Files
Goober5000 c18b1b63fd another model to model_instance refactor
Remove arc information from bsp_info and move it to submodel_instance.  Add a model instance to each debris chunk to keep track of it.
2020-12-20 14:51:05 -05:00

2089 lines
55 KiB
C++

/*
* 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 "asteroid/asteroid.h"
#include "cmeasure/cmeasure.h"
#include "debris/debris.h"
#include "debugconsole/console.h"
#include "fireball/fireballs.h"
#include "freespace.h"
#include "globalincs/linklist.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "jumpnode/jumpnode.h"
#include "lighting/lighting.h"
#include "mission/missionparse.h" //For 2D Mode
#include "network/multi.h"
#include "network/multiutil.h"
#include "network//multi_obj.h"
#include "object/deadobjectdock.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "object/objectshield.h"
#include "object/objectsnd.h"
#include "observer/observer.h"
#include "scripting/scripting.h"
#include "playerman/player.h"
#include "radar/radar.h"
#include "radar/radarsetup.h"
#include "render/3d.h"
#include "ship/afterburner.h"
#include "ship/ship.h"
#include "tracing/tracing.h"
#include "weapon/beam.h"
#include "weapon/shockwave.h"
#include "weapon/swarm.h"
#include "weapon/weapon.h"
#include "tracing/Monitor.h"
#include "graphics/light.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
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
const char *Object_type_names[MAX_OBJECT_TYPES] = {
//XSTR:OFF
"None",
"Ship",
"Weapon",
"Fireball",
"Start",
"Waypoint",
"Debris",
"Countermeasure",
"Ghost",
"Point",
"Shockwave",
"Wing",
"Observer",
"Asteroid",
"Jump Node",
"Beam",
//XSTR:ON
};
obj_flag_name Object_flag_names[] = {
{ Object::Object_Flags::Invulnerable, "invulnerable", 1, },
{ Object::Object_Flags::Protected, "protect-ship", 1, },
{ Object::Object_Flags::Beam_protected, "beam-protect-ship", 1, },
{ Object::Object_Flags::No_shields, "no-shields", 1, },
{ Object::Object_Flags::Targetable_as_bomb, "targetable-as-bomb", 1, },
{ Object::Object_Flags::Flak_protected, "flak-protect-ship", 1, },
{ Object::Object_Flags::Laser_protected, "laser-protect-ship", 1, },
{ Object::Object_Flags::Missile_protected, "missile-protect-ship", 1, },
{ Object::Object_Flags::Immobile, "immobile", 1, },
{ Object::Object_Flags::Collides, "collides", 1, },
};
#ifdef OBJECT_CHECK
checkobject::checkobject()
: type(0), signature(0), parent_sig(0), parent_type(0)
{
flags.reset();
}
#endif
// all we need to set are the pointers, but type, parent, and instance are useful to set as well
object::object()
: next(NULL), prev(NULL), type(OBJ_NONE), parent(-1), instance(-1), n_quadrants(0), hull_strength(0.0),
sim_hull_strength(0.0), net_signature(0), num_pairs(0), dock_list(NULL), dead_dock_list(NULL), collision_group_id(0)
{
memset(&(this->phys_info), 0, sizeof(physics_info));
}
object::~object()
{
objsnd_num.clear();
dock_free_dock_list(this);
dock_free_dead_dock_list(this);
}
// DO NOT set next and prev to NULL because they keep the object on the free and used lists
void object::clear()
{
signature = num_pairs = collision_group_id = 0;
parent = parent_sig = instance = -1;
type = parent_type = OBJ_NONE;
flags.reset();
pos = last_pos = vmd_zero_vector;
orient = last_orient = vmd_identity_matrix;
radius = hull_strength = sim_hull_strength = 0.0f;
physics_init( &phys_info );
shield_quadrant.clear();
objsnd_num.clear();
net_signature = 0;
pre_move_event.clear();
post_move_event.clear();
// just in case nobody called obj_delete last mission
dock_free_dock_list(this);
dock_free_dead_dock_list(this);
}
/**
* Scan the object list, freeing down to num_used objects
*
* @param num_used Number of used objects to free down to
* @return 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[Object::Object_Flags::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; i<num_to_free; i++)
if ( (Objects[obj_list[i]].type == OBJ_DEBRIS) && (!Debris[Objects[obj_list[i]].instance].flags[Debris_Flags::DoNotExpire]) ) {
num_to_free--;
nprintf(("allender", "Freeing DEBRIS object %3i\n", obj_list[i]));
Objects[obj_list[i]].flags.set(Object::Object_Flags::Should_be_dead);
}
if (!num_to_free)
return original_num_to_free;
for (i=0; i<num_to_free; i++) {
object *tmp_obj = &Objects[obj_list[i]];
if ( (tmp_obj->type == OBJ_FIREBALL) && (fireball_is_perishable(tmp_obj)) ) {
num_to_free--;
nprintf(("allender", "Freeing FIREBALL object %3i\n", obj_list[i]));
tmp_obj->flags.set(Object::Object_Flags::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; i<num_to_free; i++){
if ( Objects[obj_list[i]].type == OBJ_WEAPON ) {
num_to_free--;
Objects[obj_list[i]].flags.set(Object::Object_Flags::Should_be_dead);
}
}
if (!num_to_free){
return original_num_to_free;
}
return original_num_to_free - num_to_free;
}
// 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 = shield_get_max_strength(objp);
if (total_strength == 0.0f)
return 0.0f;
return shield_get_strength(objp) / total_strength;
}
static void on_script_state_destroy(lua_State*) {
// Since events are mostly used for scripting, we clear the event handlers when the Lua state is destroyed
for (auto& obj : Objects) {
obj.pre_move_event.clear();
obj.post_move_event.clear();
}
}
/**
* Sets up the free list & init player & whatever else
*/
void obj_init()
{
int i;
object *objp;
Object_inited = 1;
for (i = 0; i < MAX_OBJECTS; ++i)
Objects[i].clear();
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; i<MAX_OBJECTS; i++) {
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_colliders();
Script_system.OnStateDestroy.add(on_script_state_destroy);
}
void obj_shutdown()
{
for (auto& obj : Objects) {
obj.clear();
}
}
static int num_objects_hwm = 0;
/**
* Allocates an object
*
* Generally, obj_create() should be called to get an object, since it
* fills in important fields and does the linking.
*
* @return the number of a free object, updating Highest_object_index
* @return -1 if no free objects
*/
int obj_allocate(void)
{
int objnum;
object *objp;
if (!Object_inited) {
mprintf(("Why hasn't obj_init() been called yet?\n"));
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) {
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) {
mprintf(("Why hasn't obj_init() been called yet?\n"));
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 (Highest_object_index >= 0 && Objects[Highest_object_index].type == OBJ_NONE) {
--Highest_object_index;
}
}
}
/**
* Initialize a new object. Adds to the list for the given segment.
*
* The object will be a non-rendering, non-physics object. Pass -1 if no parent.
* @return the object number
*/
int obj_create(ubyte type,int parent_obj,int instance, matrix * orient,
vec3d * pos, float radius, const flagset<Object::Object_Flags> &flags )
{
int objnum;
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
// clear object in preparation for setting of custom values
obj->clear();
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;
obj->flags.set(Object::Object_Flags::Not_in_coll);
if (pos) {
obj->pos = *pos;
obj->last_pos = *pos;
}
if (orient) {
obj->orient = *orient;
obj->last_orient = *orient;
}
obj->radius = radius;
obj->n_quadrants = DEFAULT_SHIELD_SECTIONS; // Might be changed by the ship creation code
obj->shield_quadrant.resize(obj->n_quadrants);
return objnum;
}
void obj_delete_all()
{
int counter = 0;
for (int i = 0; i < MAX_OBJECTS; ++i)
{
if (Objects[i].type == OBJ_NONE)
continue;
++counter;
obj_delete(i);
}
mprintf(("Cleanup: Deleted %i objects\n", counter));
}
/**
* Remove object from the world
* If Player_obj, don't remove it!
*
* @param objnum Object number to remove
*/
void obj_delete(int objnum)
{
object *objp;
Assert(objnum >= 0 && objnum < MAX_OBJECTS);
objp = &Objects[objnum];
if (objp->type == OBJ_NONE) {
mprintf(("obj_delete() called for already deleted object %d.\n", objnum));
return;
};
// Remove all object pairs
obj_remove_collider(objnum);
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.remove(Object::Object_Flags::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:
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.remove(Object::Object_Flags::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"));
objp->net_signature = 0;
}
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 );
}
// delete any dock information we still have
dock_free_dock_list(objp);
dock_free_dead_dock_list(objp);
// 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) {
mprintf(("Why hasn't obj_init() been called yet?\n"));
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.remove(Object::Object_Flags::Docked_already_handled);
temp = GET_NEXT(objp);
if ( objp->flags[Object::Object_Flags::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_collider(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);
}
/**
* Deals 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[Object::Object_Flags::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];
} else {
return;
}
// 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.set(Ship::Ship_Flags::Trigger_down);
}
// fire non-streaming primaries here
// Cyborg17, this is where the inaccurate multi shots are being shot...
// so let's let the new system take over instead by excluding client player shots
// on the server.
if (!(MULTIPLAYER_MASTER) || (objp == Player_obj)) {
ship_fire_primary(objp, 0);
}
} else {
// unflag the ship as having the trigger down
if(shipp != NULL){
shipp->flags.remove(Ship::Ship_Flags::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 );
}
}
// single player and multiplayer masters do all of the following
if ( !MULTIPLAYER_CLIENT
// Cyborg17 - except clients now fire dumbfires for rollback on the server
|| !(Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].is_homing())) {
if (ci.fire_secondary_count) {
if ( !ship_start_secondary_fire(objp) ) {
ship_fire_secondary( objp );
}
// kill the secondary count
ci.fire_secondary_count = 0;
} else {
if ( ship_stop_secondary_fire(objp) ) {
ship_fire_secondary( objp );
}
}
}
if ( MULTIPLAYER_CLIENT && objp == Player_obj ) {
if (Weapon_info[shipp->weapons.secondary_bank_weapons[shipp->weapons.current_secondary_bank]].trigger_lock) {
if (ci.fire_secondary_count) {
ship_start_secondary_fire(objp);
} else {
ship_stop_secondary_fire(objp);
}
}
}
// 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)
{
TRACE_SCOPE(tracing::Physics);
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[Object::Object_Flags::Physics] ) {
// only set phys info if ship is not dead
if ((objp->type == OBJ_SHIP) && !(Ships[objp->instance].flags[Ship::Ship_Flags::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);
vm_mat_zero(&objp->phys_info.ai_desired_orient);
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;
}
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[Weapon::Weapon_Flags::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[Object::Object_Flags::Just_updated])) {
objp->flags.remove(Object::Object_Flags::Just_updated);
} else {
physics_sim(&objp->pos, &objp->orient, &objp->phys_info, frametime); // simulate the physics
}
// 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
if ( (objp->flags[Object::Object_Flags::Player_ship]) && (objp->type != OBJ_OBSERVER) && (objp == Player_obj)) {
player *pp;
if(Player != NULL){
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);
has_fired = 1;
}
}
}
if(has_fired == -1){
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::Mission_Flags::Mission_2d])
{
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;
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;
}
}
#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[Object::Object_Flags::Collides]) != (obj->flags[Object::Object_Flags::Collides]) ) {
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, const flagset<Object::Object_Flags>& new_flags )
{
int objnum = OBJ_INDEX(obj);
// turning collision detection off
if ( (obj->flags[Object::Object_Flags::Collides]) && (!(new_flags[Object::Object_Flags::Collides]))) {
// Remove all object pairs
obj_remove_collider(objnum);
// update object flags properly
obj->flags = new_flags;
obj->flags.set(Object::Object_Flags::Not_in_coll);
#ifdef OBJECT_CHECK
CheckObjects[objnum].flags = new_flags;
CheckObjects[objnum].flags.set(Object::Object_Flags::Not_in_coll);
#endif
return;
}
// turning collision detection on
if ( (!(obj->flags[Object::Object_Flags::Collides])) && (new_flags[Object::Object_Flags::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.set(Object::Object_Flags::Collides);
// Turn on collision detection
obj_add_collider(objnum);
obj->flags = new_flags;
obj->flags.remove(Object::Object_Flags::Not_in_coll);
#ifdef OBJECT_CHECK
CheckObjects[objnum].flags = new_flags;
CheckObjects[objnum].flags.remove(Object::Object_Flags::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[Object::Object_Flags::Could_be_player]) && (new_flags[Object::Object_Flags::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) ) {
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[Object::Object_Flags::Collides]) != (obj->flags[Object::Object_Flags::Collides]) ) {
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)
{
TRACE_SCOPE(tracing::PreMove);
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:
// all fireballs are moved via fireball_process_post()
break;
case OBJ_SHOCKWAVE:
// all shockwaves are moved via shockwave_move_all()
break;
case OBJ_DEBRIS:
// all debris are moved via debris_process_post()
break;
case OBJ_ASTEROID:
if (!physics_paused){
asteroid_process_pre(objp);
}
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_all_pre\n", objp->type);
}
objp->pre_move_event(objp);
}
// 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:
{
TRACE_SCOPE(tracing::WeaponPostMove);
if ( !physics_paused )
weapon_process_post( objp, frametime );
// Cast light
if ( Detail.lighting > 3 ) {
// Weapons cast light
int group_id = Weapons[objp->instance].group_id;
int cast_light = 1;
if (group_id >= 0) {
if (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, 100.0f, 1.0f, r, g, b, 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:
{
TRACE_SCOPE(tracing::ShipPostMove);
if ( !physics_paused || (objp==Player_obj) ) {
ship_process_post( objp, frametime );
ship_model_update_instance(objp);
}
// Make any electrical arcs on ships cast light
if (Arc_light) {
if ( (Detail.lighting > 3) && (objp != Viewer_obj) ) {
int i;
ship *shipp;
shipp = &Ships[objp->instance];
for (i=0; i<MAX_SHIP_ARCS; i++ ) {
if ( timestamp_valid( shipp->arc_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 );
}
}
}
}
//Check for changing team colors
ship* shipp = &Ships[objp->instance];
if (Ship_info[shipp->ship_info_index].uses_team_colors && stricmp(shipp->secondary_team_name.c_str(), "none") != 0) {
if (f2fl(Missiontime) * 1000 > f2fl(shipp->team_change_timestamp) * 1000 + shipp->team_change_time) {
shipp->team_name = shipp->secondary_team_name;
shipp->team_change_timestamp = 0;
shipp->team_change_time = 0;
shipp->secondary_team_name = "none";
}
}
break;
}
case OBJ_FIREBALL:
{
TRACE_SCOPE(tracing::FireballPostMove);
if ( !physics_paused )
fireball_process_post(objp,frametime);
if (Detail.lighting > 2) {
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;
float rad = p * (1.0f + frand() * 0.05f) * objp->radius;
float intensity = 1.0f;
if (fireball_is_warp(objp))
{
intensity = fireball_wormhole_intensity(&Fireballs[objp->instance]); // Valathil: Get wormhole radius for lighting
rad = objp->radius;
}
// P goes from 0 to 1 to 0 over the life of the explosion
// Only do this if rad is > 0.0000001f
if (rad > 0.0001f)
light_add_point( &objp->pos, rad * 2.0f, rad * 5.0f, intensity, r, g, b, -1 );
}
}
break;
}
case OBJ_SHOCKWAVE:
// all shockwaves are moved via shockwave_move_all()
break;
case OBJ_DEBRIS:
{
TRACE_SCOPE(tracing::DebrisPostMove);
if ( !physics_paused )
debris_process_post(objp, frametime);
// Make any electrical arcs on debris cast light
if (Arc_light) {
if ( Detail.lighting > 3 ) {
int i;
debris *db;
db = &Debris[objp->instance];
if (db->arc_frequency > 0) {
for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
if ( timestamp_valid( db->arc_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:
{
TRACE_SCOPE(tracing::AsteroidPostMove);
if ( !physics_paused )
asteroid_process_post(objp);
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_all_post\n", objp->type);
}
objp->post_move_event(objp);
}
int Collisions_enabled = 1;
DCF_BOOL( collisions, Collisions_enabled )
MONITOR( NumObjects )
/**
* Move all objects for the current frame
*/
void obj_move_all(float frametime)
{
TRACE_SCOPE(tracing::MoveObjects);
object *objp;
SCP_vector<object*> cmeasure_list;
const bool global_cmeasure_timer = (Cmeasures_homing_check > 0);
Assertion(Cmeasures_homing_check >= 0, "Cmeasures_homing_check is %d in obj_move_all(); it should never be negative. Get a coder!\n", Cmeasures_homing_check);
if (global_cmeasure_timer)
Cmeasures_homing_check--;
// 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 );
for (objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp)) {
// skip objects which should be dead
if (objp->flags[Object::Object_Flags::Should_be_dead]) {
continue;
}
// if this is an observer object, skip it
if (objp->type == OBJ_OBSERVER) {
continue;
}
// Compile a list of active countermeasures during an existing traversal of obj_used_list
if (objp->type == OBJ_WEAPON) {
weapon *wp = &Weapons[objp->instance];
weapon_info *wip = &Weapon_info[wp->weapon_info_index];
if (wip->wi_flags[Weapon::Info_Flags::Cmeasure]) {
if ((wip->cmeasure_timer_interval > 0 && timestamp_elapsed(wp->cmeasure_timer)) // If it's timer-based and ready to pulse...
|| (wip->cmeasure_timer_interval <= 0 && global_cmeasure_timer)) { // ...or it's not and the global counter is active...
// ...then it's actively pulsing and we need to add objp to cmeasure_list.
cmeasure_list.push_back(objp);
if (wip->cmeasure_timer_interval > 0) {
// Reset the timer
wp->cmeasure_timer = timestamp(wip->cmeasure_timer_interval);
}
}
}
}
vec3d cur_pos = objp->pos; // Save the current position
#ifdef OBJECT_CHECK
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;
// Goober5000 - skip objects which don't move, but only until they're destroyed
if (!(objp->flags[Object::Object_Flags::Immobile] && objp->hull_strength > 0.0f)) {
// 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);
// Equipment script processing
if (objp->type == OBJ_SHIP) {
ship* shipp = &Ships[objp->instance];
object* target;
if (Ai_info[shipp->ai_index].target_objnum != -1)
target = &Objects[Ai_info[shipp->ai_index].target_objnum];
else
target = NULL;
if (objp == Player_obj && Player_ai->target_objnum != -1)
target = &Objects[Player_ai->target_objnum];
Script_system.SetHookObjects(2, "User", objp, "Target", target);
Script_system.RunCondition(CHA_ONWPEQUIPPED, objp);
Script_system.RemHookVars({"User", "Target"});
}
}
// Now that we've moved all the objects, move all the models that use intrinsic rotations. We do that here because we already handled the
// ship models in obj_move_all_post, and this is more or less conceptually close enough to move the rest. (Originally all models
// were intrinsic-rotated here, but for sequencing reasons, intrinsic ship rotations must happen along with regular ship rotations.)
model_do_intrinsic_rotations();
// After all objects have been moved, move all docked objects.
objp = GET_FIRST(&obj_used_list);
while( objp !=END_OF_LIST(&obj_used_list) ) {
dock_move_docked_objects(objp);
//Valathil - Move the screen rotation calculation for billboards here to get the updated orientation matrices caused by docking interpolation
vec3d tangles;
tangles.xyz.x = -objp->phys_info.rotvel.xyz.x*frametime;
tangles.xyz.y = -objp->phys_info.rotvel.xyz.y*frametime;
tangles.xyz.z = objp->phys_info.rotvel.xyz.z*frametime;
// If this is the viewer_object, keep track of the
// changes in banking so that rotated bitmaps look correct.
// This is used by the g3_draw_rotated_bitmap function.
extern physics_info *Viewer_physics_info;
if ( &objp->phys_info == Viewer_physics_info ) {
vec3d tangles_r;
vm_vec_unrotate(&tangles_r, &tangles, &Eye_matrix);
vm_vec_rotate(&tangles, &tangles_r, &objp->orient);
if(objp->dock_list && objp->dock_list->docked_objp->type == OBJ_SHIP && Ai_info[Ships[objp->dock_list->docked_objp->instance].ai_index].submode == AIS_DOCK_4) {
Physics_viewer_bank -= tangles.xyz.z*0.65f;
} else {
Physics_viewer_bank -= tangles.xyz.z;
}
if ( Physics_viewer_bank < 0.0f ){
Physics_viewer_bank += 2.0f * PI;
}
if ( Physics_viewer_bank > 2.0f * PI ){
Physics_viewer_bank -= 2.0f * PI;
}
}
// unflag all objects as being updates
objp->flags.remove(Object::Object_Flags::Just_updated);
objp = GET_NEXT(objp);
}
if (!cmeasure_list.empty())
find_homing_object_cmeasures(cmeasure_list); // If any cmeasures are active, maybe steer away homing missiles
// do pre-collision stuff for beam weapons
beam_move_all_pre();
if ( Collisions_enabled ) {
TRACE_SCOPE(tracing::CollisionDetection);
obj_sort_and_collide();
}
turret_swarm_check_validity();
// do post-collision stuff for beam weapons
beam_move_all_post();
// Cyborg17 - Update the multi record on multi with these new positions. Clients need to get updated, too.
if (MULTIPLAYER_MASTER) {
multi_ship_record_update_all();
}
// 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)
{
model_draw_list render_list;
obj_queue_render(obj, &render_list);
render_list.init_render();
render_list.render_all();
gr_zbias(0);
gr_set_cull(0);
gr_zbuffer_set(ZBUFFER_TYPE_READ);
gr_set_fill_mode(GR_FILL_MODE_SOLID);
gr_clear_states();
gr_reset_lighting();
gr_set_lighting(false, false);
}
void obj_queue_render(object* obj, model_draw_list* scene)
{
TRACE_SCOPE(tracing::QueueRender);
if ( obj->flags[Object::Object_Flags::Should_be_dead] ) return;
Script_system.SetHookObject("Self", obj);
auto skip_render = Script_system.IsConditionOverride(CHA_OBJECTRENDER, obj);
// Always execute the hook content
Script_system.RunCondition(CHA_OBJECTRENDER, obj);
Script_system.RemHookVar("Self");
if (skip_render) {
// Script said that it want's to skip rendering
return;
}
switch ( obj->type ) {
case OBJ_NONE:
#ifndef NDEBUG
mprintf(( "ERROR!!!! Bogus obj " PTRDIFF_T_ARG " is rendering!\n", obj-Objects ));
Int3();
#endif
break;
case OBJ_WEAPON:
if ( Cmdline_dis_weapons ) return;
weapon_render(obj, scene);
break;
case OBJ_SHIP:
ship_render(obj, scene);
break;
case OBJ_FIREBALL:
fireball_render(obj, scene);
break;
case OBJ_SHOCKWAVE:
shockwave_render(obj, scene);
break;
case OBJ_DEBRIS:
debris_render(obj, scene);
break;
case OBJ_ASTEROID:
asteroid_render(obj, scene);
break;
case OBJ_JUMP_NODE:
for ( SCP_list<CJumpNode>::iterator jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp ) {
if ( jnp->GetSCPObject() != obj ) {
continue;
}
jnp->Render(scene, &obj->pos, &Eye_position);
}
break;
case OBJ_WAYPOINT:
// if (Show_waypoints) {
// 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 );
}
}
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[Object::Object_Flags::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_sort_and_collide();
// do post-collision stuff for beam weapons
beam_move_all_post();
}
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;
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.remove(Object::Object_Flags::Just_updated);
}
/**
* Returns 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 );
}
/**
* Return the team for the object passed as a parameter
*
* @param objp Pointer to object that you want team for
*
* @return enumerated team on success
* @return -1 on failure (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);
Assertion(team != -1, "Obj_team called for a debris object with no team.");
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:
team = -1;
break;
case OBJ_ASTEROID:
team = Iff_traitor;
break;
default:
Int3(); // can't happen
break;
} // end switch
Assertion(team != -1, "Obj_team called for a object of type %s with no team.", Object_type_names[objp->type]);
return team;
}
/**
* Removes any occurances of object 'a' from
* the pairs list.
*/
extern int Num_pairs;
/**
* Reset all collisions
*/
void obj_reset_all_collisions()
{
// clear checkobjects
#ifndef NDEBUG
for (int i = 0; i < MAX_OBJECTS; ++i) {
CheckObjects[i] = checkobject();
}
#endif
// clear object pairs
obj_reset_colliders();
// 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.set(Object::Object_Flags::Not_in_coll);
// recalc pairs for this guy
obj_add_collider(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'
*
* It will continue on the same velocity that it was going,
* regardless of orientation -WMC
*/
void object_set_gliding(object *objp, bool enable, bool force)
{
Assert(objp != NULL);
if(enable) {
if (!force) {
objp->phys_info.flags |= PF_GLIDING;
} else {
objp->phys_info.flags |= PF_FORCE_GLIDE;
}
} else {
if (!force) {
objp->phys_info.flags &= ~PF_GLIDING;
} else {
objp->phys_info.flags &= ~PF_FORCE_GLIDE;
}
vm_vec_rotate(&objp->phys_info.prev_ramp_vel, &objp->phys_info.vel, &objp->orient); //Backslash
}
}
/**
* @return whether an object is gliding -WMC
*/
bool object_get_gliding(object *objp)
{
Assert(objp != NULL);
return ( ((objp->phys_info.flags & PF_GLIDING) != 0) || ((objp->phys_info.flags & PF_FORCE_GLIDE) != 0));
}
bool object_glide_forced(object *objp)
{
return (objp->phys_info.flags & PF_FORCE_GLIDE) != 0;
}
/**
* Quickly finds an object by its signature
*/
int obj_get_by_signature(int sig)
{
Assert(sig > 0);
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(const 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;
}
int object_get_model_instance(const object *objp)
{
switch (objp->type)
{
case OBJ_ASTEROID:
{
asteroid *asp = &Asteroids[objp->instance];
return asp->model_instance_num;
}
case OBJ_DEBRIS:
{
debris *debrisp = &Debris[objp->instance];
return debrisp->model_instance_num;
}
case OBJ_SHIP:
{
ship *shipp = &Ships[objp->instance];
return shipp->model_instance_num;
}
case OBJ_WEAPON:
{
weapon *wp = &Weapons[objp->instance];
return wp->model_instance_num;
}
case OBJ_JUMP_NODE:
{
CJumpNode* jnp = jumpnode_get_by_objnum(OBJ_INDEX(objp));
Assertion(jnp != nullptr, "Could not find jump node!");
return jnp->GetPolymodelInstanceNum();
}
default:
break;
}
return -1;
}
bool obj_compare(object* left, object* right) {
if (left == right) {
// Same pointer
return true;
}
if (left == nullptr || right == nullptr) {
// Only one is nullptr and the other is not (since they are not equal)
return false;
}
return OBJ_INDEX(left) == OBJ_INDEX(right);
}