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fs2open.github.com/code/object/object.h
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/*
* 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.
*
*/
/*
* $Logfile: /Freespace2/code/Object/Object.h $
* $Revision: 2.21.2.2 $
* $Date: 2006-09-08 06:14:44 $
* $Author: taylor $
*
* <insert description of file here>
*
* $Log: not supported by cvs2svn $
* Revision 2.21.2.1 2006/06/27 04:06:17 Goober5000
* handle docked objects during death roll
* --Goober5000
*
* Revision 2.21 2006/04/20 06:32:22 Goober5000
* proper capitalization according to Volition
*
* Revision 2.20 2006/02/26 23:23:30 wmcoolmon
* Targetable as bomb SEXPs and dialog stuff; made invulnerable an object flag in both FRED and FS2.
*
* Revision 2.19 2006/01/17 04:11:26 wmcoolmon
* Removed #ifdef around Object_type_names extern
*
* Revision 2.18 2006/01/12 17:42:56 wmcoolmon
* Even more scripting stuff.
*
* Revision 2.17 2005/12/04 19:07:49 wmcoolmon
* Final commit of codebase
*
* Revision 2.16 2005/10/11 05:24:34 wmcoolmon
* Gliding
*
* Revision 2.15 2005/07/13 03:35:31 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.14 2005/04/25 00:28:58 wmcoolmon
* subsystem sounds
*
* Revision 2.13 2005/04/05 05:53:21 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.12 2005/03/27 12:28:32 Goober5000
* clarified max hull/shield strength names and added ship guardian thresholds
* --Goober5000
*
* Revision 2.11 2005/03/25 06:57:36 wmcoolmon
* Big, massive, codebase commit. I have not removed the old ai files as the ones I uploaded aren't up-to-date (But should work with the rest of the codebase)
*
* Revision 2.10 2005/03/03 06:05:30 wmcoolmon
* Merge of WMC's codebase. "Features and bugs, making Goober say "Grr!", as release would be stalled now for two months for sure"
*
* Revision 2.9 2005/02/04 10:12:32 taylor
* merge with Linux/OSX tree - p0204
*
* Revision 2.8 2005/01/11 21:38:49 Goober5000
* multiple ship docking :)
* don't tell anyone yet... check the SCP internal
* --Goober500
*
* Revision 2.7 2004/08/11 05:06:29 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.6 2004/05/10 08:03:30 Goober5000
* fixored the handling of no lasers and no engines... the tests should check the ship,
* not the object
* --Goober5000
*
* Revision 2.5 2004/03/05 09:01:57 Goober5000
* Uber pass at reducing #includes
* --Goober5000
*
* Revision 2.4 2004/02/04 08:41:02 Goober5000
* made code more uniform and simplified some things,
* specifically shield percentage and quadrant stuff
* --Goober5000
*
* Revision 2.3 2003/04/29 01:03:22 Goober5000
* implemented the custom hitpoints mod
* --Goober5000
*
* Revision 2.2 2002/12/10 05:43:33 Goober5000
* Full-fledged ballistic primary support added! Try it and see! :)
*
* Revision 2.1 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:27 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 17 8/16/99 3:53p Andsager
* Add special warp in interface in Fred and saving / reading.
*
* 16 7/15/99 9:20a Andsager
* FS2_DEMO initial checkin
*
* 15 7/01/99 11:44a Dave
* Updated object sound system to allow multiple obj sounds per ship.
* Added hit-by-beam sound. Added killed by beam sound.
*
* 14 6/28/99 4:51p Andsager
* Add ship-guardian sexp (does not allow ship to be killed)
*
* 13 5/18/99 11:50a Andsager
* Remove unused object type OBJ_GHOST_SAVE
*
* 12 4/26/99 10:58a Andsager
* Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
*
* 11 4/23/99 5:53p Dave
* Started putting in new pof nebula support into Fred.
*
* 10 4/21/99 6:15p Dave
* Did some serious housecleaning in the beam code. Made it ready to go
* for anti-fighter "pulse" weapons. Fixed collision pair creation. Added
* a handy macro for recalculating collision pairs for a given object.
*
* 9 3/29/99 6:17p Dave
* More work on demo system. Got just about everything in except for
* blowing ships up, secondary weapons and player death/warpout.
*
* 8 1/25/99 5:03a Dave
* First run of stealth, AWACS and TAG missile support. New mission type
* :)
*
* 7 1/24/99 11:37p Dave
* First full rev of beam weapons. Very customizable. Removed some bogus
* Int3()'s in low level net code.
*
* 6 1/12/99 12:53a Dave
* More work on beam weapons - made collision detection very efficient -
* collide against all object types properly - made 3 movement types
* smooth. Put in test code to check for possible non-darkening pixels on
* object textures.
*
* 5 11/14/98 5:33p Dave
* Lots of nebula work. Put in ship contrails.
*
* 4 11/05/98 4:18p Dave
* First run nebula support. Beefed up localization a bit. Removed all
* conditional compiles for foreign versions. Modified mission file
* format.
*
* 3 10/16/98 3:42p Andsager
* increase MAX_WEAPONS and MAX_SHIPS and som header files
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 96 6/30/98 2:25p Dave
* Revamped object update system
*
* 95 6/30/98 2:23p Dave
* Revised object update system. Removed updates for all weapons. Put
* button info back into control info packet.
*
* 94 5/11/98 4:33p Allender
* fixed ingame join problems -- started to work on new object updating
* code (currently ifdef'ed out)
*
* 93 5/01/98 12:59a Dave
* Put in some test code for a new object update system. Found the problem
* with the current system (low-level packet buffering). Gonna fix it :)
*
* 92 4/02/98 11:40a Lawrance
* check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
*
* 91 4/01/98 9:20a Mike
* Reduce MAX_SHIPS, MAX_OBJECTS and make MAX_AI_INFO same as MAX_SHIPS
*
* 90 3/31/98 5:18p John
* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
* bunch of debug stuff out of player file. Made model code be able to
* unload models and malloc out only however many models are needed.
*
*
* 89 3/26/98 5:43p Lawrance
* rename ship_team_from_obj(), obj_team() and move to object lib
*
* 88 3/12/98 1:24p Mike
* When weapons linked, increase firing delay.
* Free up weapon slots for AI ships, if necessary.
* Backside render shield effect.
* Remove shield hit triangle if offscreen.
*
* 87 3/09/98 10:56a Hoffoss
* Added jump node objects to Fred.
*
* 86 3/07/98 2:34p Allender
* more ingame join stuff. Works in a basic fashion in this new system.
*
* 85 2/27/98 4:48p John
* Made objects keep track of number of pairs they have associated with
* them. Then, I can early out of the obj_remove_all which was 2.5% of
* frametime at beginning of sm2-2 which then is 0% after this.
*
* 84 2/26/98 3:46p Hoffoss
* Externed object_inited variable for use in state restore.
*
* 83 2/23/98 5:08p Allender
* made net_signature an unsigned short. Now using permanent and
* non-permanent object "pools".
*
* 82 2/05/98 12:51a Mike
* Early asteroid stuff.
*
* 81 1/18/98 5:09p Lawrance
* Added support for TEAM_TRAITOR
*
* 80 12/12/97 5:23p Lawrance
* add TEAM_ANY #define... used for some targeting functions
*
* 79 12/11/97 5:46p Hoffoss
* Changed Fred to not display weapons that are not available to various
* ships.
*
* 78 11/03/97 5:38p Dave
* Cleaned up more multiplayer sequencing. Added OBJ_OBSERVER module/type.
* Restructured HUD_config structs/flags.
*
* 77 10/23/97 4:41p Allender
* lots of new rearm/repair code. Rearm requests now queue as goals for
* support ship. Warp in of new support ships functional. Support for
* stay-still and play-dead.
*
* 76 10/16/97 4:40p Allender
* removed object structure member (for multiplayer) -- moved to ship
* structure
*
* 75 9/30/97 5:05p Dave
* Added OF_COULD_BE_PLAYER flag for objects which ingame joiners can
* grab.
*
* 74 9/25/97 4:50p Mike
* Support ignoring wings.
*
* 73 9/17/97 5:12p John
* Restructured collision routines. Probably broke a lot of stuff.
*
* 72 9/15/97 4:43p Dave
* Got basic observer mode working. Seems bug free so far.
*
* 71 9/11/97 5:01p Dave
* Minor changes to handle ingame joining/dropping for multiplayer.
*
* 70 9/09/97 12:01a Mike
* Further support for new team numbering, switched from 0, 1, 2, 3 to 1,
* 2, 4, 8 to allow attacking of two simultaneous teams.
*
* 69 9/08/97 10:24p Mike
* Working on attacking multiple simultaneous teams.
*
* 68 9/08/97 5:20p Dave
* Added OF_IS_ORIGINAL flag
*
* 67 9/06/97 2:13p Mike
* Replace support for TEAM_NEUTRAL
*
* 66 9/05/97 5:02p Lawrance
* save/restore object pairs
*
* 65 8/29/97 10:13a Allender
* work on server/client prediction code -- doesn't work too well. Made
* all clients simulate their own orientation with the server giving
* corrections every so often.
*
* 64 8/20/97 7:54p Lawrance
* make obj_reset_pairs() external
*
* 63 8/16/97 3:53p Hoffoss
* Added OF_NO_SHIELDS define and support in Fred and mission load/save.
*
* 62 8/11/97 8:46p Hoffoss
* Added a new object type for Fred usage.
*
* 61 8/11/97 10:36a John
* added new function that you should call when changing object flags.
*
* 60 8/04/97 11:45a Lawrance
* split off initialization of CheckObject[] elements into separate
* function
*
* 59 7/31/97 5:55p John
* made so you pass flags to obj_create.
* Added new collision code that ignores any pairs that will never
* collide.
*
* 58 7/30/97 9:40a Allender
* added last_orient to object structure in anticipation of use for
* multiplayer
*
* 57 7/28/97 5:10p Hoffoss
* Removed all occurances of neutral team from Fred.
*
* 56 7/24/97 10:24a Mike
* Restore support for Unknown team
*
* 55 7/16/97 2:52p Lawrance
* make shockwaves objects
*
* 54 6/24/97 10:04a Allender
* major multiplayer improvements. Better sequencing before game.
* Dealing with weapon/fireball/counter measure objects between
* client/host.
*
* 53 6/23/97 10:12a Hoffoss
* Added new object type for Fred.
*
* 52 6/19/97 1:43p Allender
* basic object syncing when a mission loads. basic object update packets
* every frame
*
* 51 6/13/97 1:15p Allender
* use player positions for multiplayer games. No real error checking
* yet, but you can get people into a mutiplayer mission now.
*
* 50 6/06/97 4:13p Lawrance
* use an index instead of a pointer for object-linked sounds
*
* 49 6/05/97 6:08p Hoffoss
* Added an object flag, and rearranged them to make it more organized.
*
* 48 5/19/97 1:07p Mike
* Add OBJ_GHOST and deal with a dead player better.
*
* 47 5/14/97 4:08p Lawrance
* removing my_index from game arrays
*
* 46 5/12/97 6:00p Mike
* Add countermeasures.
*
* 45 5/09/97 4:34p Lawrance
* move out obj_snd typedef
*
* 44 5/08/97 4:30p Lawrance
* split off object sound stuff into separate file
*
* 43 5/06/97 9:36a Lawrance
* added object-linked persistant sounds
*
* 42 4/25/97 3:29p Mike
* Making shield multi-part.
*
* 41 4/24/97 4:39p Hoffoss
* Waypoint navbouys are now objects of type OBJ_WAYPOINT and displaying
* of them can be toggled on and off through DCF.
*
* 40 4/10/97 3:20p Mike
* Change hull damage to be like shields.
*
* 39 3/07/97 4:37p Mike
* Make rockeye missile home.
* Remove UNKNOWN and NEUTRAL teams.
*
* 38 3/05/97 12:49p John
* added Viewer_obj. Took out the interp_??? variables for turning
* outline,etc on and put them in flags you pass to model_render.
* Cleaned up model_interp code to fit new coding styles.
*
* 37 2/07/97 9:09a John
* Added new debris objects
*
* 36 2/04/97 8:31a Adam
*
* 35 1/21/97 1:37p Hoffoss
* Added an object flag for Fred.
*
* 34 1/20/97 7:58p John
* Fixed some link errors with testcode.
*
* 33 1/10/97 5:15p Mike
* Moved ship-specific parameters from obj_subsystem to ship_subsys.
*
* Added turret code to AI system.
*
* $NoKeywords: $
*/
#ifndef _OBJECT_H
#define _OBJECT_H
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include "math/vecmat.h"
#include "physics/physics.h"
/*
* CONSTANTS
*/
#define MAX_SHIELD_SECTIONS 4 // Number of sections in shield.
#ifndef NDEBUG
#define OBJECT_CHECK
#endif
//Object types
#define OBJ_NONE 0 //unused object
#define OBJ_SHIP 1 //a ship
#define OBJ_WEAPON 2 //a laser, missile, etc
#define OBJ_FIREBALL 3 //an explosion
#define OBJ_START 4 //a starting point marker (player start, etc)
#define OBJ_WAYPOINT 5 //a waypoint object, maybe only ever used by Fred
#define OBJ_DEBRIS 6 //a flying piece of ship debris
//#define OBJ_CMEASURE 7 //a countermeasure, such as chaff
#define OBJ_GHOST 8 //so far, just a placeholder for when a player dies.
#define OBJ_POINT 9 //generic object type to display a point in Fred.
#define OBJ_SHOCKWAVE 10 // a shockwave
#define OBJ_WING 11 // not really a type used anywhere, but I need it for Fred.
#define OBJ_OBSERVER 12 // used for multiplayer observers (possibly single player later)
#define OBJ_ASTEROID 13 // An asteroid, you know, a big rock, like debris, sort of.
#define OBJ_JUMP_NODE 14 // A jump node object, used only in Fred.
#define OBJ_BEAM 15 // beam weapons. we have to roll them into the object system to get the benefits of the collision pairs
//Make sure to change Object_type_names in Object.c when adding another type!
#define MAX_OBJECT_TYPES 16
#define UNUSED_OBJNUM (-MAX_OBJECTS*2) // Newer systems use this instead of -1 for invalid object.
extern char *Object_type_names[MAX_OBJECT_TYPES];
// each object type should have these functions: (I will use weapon as example)
//
// int weapon_create( weapon specific parameters )
// {
// ...
// objnum = obj_create();
// ... Do some check to correctly handle obj_create returning which
// means that that object couldn't be created
// ... Initialize the weapon-specific info in Objects[objnum]
// return objnum;
// }
//
// void weapon_delete( object * obj )
// {
// {Put a call to this in OBJECT.C, function obj_delete_all_that_should_be_dead }
// WARNING: To kill an object, set it's OF_SHOULD_BE_DEAD flag. Then,
// this function will get called when it's time to clean up the data.
// Assert( obj->flags & OF_SHOULD_BE_DEAD );
// ...
// ... Free up all weapon-specfic data
// obj_delete(objnum);
// }
//
// void weapon_move( object * obj )
// {
// {Put a call to this in ??? }
// ... Do whatever needs to be done each frame. Usually this amounts
// to setting the thrust, seeing if we've died, etc.
// }
//
// int weapon_check_collision( object * obj, object * other_obj, vec3d * hitpos )
// {
// this should check if a vector from
// other_obj->last_pos to other_obj->pos with a radius of other_obj->radius
// collides with object obj. If it does, then fill in hitpos with the point
// of impact and return non-zero, otherwise return 0 if no impact. Note that
// this shouldn't take any action... that happens in weapon_hit.
// }
//
// void weapon_hit( object * obj, object * other_obj, vec3d * hitpos )
// {
// {Put a call to this in COLLIDE.C}
// ... Do what needs to be done when this object gets hit
// ... Reducing shields, etc
// }
//Misc object flags
#define OF_RENDERS (1<<0) // It renders as something ( objtype_render gets called)
#define OF_COLLIDES (1<<1) // It collides with stuff (objtype_check_impact & objtype_hit gets called)
#define OF_PHYSICS (1<<2) // It moves with standard physics.
#define OF_SHOULD_BE_DEAD (1<<3) // this object should be dead, so next time we can, we should delete this object.
#define OF_INVULNERABLE (1<<4) // invulnerable
#define OF_PROTECTED (1<<5) // Don't kill this object, probably mission-critical.
#define OF_PLAYER_SHIP (1<<6) // this object under control of some player -- don't do ai stuff on it!!!
#define OF_NO_SHIELDS (1<<7) // object has no shield generator system (i.e. no shields)
#define OF_JUST_UPDATED (1<<8) // for multiplayer -- indicates that we received object update this frame
#define OF_COULD_BE_PLAYER (1<<9) // for multiplayer -- indicates that it is selectable ingame joiners as their ship
#define OF_WAS_RENDERED (1<<10) // Set if this object was rendered this frame. Only gets set if OF_RENDERS set. Gets cleared or set in obj_render_all().
#define OF_NOT_IN_COLL (1<<11) // object has not been added to collision list
#define OF_BEAM_PROTECTED (1<<12) // don't fire beam weapons at this type of object, probably mission critical.
#define OF_SPECIAL_WARP (1<<13) // Object has special warp-in enabled.
#define OF_DOCKED_ALREADY_HANDLED (1<<14) // Goober5000 - a docked object that we already moved
#define OF_TARGETABLE_AS_BOMB (1<<15)
// Flags used by Fred
#define OF_MARKED (1<<17) // Object is marked (Fred). Can be reused in FreeSpace for anything that won't be used by Fred.
#define OF_TEMP_MARKED (1<<18) // Temporarily marked (Fred).
#define OF_REFERENCED (1<<19) // (Fred) Object is referenced by something somewhere
#define OF_HIDDEN (1<<20) // Object is hidden (not shown) and can't be manipulated
// max # of object sounds per object
//WMC - bumped this to 32 :D
#define MAX_OBJECT_SOUNDS 32
struct dock_instance;
typedef struct object {
struct object *next, *prev; // for linked lists of objects
int signature; // Every object ever has a unique signature...
char type; // what type of object this is... robot, weapon, hostage, powerup, fireball
int parent; // This object's parent.
int parent_sig; // This object's parent's signature
char parent_type; // This object's parent's type
int instance; // which instance. ie.. if type is Robot, then this indexes into the Robots array
uint flags; // misc flags. Call obj_set_flags to change this.
vec3d pos; // absolute x,y,z coordinate of center of object
matrix orient; // orientation of object in world
float radius; // 3d size of object - for collision detection
vec3d last_pos; // where object was last frame
matrix last_orient; // how the object was oriented last frame
physics_info phys_info; // a physics object
float shield_quadrant[MAX_SHIELD_SECTIONS]; // Shield is broken into components. Quadrants on 4/24/97.
float hull_strength; // Remaining hull strength.
short objsnd_num[MAX_OBJECT_SOUNDS]; // Index of persistant sound struct. -1 if no persistant sound assigned.
ushort net_signature;
int num_pairs; // How many object pairs this is associated with. When 0 then there are no more.
union {
class jump_node *jnp; // WMC - Direct pointer to the object. Used only for jump nodes as of now
};
dock_instance *dock_list; // Goober5000 - objects this object is docked to
dock_instance *dead_dock_list; // Goober5000 - objects this object was docked to when destroyed; replaces dock_objnum_when_dead
} object;
// object backup struct used by Fred.
typedef struct object_orient_pos {
vec3d pos;
matrix orient;
} object_orient_pos;
/*
* VARIABLES
*/
extern int Object_inited;
extern int Show_waypoints;
// The next signature for the next newly created object. Zero is bogus
#define OBJECT_SIG_SHIP_START 300000 // ships start at this signature
extern int Object_next_ship_signature;
extern int Object_next_signature;
extern int num_objects;
extern object Objects[];
extern int Highest_object_index; //highest objnum
extern int Highest_ever_object_index;
extern object obj_free_list;
extern object obj_used_list;
extern object obj_create_list;
extern int render_total;
extern int render_order[MAX_OBJECTS];
extern object *Viewer_obj; // Which object is the viewer. Can be NULL.
extern object *Player_obj; // Which object is the player. Has to be valid.
// Use this instead of "objp - Objects" to get an object number
// given it's pointer. This way, we can replace it will a macro
// to check that the pointer is valid for debugging.
#define OBJ_INDEX(objp) (objp-Objects)
/*
* FUNCTIONS
*/
//do whatever setup needs to be done
void obj_init();
//initialize a new object. adds to the list for the given segment.
//returns the object number. The object will be a non-rendering, non-physics
//object. Returns 0 if failed, otherwise object index.
//You can pass 0 for parent if you don't care about that.
//You can pass null for orient and/or pos if you don't care.
int obj_create(ubyte type,int parent_obj, int instance, matrix * orient, vec3d * pos, float radius, uint flags );
//Render an object. Calls one of several routines based on type
void obj_render(object *obj);
//Sorts and renders all the ojbects
void obj_render_all(void (*render_function)(object *objp), bool* render_viewer_last );
//move all objects for the current frame
void obj_move_all(float frametime); // moves all objects
//move an object for the current frame
void obj_move_one(object * obj, float frametime);
// function to delete an object -- should probably only be called directly from editor code
void obj_delete(int objnum);
// should only be used by the editor!
void obj_merge_created_list(void);
// recalculate object pairs for an object
#define OBJ_RECALC_PAIRS(obj_to_reset) do { obj_set_flags(obj_to_reset, obj_to_reset->flags & ~(OF_COLLIDES)); obj_set_flags(obj_to_reset, obj_to_reset->flags | OF_COLLIDES); } while(0);
// Removes any occurances of object 'a' from the pairs list.
void obj_remove_pairs( object * a );
// add an object to the pairs list
void obj_add_pairs(int objnum);
// Returns true if objects A and B are expected to collide in next duration seconds.
// For purposes of this check, the first object moves from current location to predicted
// location. The second object is assumed to be where it will be at time duration, NOT
// where it currently is.
// radius_scale: 0.0f means use polygon models, else scale sphere size by radius_scale
// radius_scale == 1.0f means Descent style collisions.
int objects_will_collide(object *A, object *B, float duration, float radius_scale);
// Used for pausing. Seems hacked. Was in PHYSICS, but that broke the TestCode program,
// so I moved it into the object lib. -John
void obj_init_all_ships_physics();
float get_shield_strength(object *objp);
void set_shield_strength(object *objp, float strength);
void add_shield_strength(object *objp, float delta);
// Goober5000
float get_hull_pct(object *objp);
float get_shield_pct(object *objp);
float get_max_shield_quad(object *objp);
// returns the average 3-space position of all ships. useful to find "center" of battle (sort of)
void obj_get_average_ship_pos(vec3d *pos);
// function to deal with firing player things like lasers, missiles, etc.
// separated out because of multiplayer issues.
void obj_player_fire_stuff( object *objp, control_info ci );
// Call this if you want to change an object flag so that the
// object code knows what's going on. For instance if you turn
// off OF_COLLIDES, the object code needs to know this in order to
// actually turn the object collision detection off. By calling
// this you shouldn't get Int3's in the checkobject code. If you
// do, then put code in here to correctly handle the case.
void obj_set_flags(object *obj, uint new_flags);
// get the Ship_info flags for a given ship (if you have the object)
int obj_get_SIF(object *objp);
int obj_get_SIF(int obj);
// get the team for any object
int obj_team(object *objp);
void obj_move_all_pre(object *objp, float frametime);
void obj_move_all_post(object *objp, float frametime);
void obj_move_call_physics(object *objp, float frametime);
// multiplayer object update stuff begins -------------------------------------------
// do client-side pre-interpolation object movement
void obj_client_pre_interpolate();
// do client-side post-interpolation object movement
void obj_client_post_interpolate();
// move an observer object in multiplayer
void obj_observer_move(float frame_time);
// Goober5000
int object_is_docked(object *objp);
int object_is_dead_docked(object *objp);
void obj_move_one_docked_object(object *objp, object *parent_objp);
//WMC
void object_set_gliding(object *objp, bool enable=true);
bool object_get_gliding(object *objp);
int obj_get_by_signature(int sig);
#endif