that_should_be_dead(); multi_do_client_warp(frametime); // client side processing of warping in effect stages if(Net_player->flags & NETINFO_FLAG_OBSERVER){ obj_observer_move(frametime); // client side movement of an observer } /* obj_merge_created_list(); // must merge any objects created by the host! objp = GET_FIRST(&obj_used_list); for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( !(objp->flags&OF_SHOULD_BE_DEAD) ) { vec3d cur_pos = objp->pos; // Save the current position obj_move_all_pre(objp, frametime); int predict_from_server_pos = 1; // If not visible (or not a ship), bash position if ( (!obj_visible_from_eye(&cur_pos)) || (objp->type != OBJ_SHIP) ) { predict_from_server_pos = 0; } // If this is a player ship, don't predict from server position if ( objp->flags & OF_PLAYER_SHIP ) { predict_from_server_pos = 0; } if ( predict_from_server_pos ) { obj_client_predict_pos(objp, frametime); } else { obj_client_bash_pos(objp, frametime); } obj_move_all_post(objp, frametime); } } */ // After all objects have been moved, move all docked objects. objp = GET_FIRST(&obj_used_list); while( objp !=END_OF_LIST(&obj_used_list) ) { if ( objp != Player_obj ) { dock_move_docked_objects(objp); } objp = GET_NEXT(objp); } obj_check_all_collisions(); } #endif void obj_observer_move(float frame_time) { object *objp; float ft; // if i'm not in multiplayer, or not an observer, bail if(!(Game_mode & GM_MULTIPLAYER) || (Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_OBSERVER) || (Player_obj->type != OBJ_OBSERVER)){ return; } objp = Player_obj; // obj_move_all_pre(objp, flFrametime); objp->last_pos = objp->pos; objp->last_orient = objp->orient; // save the orientation -- useful in multiplayer. ft = flFrametime; obj_move_call_physics( objp, ft ); obj_move_all_post(objp, frame_time); objp->flags &= ~OF_JUST_UPDATED; } // function to return a vector of the average position of all ships in the mission. void obj_get_average_ship_pos( vec3d *pos ) { int count; object *objp; vm_vec_zero( pos ); // average up all ship positions count = 0; for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ( objp->type != OBJ_SHIP ) continue; vm_vec_add2( pos, &objp->pos ); count++; } if ( count ) vm_vec_scale( pos, 1.0f/(float)count ); } int obj_get_SIF(object *objp) { if ((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) return Ship_info[Ships[objp->instance].ship_info_index].flags; Int3(); return 0; } int obj_get_SIF(int obj) { if ((Objects[obj].type == OBJ_SHIP) || (Objects[obj].type == OBJ_START)) return Ship_info[Ships[Objects[obj].instance].ship_info_index].flags; Int3(); return 0; } // Return the team for the object passed as a parameter // // input: objp => pointer to object that you want team for // // exit: success => enumerated team // failure => -1 (for objects that don't have teams) int obj_team(object *objp) { Assert( objp != NULL ); int team = -1; switch ( objp->type ) { case OBJ_SHIP: Assert( objp->instance >= 0 && objp->instance < MAX_SHIPS ); team = Ships[objp->instance].team; break; case OBJ_DEBRIS: team = debris_get_team(objp); Assert(team != -1); break; /* case OBJ_CMEASURE: Assert( objp->instance >= 0 && objp->instance < MAX_CMEASURES); team = Cmeasures[objp->instance].team; break; */ case OBJ_WEAPON: Assert( objp->instance >= 0 && objp->instance < MAX_WEAPONS ); team = Weapons[objp->instance].team; break; case OBJ_JUMP_NODE: team = Player_ship->team; break; case OBJ_FIREBALL: case OBJ_WAYPOINT: case OBJ_START: case OBJ_NONE: case OBJ_GHOST: case OBJ_SHOCKWAVE: case OBJ_BEAM: nprintf(("Warning","Warning => Asking for a team for object type %s\n", Object_type_names[objp->type])); team = -1; break; case OBJ_ASTEROID: team = Iff_traitor; break; default: Int3(); // can't happen break; } // end switch Assert(team != -1); return team; } // ------------------------------------------------------- // obj_add_pairs // // Add an element to the CheckObjects[] array, and update the // object pairs. This is called from obj_create(), and the restore // save-game code. // void obj_add_pairs(int objnum) { object *objp; Assert(objnum != -1); objp = &Objects[objnum]; // don't do anything if its already in the object pair list if(!(objp->flags & OF_NOT_IN_COLL)){ return; } #ifdef OBJECT_CHECK CheckObjects[objnum].type = objp->type; CheckObjects[objnum].signature = objp->signature; CheckObjects[objnum].flags = objp->flags & ~(OF_NOT_IN_COLL); CheckObjects[objnum].parent_sig = objp->parent_sig; CheckObjects[objnum].parent_type = objp->parent_type; #endif // Find all the objects that can collide with this and add // it to the collision pair list. object * A; for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) { obj_add_pair( objp, A ); } objp->flags &= ~OF_NOT_IN_COLL; } // Removes any occurances of object 'a' from // the pairs list. extern int Num_pairs; extern obj_pair pair_used_list; extern obj_pair pair_free_list; void obj_remove_pairs( object * a ) { obj_pair *parent, *tmp; a->flags |= OF_NOT_IN_COLL; #ifdef OBJECT_CHECK CheckObjects[OBJ_INDEX(a)].flags |= OF_NOT_IN_COLL; #endif if ( a->num_pairs < 1 ) { //mprintf(( "OBJPAIR: No need to remove pairs 1!\n" )); return; } Num_pairs-=a->num_pairs; parent = &pair_used_list; tmp = parent->next; while( tmp != NULL ) { if ( (tmp->a==a) || (tmp->b==a) ) { // Hmmm... a potenial compiler optimization problem here... either tmp->a or tmp->b // is equal to 'a' and we modify 'num_pairs' in one of these and then use the value // stored in 'a' later one... will the optimizer find that? Hmmm... tmp->a->num_pairs--; Assert( tmp->a->num_pairs > -1 ); tmp->b->num_pairs--; Assert( tmp->b->num_pairs > -1 ); parent->next = tmp->next; tmp->a = tmp->b = NULL; tmp->next = pair_free_list.next; pair_free_list.next = tmp; tmp = parent->next; if ( a->num_pairs==0 ) { //mprintf(( "OBJPAIR: No need to remove pairs 2!\n" )); break; } } else { parent = tmp; tmp = tmp->next; } } } // reset all collisions void obj_reset_all_collisions() { // clear checkobjects #ifndef NDEBUG memset(CheckObjects, 0, sizeof(checkobject) * MAX_OBJECTS); #endif // clear object pairs obj_reset_pairs(); // now add every object back into the object collision pairs object *moveup; moveup = GET_FIRST(&obj_used_list); while(moveup != END_OF_LIST(&obj_used_list)){ // he's not in the collision list moveup->flags |= OF_NOT_IN_COLL; // recalc pairs for this guy obj_add_pairs(OBJ_INDEX(moveup)); // next moveup = GET_NEXT(moveup); } } // Goober5000 int object_is_docked(object *objp) { return (objp->dock_list != NULL); } // Goober5000 int object_is_dead_docked(object *objp) { return (objp->dead_dock_list != NULL); } //Makes an object start 'gliding' //that is, it will continue on the same velocity that it was going, //regardless of orientation -WMC void object_set_gliding(object *objp, bool enable) { Assert(objp != NULL); if(enable) { objp->phys_info.flags |= PF_GLIDING; } else { objp->phys_info.flags &= ~PF_GLIDING; vm_vec_rotate(&objp->phys_info.prev_ramp_vel, &objp->phys_info.vel, &objp->orient); //Backslash } } //Returns whether an object is gliding -WMC bool object_get_gliding(object *objp) { Assert(objp != NULL); return ((objp->phys_info.flags & PF_GLIDING) != 0); } //Quickly finds an object by its signature int obj_get_by_signature(int sig) { object *objp = GET_FIRST(&obj_used_list); while( objp !=END_OF_LIST(&obj_used_list) ) { if(objp->signature == sig) return OBJ_INDEX(objp); objp = GET_NEXT(objp); } return -1; } //Gets object model int object_get_model(object *objp) { switch(objp->type) { case OBJ_ASTEROID: { asteroid *asp = &Asteroids[objp->instance]; return Asteroid_info[asp->asteroid_type].model_num[asp->asteroid_subtype]; } case OBJ_DEBRIS: { debris *debrisp = &Debris[objp->instance]; return debrisp->model_num; } case OBJ_SHIP: { ship *shipp = &Ships[objp->instance]; return Ship_info[shipp->ship_info_index].model_num; } case OBJ_WEAPON: { weapon *wp = &Weapons[objp->instance]; return Weapon_info[wp->weapon_info_index].model_num; } default: break; } return -1; }