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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.
2089 lines
55 KiB
C++
2089 lines
55 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "asteroid/asteroid.h"
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#include "cmeasure/cmeasure.h"
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#include "debris/debris.h"
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#include "debugconsole/console.h"
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#include "fireball/fireballs.h"
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#include "freespace.h"
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#include "globalincs/linklist.h"
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#include "iff_defs/iff_defs.h"
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#include "io/timer.h"
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#include "jumpnode/jumpnode.h"
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#include "lighting/lighting.h"
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#include "mission/missionparse.h" //For 2D Mode
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#include "network/multi.h"
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#include "network/multiutil.h"
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#include "network//multi_obj.h"
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#include "object/deadobjectdock.h"
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#include "object/objcollide.h"
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#include "object/object.h"
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#include "object/objectdock.h"
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#include "object/objectshield.h"
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#include "object/objectsnd.h"
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#include "observer/observer.h"
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#include "scripting/scripting.h"
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#include "playerman/player.h"
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#include "radar/radar.h"
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#include "radar/radarsetup.h"
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#include "render/3d.h"
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#include "ship/afterburner.h"
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#include "ship/ship.h"
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#include "tracing/tracing.h"
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#include "weapon/beam.h"
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#include "weapon/shockwave.h"
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#include "weapon/swarm.h"
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#include "weapon/weapon.h"
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#include "tracing/Monitor.h"
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#include "graphics/light.h"
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/*
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* Global variables
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*/
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object obj_free_list;
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object obj_used_list;
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object obj_create_list;
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object *Player_obj = NULL;
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object *Viewer_obj = NULL;
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//Data for objects
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object Objects[MAX_OBJECTS];
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#ifdef OBJECT_CHECK
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checkobject CheckObjects[MAX_OBJECTS];
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#endif
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int Num_objects=-1;
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int Highest_object_index=-1;
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int Highest_ever_object_index=0;
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int Object_next_signature = 1; //0 is bogus, start at 1
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int Object_inited = 0;
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int Show_waypoints = 0;
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//WMC - Made these prettier
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const char *Object_type_names[MAX_OBJECT_TYPES] = {
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//XSTR:OFF
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"None",
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"Ship",
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"Weapon",
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"Fireball",
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"Start",
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"Waypoint",
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"Debris",
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"Countermeasure",
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"Ghost",
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"Point",
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"Shockwave",
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"Wing",
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"Observer",
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"Asteroid",
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"Jump Node",
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"Beam",
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//XSTR:ON
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};
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obj_flag_name Object_flag_names[] = {
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{ Object::Object_Flags::Invulnerable, "invulnerable", 1, },
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{ Object::Object_Flags::Protected, "protect-ship", 1, },
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{ Object::Object_Flags::Beam_protected, "beam-protect-ship", 1, },
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{ Object::Object_Flags::No_shields, "no-shields", 1, },
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{ Object::Object_Flags::Targetable_as_bomb, "targetable-as-bomb", 1, },
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{ Object::Object_Flags::Flak_protected, "flak-protect-ship", 1, },
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{ Object::Object_Flags::Laser_protected, "laser-protect-ship", 1, },
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{ Object::Object_Flags::Missile_protected, "missile-protect-ship", 1, },
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{ Object::Object_Flags::Immobile, "immobile", 1, },
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{ Object::Object_Flags::Collides, "collides", 1, },
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};
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#ifdef OBJECT_CHECK
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checkobject::checkobject()
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: type(0), signature(0), parent_sig(0), parent_type(0)
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{
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flags.reset();
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}
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#endif
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// all we need to set are the pointers, but type, parent, and instance are useful to set as well
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object::object()
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: next(NULL), prev(NULL), type(OBJ_NONE), parent(-1), instance(-1), n_quadrants(0), hull_strength(0.0),
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sim_hull_strength(0.0), net_signature(0), num_pairs(0), dock_list(NULL), dead_dock_list(NULL), collision_group_id(0)
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{
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memset(&(this->phys_info), 0, sizeof(physics_info));
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}
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object::~object()
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{
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objsnd_num.clear();
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dock_free_dock_list(this);
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dock_free_dead_dock_list(this);
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}
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// DO NOT set next and prev to NULL because they keep the object on the free and used lists
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void object::clear()
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{
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signature = num_pairs = collision_group_id = 0;
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parent = parent_sig = instance = -1;
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type = parent_type = OBJ_NONE;
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flags.reset();
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pos = last_pos = vmd_zero_vector;
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orient = last_orient = vmd_identity_matrix;
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radius = hull_strength = sim_hull_strength = 0.0f;
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physics_init( &phys_info );
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shield_quadrant.clear();
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objsnd_num.clear();
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net_signature = 0;
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pre_move_event.clear();
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post_move_event.clear();
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// just in case nobody called obj_delete last mission
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dock_free_dock_list(this);
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dock_free_dead_dock_list(this);
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}
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/**
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* Scan the object list, freeing down to num_used objects
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*
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* @param num_used Number of used objects to free down to
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* @return Returns number of slots freed
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*/
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int free_object_slots(int num_used)
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{
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int i, olind, deleted_weapons;
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int obj_list[MAX_OBJECTS];
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int num_already_free, num_to_free, original_num_to_free;
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object *objp;
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olind = 0;
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// calc num_already_free by walking the obj_free_list
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num_already_free = 0;
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for ( objp = GET_FIRST(&obj_free_list); objp != END_OF_LIST(&obj_free_list); objp = GET_NEXT(objp) )
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num_already_free++;
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if (MAX_OBJECTS - num_already_free < num_used)
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return 0;
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for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
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if (objp->flags[Object::Object_Flags::Should_be_dead]) {
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num_already_free++;
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if (MAX_OBJECTS - num_already_free < num_used)
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return num_already_free;
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} else
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switch (objp->type) {
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case OBJ_NONE:
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num_already_free++;
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if (MAX_OBJECTS - num_already_free < num_used)
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return 0;
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break;
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case OBJ_FIREBALL:
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case OBJ_WEAPON:
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case OBJ_DEBRIS:
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// case OBJ_CMEASURE:
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obj_list[olind++] = OBJ_INDEX(objp);
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break;
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case OBJ_GHOST:
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case OBJ_SHIP:
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case OBJ_START:
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case OBJ_WAYPOINT:
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case OBJ_POINT:
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case OBJ_SHOCKWAVE:
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case OBJ_WING:
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case OBJ_OBSERVER:
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case OBJ_ASTEROID:
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case OBJ_JUMP_NODE:
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case OBJ_BEAM:
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break;
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default:
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Int3(); // Hey, what kind of object is this? Unknown!
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break;
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}
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}
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num_to_free = MAX_OBJECTS - num_used - num_already_free;
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original_num_to_free = num_to_free;
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if (num_to_free > olind) {
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nprintf(("allender", "Warning: Asked to free %i objects, but can only free %i.\n", num_to_free, olind));
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num_to_free = olind;
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}
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for (i=0; i<num_to_free; i++)
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if ( (Objects[obj_list[i]].type == OBJ_DEBRIS) && (!Debris[Objects[obj_list[i]].instance].flags[Debris_Flags::DoNotExpire]) ) {
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num_to_free--;
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nprintf(("allender", "Freeing DEBRIS object %3i\n", obj_list[i]));
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Objects[obj_list[i]].flags.set(Object::Object_Flags::Should_be_dead);
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}
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if (!num_to_free)
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return original_num_to_free;
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for (i=0; i<num_to_free; i++) {
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object *tmp_obj = &Objects[obj_list[i]];
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if ( (tmp_obj->type == OBJ_FIREBALL) && (fireball_is_perishable(tmp_obj)) ) {
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num_to_free--;
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nprintf(("allender", "Freeing FIREBALL object %3i\n", obj_list[i]));
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tmp_obj->flags.set(Object::Object_Flags::Should_be_dead);
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}
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}
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if (!num_to_free){
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return original_num_to_free;
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}
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deleted_weapons = collide_remove_weapons();
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num_to_free -= deleted_weapons;
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if ( !num_to_free ){
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return original_num_to_free;
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}
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for (i=0; i<num_to_free; i++){
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if ( Objects[obj_list[i]].type == OBJ_WEAPON ) {
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num_to_free--;
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Objects[obj_list[i]].flags.set(Object::Object_Flags::Should_be_dead);
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}
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}
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if (!num_to_free){
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return original_num_to_free;
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}
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return original_num_to_free - num_to_free;
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}
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// Goober5000
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float get_hull_pct(object *objp)
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{
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Assert(objp);
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Assert(objp->type == OBJ_SHIP);
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float total_strength = Ships[objp->instance].ship_max_hull_strength;
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Assert(total_strength > 0.0f); // unlike shield, no ship can have 0 hull
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if (total_strength == 0.0f)
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return 0.0f;
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if (objp->hull_strength < 0.0f) // this sometimes happens when a ship is being destroyed
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return 0.0f;
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return objp->hull_strength / total_strength;
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}
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float get_sim_hull_pct(object *objp)
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{
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Assert(objp);
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Assert(objp->type == OBJ_SHIP);
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float total_strength = Ships[objp->instance].ship_max_hull_strength;
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Assert(total_strength > 0.0f); // unlike shield, no ship can have 0 hull
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if (total_strength == 0.0f)
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return 0.0f;
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if (objp->sim_hull_strength < 0.0f) // this sometimes happens when a ship is being destroyed
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return 0.0f;
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return objp->sim_hull_strength / total_strength;
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}
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// Goober5000
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float get_shield_pct(object *objp)
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{
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Assert(objp);
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// bah - we might have asteroids
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if (objp->type != OBJ_SHIP)
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return 0.0f;
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float total_strength = shield_get_max_strength(objp);
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if (total_strength == 0.0f)
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return 0.0f;
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return shield_get_strength(objp) / total_strength;
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}
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static void on_script_state_destroy(lua_State*) {
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// Since events are mostly used for scripting, we clear the event handlers when the Lua state is destroyed
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for (auto& obj : Objects) {
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obj.pre_move_event.clear();
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obj.post_move_event.clear();
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}
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}
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/**
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* Sets up the free list & init player & whatever else
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*/
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void obj_init()
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{
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int i;
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object *objp;
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Object_inited = 1;
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for (i = 0; i < MAX_OBJECTS; ++i)
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Objects[i].clear();
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Viewer_obj = NULL;
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list_init( &obj_free_list );
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list_init( &obj_used_list );
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list_init( &obj_create_list );
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// Link all object slots into the free list
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objp = Objects;
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for (i=0; i<MAX_OBJECTS; i++) {
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list_append(&obj_free_list, objp);
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objp++;
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}
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Object_next_signature = 1; //0 is invalid, others start at 1
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Num_objects = 0;
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Highest_object_index = 0;
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obj_reset_colliders();
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Script_system.OnStateDestroy.add(on_script_state_destroy);
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}
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void obj_shutdown()
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{
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for (auto& obj : Objects) {
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obj.clear();
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}
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}
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static int num_objects_hwm = 0;
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/**
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* Allocates an object
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*
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* Generally, obj_create() should be called to get an object, since it
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* fills in important fields and does the linking.
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*
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* @return the number of a free object, updating Highest_object_index
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* @return -1 if no free objects
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*/
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int obj_allocate(void)
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{
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int objnum;
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object *objp;
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if (!Object_inited) {
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mprintf(("Why hasn't obj_init() been called yet?\n"));
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obj_init();
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}
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if ( Num_objects >= MAX_OBJECTS-10 ) {
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int num_freed;
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num_freed = free_object_slots(MAX_OBJECTS-10);
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nprintf(("warning", " *** Freed %i objects\n", num_freed));
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}
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if (Num_objects >= MAX_OBJECTS) {
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#ifndef NDEBUG
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mprintf(("Object creation failed - too many objects!\n" ));
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#endif
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return -1;
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}
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// Find next available object
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objp = GET_FIRST(&obj_free_list);
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Assert ( objp != &obj_free_list ); // shouldn't have the dummy element
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// remove objp from the free list
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list_remove( &obj_free_list, objp );
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// insert objp onto the end of create list
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list_append( &obj_create_list, objp );
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// increment counter
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Num_objects++;
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if (Num_objects > num_objects_hwm) {
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num_objects_hwm = Num_objects;
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}
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// get objnum
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objnum = OBJ_INDEX(objp);
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if (objnum > Highest_object_index) {
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Highest_object_index = objnum;
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if (Highest_object_index > Highest_ever_object_index)
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Highest_ever_object_index = Highest_object_index;
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}
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return objnum;
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}
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/**
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* Frees up an object
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*
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* Generally, obj_delete() should be called to get rid of an object.
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* This function deallocates the object entry after the object has been unlinked
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*/
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void obj_free(int objnum)
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{
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object *objp;
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if (!Object_inited) {
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mprintf(("Why hasn't obj_init() been called yet?\n"));
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obj_init();
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}
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Assert( objnum >= 0 ); // Trying to free bogus object!!!
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// get object pointer
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objp = &Objects[objnum];
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// remove objp from the used list
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list_remove( &obj_used_list, objp );
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// add objp to the end of the free
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list_append( &obj_free_list, objp );
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// decrement counter
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Num_objects--;
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Objects[objnum].type = OBJ_NONE;
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Assert(Num_objects >= 0);
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if (objnum == Highest_object_index) {
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while (Highest_object_index >= 0 && Objects[Highest_object_index].type == OBJ_NONE) {
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--Highest_object_index;
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}
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}
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}
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/**
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* Initialize a new object. Adds to the list for the given segment.
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*
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* The object will be a non-rendering, non-physics object. Pass -1 if no parent.
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* @return the object number
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*/
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int obj_create(ubyte type,int parent_obj,int instance, matrix * orient,
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vec3d * pos, float radius, const flagset<Object::Object_Flags> &flags )
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{
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int objnum;
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object *obj;
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// Find next free object
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objnum = obj_allocate();
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if (objnum == -1) //no free objects
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return -1;
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obj = &Objects[objnum];
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Assert(obj->type == OBJ_NONE); //make sure unused
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// clear object in preparation for setting of custom values
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obj->clear();
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Assert(Object_next_signature > 0); // 0 is bogus!
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obj->signature = Object_next_signature++;
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obj->type = type;
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obj->instance = instance;
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obj->parent = parent_obj;
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if (obj->parent != -1) {
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obj->parent_sig = Objects[parent_obj].signature;
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obj->parent_type = Objects[parent_obj].type;
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} else {
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obj->parent_sig = obj->signature;
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obj->parent_type = obj->type;
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}
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obj->flags = flags;
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obj->flags.set(Object::Object_Flags::Not_in_coll);
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if (pos) {
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obj->pos = *pos;
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obj->last_pos = *pos;
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}
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if (orient) {
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obj->orient = *orient;
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obj->last_orient = *orient;
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}
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obj->radius = radius;
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obj->n_quadrants = DEFAULT_SHIELD_SECTIONS; // Might be changed by the ship creation code
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|
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);
|
|
}
|