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- /*
- THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
- SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
- END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
- ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
- IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
- SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
- FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
- CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
- AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
- COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/object.h $
- * $Revision: 2.1 $
- * $Author: john $
- * $Date: 1995/03/31 12:24:10 $
- *
- * object system definitions
- *
- * $Log: object.h $
- * Revision 2.1 1995/03/31 12:24:10 john
- * I had changed alt_textures from a pointer to a byte. This hosed old
- * saved games, so I restored it to an int.
- *
- * Revision 2.0 1995/02/27 11:26:47 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.122 1995/02/22 12:35:53 allender
- * remove anonymous unions
- *
- * Revision 1.121 1995/02/06 20:43:25 rob
- * Extern'ed Dead_player_camera so it can be reset by multi.c
- *
- * Revision 1.120 1995/02/01 16:34:07 john
- * Linted.
- *
- * Revision 1.119 1995/01/29 13:46:42 mike
- * adapt to new create_small_fireball_on_object prototype.
- *
- * Revision 1.118 1995/01/26 22:11:27 mike
- * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
- *
- * Revision 1.117 1995/01/24 12:09:29 mike
- * Boost MAX_OBJECTS from 250 to 350.
- *
- * Revision 1.116 1995/01/13 19:39:51 rob
- * Removed outdated remote_info structure. (looking for cause of bugs
- *
- * Revision 1.115 1995/01/12 12:09:38 yuan
- * Added coop object capability.
- *
- * Revision 1.114 1994/12/15 13:04:20 mike
- * Replace Players[Player_num].time_total references with GameTime.
- *
- * Revision 1.113 1994/12/12 17:18:09 mike
- * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
- *
- * Revision 1.112 1994/12/09 14:58:42 matt
- * Added system to attach a fireball to another object for rendering purposes,
- * so the fireball always renders on top of (after) the object.
- *
- * Revision 1.111 1994/12/08 12:35:35 matt
- * Added new object allocation & deallocation functions so other code
- * could stop messing around with internal object data structures.
- *
- * Revision 1.110 1994/11/21 17:30:21 matt
- * Increased max number of objects
- *
- * Revision 1.109 1994/11/18 23:41:52 john
- * Changed some shorts to ints.
- *
- * Revision 1.108 1994/11/10 14:02:45 matt
- * Hacked in support for player ships with different textures
- *
- * Revision 1.107 1994/11/08 12:19:27 mike
- * Small explosions on objects.
- *
- * Revision 1.106 1994/10/25 10:51:17 matt
- * Vulcan cannon powerups now contain ammo count
- *
- * Revision 1.105 1994/10/21 12:19:41 matt
- * Clear transient objects when saving (& loading) games
- *
- * Revision 1.104 1994/10/21 11:25:04 mike
- * Add IMMORTAL_TIME.
- *
- * Revision 1.103 1994/10/17 21:34:54 matt
- * Added support for new Control Center/Main Reactor
- *
- * Revision 1.102 1994/10/14 18:12:28 mike
- * Make egg dropping return object number.
- *
- * Revision 1.101 1994/10/12 21:07:19 matt
- * Killed unused field in object structure
- *
- * Revision 1.100 1994/10/12 10:38:24 mike
- * Add field OF_SILENT to obj->flags.
- *
- * Revision 1.99 1994/10/11 20:35:48 matt
- * Clear "transient" objects (weapons,explosions,etc.) when starting a level
- *
- * Revision 1.98 1994/10/03 20:56:13 rob
- * Added velocity to shortpos strucutre.
- *
- * Revision 1.97 1994/09/30 18:24:00 rob
- * Added new control type CT_REMOTE for remote controlled objects.
- * Also added a union struct 'remote_info' for this type.
- *
- * Revision 1.96 1994/09/28 09:23:05 mike
- * Prototype Object_type_names.
- *
- * Revision 1.95 1994/09/25 23:32:37 matt
- * Changed the object load & save code to read/write the structure fields one
- * at a time (rather than the whole structure at once). This mean that the
- * object structure can be changed without breaking the load/save functions.
- * As a result of this change, the local_object data can be and has been
- * incorporated into the object array. Also, timeleft is now a property
- * of all objects, and the object structure has been otherwise cleaned up.
- *
- * Revision 1.94 1994/09/25 15:45:28 matt
- * Added OBJ_LIGHT, a type of object that casts light
- * Added generalized lifeleft, and moved it to local_object
- *
- * Revision 1.93 1994/09/24 17:41:19 mike
- * Add stuff to Local_object structure for materialization centers.
- *
- * Revision 1.92 1994/09/24 13:16:50 matt
- * Added (hacked in, really) support for overriding the bitmaps used on to
- * texture map a polygon object, and using a new bitmap for all the faces.
- *
- * Revision 1.91 1994/09/22 19:02:14 mike
- * Prototype functions extract_shortpos and create_shortpos which reside in
- * gameseg.c, but are prototyped here to prevent circular dependencies.
- *
- * Revision 1.90 1994/09/15 21:47:14 mike
- * Prototype dead_player_end().
- *
- * Revision 1.89 1994/09/15 16:34:47 mike
- * Add danger_laser_num and danger_laser_signature to object_local to
- * enable robots to efficiently (too efficiently!) avoid player fire.
- *
- * Revision 1.88 1994/09/11 22:46:19 mike
- * Death_sequence_aborted prototyped.
- *
- * Revision 1.87 1994/09/09 20:04:30 mike
- * Add vclips for weapons.
- *
- * Revision 1.86 1994/09/09 14:20:54 matt
- * Added flag that says object uses thrust
- *
- * Revision 1.85 1994/09/08 14:51:32 mike
- * Make a crucial name change to a field of local_object struct.
- *
- * Revision 1.84 1994/09/07 19:16:45 mike
- * Homing missile.
- *
- * Revision 1.83 1994/09/06 17:05:43 matt
- * Added new type for dead player
- *
- * Revision 1.82 1994/09/02 11:56:09 mike
- * Add persistency (PF_PERSISTENT) to physics_info.
- *
- * Revision 1.81 1994/08/28 19:10:28 mike
- * Add Player_is_dead.
- *
- * Revision 1.80 1994/08/18 15:11:44 mike
- * powerup stuff.
- *
- * Revision 1.79 1994/08/15 15:24:54 john
- * Made players know who killed them; Disabled cheat menu
- * during net player; fixed bug with not being able to turn
- * of invulnerability; Made going into edit/starting new leve
- * l drop you out of a net game; made death dialog box.
- *
- * Revision 1.78 1994/08/14 23:15:12 matt
- * Added animating bitmap hostages, and cleaned up vclips a bit
- *
- * Revision 1.77 1994/08/13 14:58:27 matt
- * Finished adding support for miscellaneous objects
- *
- * Revision 1.76 1994/08/09 16:04:13 john
- * Added network players to editor.
- *
- * Revision 1.75 1994/08/03 21:06:19 matt
- * Added prototype for fix_object_segs(), and renamed now-unused spawn_pos
- *
- * Revision 1.74 1994/08/02 12:30:27 matt
- * Added support for spinning objects
- *
- * Revision 1.73 1994/07/27 20:53:25 matt
- * Added rotational drag & thrust, so turning now has momemtum like moving
- *
- * Revision 1.72 1994/07/27 19:44:21 mike
- * Objects containing objects.
- *
- * Revision 1.71 1994/07/22 20:43:29 matt
- * Fixed flares, by adding a physics flag that makes them stick to walls.
- *
- * Revision 1.70 1994/07/21 12:42:10 mike
- * Prototype new find_object_seg and update_object_seg.
- *
- * Revision 1.69 1994/07/19 15:26:39 mike
- * New ai_static structure.
- *
- * Revision 1.68 1994/07/13 00:15:06 matt
- * Moved all (or nearly all) of the values that affect player movement to
- * bitmaps.tbl
- *
- * Revision 1.67 1994/07/12 12:40:12 matt
- * Revamped physics system
- *
- * Revision 1.66 1994/07/06 15:26:23 yuan
- * Added chase mode.
- *
- *
- *
- */
- #ifndef _OBJECT_H
- #define _OBJECT_H
- #include "types.h"
- #include "vecmat.h"
- #include "segment.h"
- #include "gameseg.h"
- #include "aistruct.h"
- #include "gr.h"
- #include "piggy.h"
- /*
- * CONSTANTS
- */
- #define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
- //Object types
- #define OBJ_NONE 255 //unused object
- #define OBJ_WALL 0 //A wall... not really an object, but used for collisions
- #define OBJ_FIREBALL 1 //a fireball, part of an explosion
- #define OBJ_ROBOT 2 //an evil enemy
- #define OBJ_HOSTAGE 3 //a hostage you need to rescue
- #define OBJ_PLAYER 4 //the player on the console
- #define OBJ_WEAPON 5 //a laser, missile, etc
- #define OBJ_CAMERA 6 //a camera to slew around with
- #define OBJ_POWERUP 7 //a powerup you can pick up
- #define OBJ_DEBRIS 8 //a piece of robot
- #define OBJ_CNTRLCEN 9 //the control center
- #define OBJ_FLARE 10 //a flare
- #define OBJ_CLUTTER 11 //misc objects
- #define OBJ_GHOST 12 //what the player turns into when dead
- #define OBJ_LIGHT 13 //a light source, & not much else
- #define OBJ_COOP 14 //a cooperative player object.
- // WARNING!! If you add a type here, add its name to Object_type_names in object.c
- #define MAX_OBJECT_TYPES 15
- //Result types
- #define RESULT_NOTHING 0 //Ignore this collision
- #define RESULT_CHECK 1 //Check for this collision
- //Control types - what tells this object what do do
- #define CT_NONE 0 //doesn't move (or change movement)
- #define CT_AI 1 //driven by AI
- #define CT_EXPLOSION 2 //explosion sequencer
- #define CT_FLYING 4 //the player is flying
- #define CT_SLEW 5 //slewing
- #define CT_FLYTHROUGH 6 //the flythrough system
- #define CT_WEAPON 9 //laser, etc.
- #define CT_REPAIRCEN 10 //under the control of the repair center
- #define CT_MORPH 11 //this object is being morphed
- #define CT_DEBRIS 12 //this is a piece of debris
- #define CT_POWERUP 13 //animating powerup blob
- #define CT_LIGHT 14 //doesn't actually do anything
- #define CT_REMOTE 15 //controlled by another net player
- #define CT_CNTRLCEN 16 //the control center/main reactor
- //Movement types
- #define MT_NONE 0 //doesn't move
- #define MT_PHYSICS 1 //moves by physics
- #define MT_SPINNING 3 //this object doesn't move, just sits and spins
- //Render types
- #define RT_NONE 0 //does not render
- #define RT_POLYOBJ 1 //a polygon model
- #define RT_FIREBALL 2 //a fireball
- #define RT_LASER 3 //a laser
- #define RT_HOSTAGE 4 //a hostage
- #define RT_POWERUP 5 //a powerup
- #define RT_MORPH 6 //a robot being morphed
- #define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
- //misc object flags
- #define OF_EXPLODING 1 //this object is exploding
- #define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
- #define OF_DESTROYED 4 //this has been killed, and is showing the dead version
- #define OF_SILENT 8 //this makes no sound when it hits a wall. Added by MK for weapons, if you extend it to other types, do it completely!
- #define OF_ATTACHED 16 //this object is a fireball attached to another object
- #define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
- //Different Weapon ID types...
- #define WEAPON_ID_LASER 0
- #define WEAPON_ID_MISSLE 1
- #define WEAPON_ID_CANNONBALL 2
- //Object Initial shields...
- #define OBJECT_INITIAL_SHIELDS F1_0/2
- //physics flags
- #define PF_TURNROLL 0x01 // roll when turning
- #define PF_LEVELLING 0x02 // level object with closest side
- #define PF_BOUNCE 0x04 // bounce (not slide) when hit will
- #define PF_WIGGLE 0x08 // wiggle while flying
- #define PF_STICK 0x10 // object sticks (stops moving) when hits wall
- #define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
- #define PF_USES_THRUST 0x40 // this object uses its thrust
- #define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
- extern char Object_type_names[MAX_OBJECT_TYPES][9];
- // List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
- #define MAX_RENDERED_OBJECTS 50
- extern short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS];
- extern int Num_rendered_objects;
- /*
- * STRUCTURES
- */
- // A compressed form for sending crucial data about via slow devices, such as modems and buggies.
- typedef struct shortpos {
- byte bytemat[9];
- short xo,yo,zo;
- short segment;
- short velx, vely, velz;
- } shortpos;
- // This is specific to the shortpos extraction routines in gameseg.c.
- #define RELPOS_PRECISION 10
- #define MATRIX_PRECISION 9
- #define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
- //information for physics sim for an object
- typedef struct physics_info {
- vms_vector velocity; //velocity vector of this object
- vms_vector thrust; //constant force applied to this object
- fix mass; //the mass of this object
- fix drag; //how fast this slows down
- fix brakes; //how much brakes applied
- vms_vector rotvel; //rotational velecity (angles)
- vms_vector rotthrust; //rotational acceleration
- fixang turnroll; //rotation caused by turn banking
- ushort flags; //misc physics flags
- } physics_info;
- //stuctures for different kinds of simulation
- typedef struct laser_info {
- short parent_type; // The type of the parent of this object
- short parent_num; // The object's parent's number
- int parent_signature; // The object's parent's signature...
- fix creation_time; // Absolute time of creation.
- short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
- short track_goal; // Object this object is tracking.
- fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
- } laser_info;
- typedef struct explosion_info {
- fix spawn_time; // when lifeleft is < this, spawn another
- fix delete_time; // when to delete object
- short delete_objnum; // and what object to delete
- short attach_parent; // explosion is attached to this object
- short prev_attach; // previous explosion in attach list
- short next_attach; // next explosion in attach list
- } explosion_info;
- typedef struct light_info {
- fix intensity; //how bright the light is
- } light_info;
- typedef struct powerup_info {
- int count; //how many/much we pick up (vulcan cannon only?)
- } powerup_info;
- typedef struct vclip_info {
- int vclip_num;
- fix frametime;
- byte framenum;
- } vclip_info;
- //structures for different kinds of rendering
- typedef struct polyobj_info {
- int model_num; //which polygon model
- vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
- int subobj_flags; //specify which subobjs to draw
- int tmap_override; //if this is not -1, map all face to this
- int alt_textures; //if not -1, use these textures instead
- } polyobj_info;
- typedef struct object {
- int signature; // Every object ever has a unique signature...
- ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
- ubyte id; // which form of object...which powerup, robot, etc.
- short next,prev; // id of next and previous connected object in Objects, -1 = no connection
- ubyte control_type; // how this object is controlled
- ubyte movement_type; // how this object moves
- ubyte render_type; // how this object renders
- ubyte flags; // misc flags
- short segnum; // segment number containing object
- short attached_obj; // number of attached fireball object
- vms_vector pos; // absolute x,y,z coordinate of center of object
- vms_matrix orient; // orientation of object in world
- fix size; // 3d size of object - for collision detection
- fix shields; // Starts at maximum, when <0, object dies..
- vms_vector last_pos; // where object was last frame
- byte contains_type; // Type of object this object contains (eg, spider contains powerup)
- byte contains_id; // ID of object this object contains (eg, id = blue type = key)
- byte contains_count;// number of objects of type:id this object contains
- byte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
- fix lifeleft; // how long until goes away, or 7fff if immortal
-
- //movement info, determined by MOVEMENT_TYPE
- union {
- physics_info phys_info; //a physics object
- vms_vector spin_rate; //for spinning objects
- } mtype;
- //control info, determined by CONTROL_TYPE
- union {
- laser_info laser_info;
- explosion_info expl_info; //NOTE: debris uses this also
- ai_static ai_info;
- light_info light_info; //why put this here? Didn't know what else to do with it.
- powerup_info powerup_info;
- } ctype;
- //render info, determined by RENDER_TYPE
- union {
- polyobj_info pobj_info; //polygon model
- vclip_info vclip_info; //vclip
- } rtype;
- } object;
- typedef struct obj_position {
- vms_vector pos; // absolute x,y,z coordinate of center of object
- vms_matrix orient; // orientation of object in world
- short segnum; // segment number containing object
- } obj_position;
- /*
- * VARIABLES
- */
- extern int Object_next_signature; // The next signature for the next newly created object
- extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
- // ie CollisionResult[a][b]== what happens to a when it collides with b
- extern object Objects[];
- extern int Highest_object_index; //highest objnum
- extern char *robot_names[]; //name of each robot
- extern int Num_robot_types;
- extern object *ConsoleObject; //pointer to the object that is the player
- extern object *Viewer; //which object we are seeing from
- extern object *Dead_player_camera;
- extern object Follow;
- extern int Player_is_dead; // !0 means player is dead!
- extern int Player_exploded;
- extern int Death_sequence_aborted;
- extern int Player_fired_laser_this_frame;
- /*
- * FUNCTIONS
- */
- //do whatever setup needs to be done
- void init_objects();
- //returns segment number object is in. Searches out from object's current
- //seg, so this shouldn't be called if the object has "jumped" to a new seg
- int obj_get_new_seg(object *obj);
- //when an object has moved into a new segment, this function unlinks it
- //from its old segment, and links it into the new segment
- void obj_relink(int objnum,int newsegnum);
- //move an object from one segment to another. unlinks & relinks
- void obj_set_new_seg(int objnum,int newsegnum);
- //links an object into a segment's list of objects.
- //takes object number and segment number
- void obj_link(int objnum,int segnum);
- //unlinks an object from a segment's list of objects
- void obj_unlink(int objnum);
- //initialize a new object. adds to the list for the given segment
- //returns the object number
- int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
- vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
- //make a copy of an object. returs num of new object
- int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
- //remove object from the world
- void obj_delete(int objnum);
- //called after load. Takes number of objects, and objects should be
- //compressed
- void reset_objects(int n_objs);
- //make object array non-sparse
- void compress_objects(void);
- //Render an object. Calls one of several routines based on type
- void render_object(object *obj);
- //Draw a blob-type object, like a fireball
- void draw_object_blob(object *obj,bitmap_index bitmap);
- //draw an object that is a texture-mapped rod
- void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
- //Deletes all objects that have been marked for death.
- void obj_delete_all_that_should_be_dead();
- // Toggles whether or not lock-boxes draw.
- void object_toggle_lock_targets();
- //move all objects for the current frame
- void object_move_all(); // moves all objects
- //set viewer object to next object in array
- void object_goto_next_viewer();
- //draw target boxes for nearby robots
- void object_render_targets(void);
- //move an object for the current frame
- void object_move_one( object * obj );
- //make object0 the player, setting all relevant fields
- void init_player_object();
- //check if object is in object->segnum. if not, check the adjacent segs.
- //if not any of these, returns false, else sets obj->segnum & returns true
- //callers should really use find_vector_intersection()
- //Note: this function is in gameseg.c
- extern int update_object_seg(struct object *obj);
- // Finds what segment *obj is in, returns segment number.
- // If not in any segment, returns -1.
- // Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
- // object.h is where object is defined...get it?
- extern int find_object_seg(object * obj );
- //go through all objects and make sure they have the correct segment numbers
- //used when debugging is on
- fix_object_segs();
- // Drops objects contained in objp.
- int object_create_egg(object *objp);
- // Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
- int call_object_create_egg(object *objp, int count, int type, int id);
- extern void dead_player_end(void);
- // Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
- // See typedef shortpos.
- extern void create_shortpos(shortpos *spp, object *objp);
- // Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
- extern void extract_shortpos(object *objp, shortpos *spp);
- //delete objects, such as weapons & explosions, that shouldn't stay between levels
- //if clear_all is set, clear even proximity bombs
- void clear_transient_objects(int clear_all);
- //returns the number of a free object, updating Highest_object_index.
- //Generally, obj_create() should be called to get an object, since it
- //fills in important fields and does the linking.
- //returns -1 if no free objects
- int obj_allocate(void);
- //frees up an object. Generally, obj_delete() should be called to get
- //rid of an object. This function deallocates the object entry after
- //the object has been unlinked
- void obj_free(int objnum);
- //after calling init_object(), the network code has grabbed specific
- //object slots without allocating them. Go though the objects & build
- //the free list, then set the apporpriate globals
- //Don't call this function if you don't know what you're doing.
- void special_reset_objects(void);
- //attaches an object, such as a fireball, to another object, such as a robot
- void obj_attach(object *parent,object *sub);
- extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
- #endif
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