OBJECT.H 23 KB

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  1. /*
  2. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
  3. SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
  4. END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
  5. ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
  6. IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
  7. SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
  8. FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
  9. CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
  10. AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
  11. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
  12. */
  13. /*
  14. * $Source: f:/miner/source/main/rcs/object.h $
  15. * $Revision: 2.1 $
  16. * $Author: john $
  17. * $Date: 1995/03/31 12:24:10 $
  18. *
  19. * object system definitions
  20. *
  21. * $Log: object.h $
  22. * Revision 2.1 1995/03/31 12:24:10 john
  23. * I had changed alt_textures from a pointer to a byte. This hosed old
  24. * saved games, so I restored it to an int.
  25. *
  26. * Revision 2.0 1995/02/27 11:26:47 john
  27. * New version 2.0, which has no anonymous unions, builds with
  28. * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
  29. *
  30. * Revision 1.122 1995/02/22 12:35:53 allender
  31. * remove anonymous unions
  32. *
  33. * Revision 1.121 1995/02/06 20:43:25 rob
  34. * Extern'ed Dead_player_camera so it can be reset by multi.c
  35. *
  36. * Revision 1.120 1995/02/01 16:34:07 john
  37. * Linted.
  38. *
  39. * Revision 1.119 1995/01/29 13:46:42 mike
  40. * adapt to new create_small_fireball_on_object prototype.
  41. *
  42. * Revision 1.118 1995/01/26 22:11:27 mike
  43. * Purple chromo-blaster (ie, fusion cannon) spruce up (chromification)
  44. *
  45. * Revision 1.117 1995/01/24 12:09:29 mike
  46. * Boost MAX_OBJECTS from 250 to 350.
  47. *
  48. * Revision 1.116 1995/01/13 19:39:51 rob
  49. * Removed outdated remote_info structure. (looking for cause of bugs
  50. *
  51. * Revision 1.115 1995/01/12 12:09:38 yuan
  52. * Added coop object capability.
  53. *
  54. * Revision 1.114 1994/12/15 13:04:20 mike
  55. * Replace Players[Player_num].time_total references with GameTime.
  56. *
  57. * Revision 1.113 1994/12/12 17:18:09 mike
  58. * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
  59. *
  60. * Revision 1.112 1994/12/09 14:58:42 matt
  61. * Added system to attach a fireball to another object for rendering purposes,
  62. * so the fireball always renders on top of (after) the object.
  63. *
  64. * Revision 1.111 1994/12/08 12:35:35 matt
  65. * Added new object allocation & deallocation functions so other code
  66. * could stop messing around with internal object data structures.
  67. *
  68. * Revision 1.110 1994/11/21 17:30:21 matt
  69. * Increased max number of objects
  70. *
  71. * Revision 1.109 1994/11/18 23:41:52 john
  72. * Changed some shorts to ints.
  73. *
  74. * Revision 1.108 1994/11/10 14:02:45 matt
  75. * Hacked in support for player ships with different textures
  76. *
  77. * Revision 1.107 1994/11/08 12:19:27 mike
  78. * Small explosions on objects.
  79. *
  80. * Revision 1.106 1994/10/25 10:51:17 matt
  81. * Vulcan cannon powerups now contain ammo count
  82. *
  83. * Revision 1.105 1994/10/21 12:19:41 matt
  84. * Clear transient objects when saving (& loading) games
  85. *
  86. * Revision 1.104 1994/10/21 11:25:04 mike
  87. * Add IMMORTAL_TIME.
  88. *
  89. * Revision 1.103 1994/10/17 21:34:54 matt
  90. * Added support for new Control Center/Main Reactor
  91. *
  92. * Revision 1.102 1994/10/14 18:12:28 mike
  93. * Make egg dropping return object number.
  94. *
  95. * Revision 1.101 1994/10/12 21:07:19 matt
  96. * Killed unused field in object structure
  97. *
  98. * Revision 1.100 1994/10/12 10:38:24 mike
  99. * Add field OF_SILENT to obj->flags.
  100. *
  101. * Revision 1.99 1994/10/11 20:35:48 matt
  102. * Clear "transient" objects (weapons,explosions,etc.) when starting a level
  103. *
  104. * Revision 1.98 1994/10/03 20:56:13 rob
  105. * Added velocity to shortpos strucutre.
  106. *
  107. * Revision 1.97 1994/09/30 18:24:00 rob
  108. * Added new control type CT_REMOTE for remote controlled objects.
  109. * Also added a union struct 'remote_info' for this type.
  110. *
  111. * Revision 1.96 1994/09/28 09:23:05 mike
  112. * Prototype Object_type_names.
  113. *
  114. * Revision 1.95 1994/09/25 23:32:37 matt
  115. * Changed the object load & save code to read/write the structure fields one
  116. * at a time (rather than the whole structure at once). This mean that the
  117. * object structure can be changed without breaking the load/save functions.
  118. * As a result of this change, the local_object data can be and has been
  119. * incorporated into the object array. Also, timeleft is now a property
  120. * of all objects, and the object structure has been otherwise cleaned up.
  121. *
  122. * Revision 1.94 1994/09/25 15:45:28 matt
  123. * Added OBJ_LIGHT, a type of object that casts light
  124. * Added generalized lifeleft, and moved it to local_object
  125. *
  126. * Revision 1.93 1994/09/24 17:41:19 mike
  127. * Add stuff to Local_object structure for materialization centers.
  128. *
  129. * Revision 1.92 1994/09/24 13:16:50 matt
  130. * Added (hacked in, really) support for overriding the bitmaps used on to
  131. * texture map a polygon object, and using a new bitmap for all the faces.
  132. *
  133. * Revision 1.91 1994/09/22 19:02:14 mike
  134. * Prototype functions extract_shortpos and create_shortpos which reside in
  135. * gameseg.c, but are prototyped here to prevent circular dependencies.
  136. *
  137. * Revision 1.90 1994/09/15 21:47:14 mike
  138. * Prototype dead_player_end().
  139. *
  140. * Revision 1.89 1994/09/15 16:34:47 mike
  141. * Add danger_laser_num and danger_laser_signature to object_local to
  142. * enable robots to efficiently (too efficiently!) avoid player fire.
  143. *
  144. * Revision 1.88 1994/09/11 22:46:19 mike
  145. * Death_sequence_aborted prototyped.
  146. *
  147. * Revision 1.87 1994/09/09 20:04:30 mike
  148. * Add vclips for weapons.
  149. *
  150. * Revision 1.86 1994/09/09 14:20:54 matt
  151. * Added flag that says object uses thrust
  152. *
  153. * Revision 1.85 1994/09/08 14:51:32 mike
  154. * Make a crucial name change to a field of local_object struct.
  155. *
  156. * Revision 1.84 1994/09/07 19:16:45 mike
  157. * Homing missile.
  158. *
  159. * Revision 1.83 1994/09/06 17:05:43 matt
  160. * Added new type for dead player
  161. *
  162. * Revision 1.82 1994/09/02 11:56:09 mike
  163. * Add persistency (PF_PERSISTENT) to physics_info.
  164. *
  165. * Revision 1.81 1994/08/28 19:10:28 mike
  166. * Add Player_is_dead.
  167. *
  168. * Revision 1.80 1994/08/18 15:11:44 mike
  169. * powerup stuff.
  170. *
  171. * Revision 1.79 1994/08/15 15:24:54 john
  172. * Made players know who killed them; Disabled cheat menu
  173. * during net player; fixed bug with not being able to turn
  174. * of invulnerability; Made going into edit/starting new leve
  175. * l drop you out of a net game; made death dialog box.
  176. *
  177. * Revision 1.78 1994/08/14 23:15:12 matt
  178. * Added animating bitmap hostages, and cleaned up vclips a bit
  179. *
  180. * Revision 1.77 1994/08/13 14:58:27 matt
  181. * Finished adding support for miscellaneous objects
  182. *
  183. * Revision 1.76 1994/08/09 16:04:13 john
  184. * Added network players to editor.
  185. *
  186. * Revision 1.75 1994/08/03 21:06:19 matt
  187. * Added prototype for fix_object_segs(), and renamed now-unused spawn_pos
  188. *
  189. * Revision 1.74 1994/08/02 12:30:27 matt
  190. * Added support for spinning objects
  191. *
  192. * Revision 1.73 1994/07/27 20:53:25 matt
  193. * Added rotational drag & thrust, so turning now has momemtum like moving
  194. *
  195. * Revision 1.72 1994/07/27 19:44:21 mike
  196. * Objects containing objects.
  197. *
  198. * Revision 1.71 1994/07/22 20:43:29 matt
  199. * Fixed flares, by adding a physics flag that makes them stick to walls.
  200. *
  201. * Revision 1.70 1994/07/21 12:42:10 mike
  202. * Prototype new find_object_seg and update_object_seg.
  203. *
  204. * Revision 1.69 1994/07/19 15:26:39 mike
  205. * New ai_static structure.
  206. *
  207. * Revision 1.68 1994/07/13 00:15:06 matt
  208. * Moved all (or nearly all) of the values that affect player movement to
  209. * bitmaps.tbl
  210. *
  211. * Revision 1.67 1994/07/12 12:40:12 matt
  212. * Revamped physics system
  213. *
  214. * Revision 1.66 1994/07/06 15:26:23 yuan
  215. * Added chase mode.
  216. *
  217. *
  218. *
  219. */
  220. #ifndef _OBJECT_H
  221. #define _OBJECT_H
  222. #include "types.h"
  223. #include "vecmat.h"
  224. #include "segment.h"
  225. #include "gameseg.h"
  226. #include "aistruct.h"
  227. #include "gr.h"
  228. #include "piggy.h"
  229. /*
  230. * CONSTANTS
  231. */
  232. #define MAX_OBJECTS 350 //increased on 01/24/95 for multiplayer. --MK; total number of objects in world
  233. //Object types
  234. #define OBJ_NONE 255 //unused object
  235. #define OBJ_WALL 0 //A wall... not really an object, but used for collisions
  236. #define OBJ_FIREBALL 1 //a fireball, part of an explosion
  237. #define OBJ_ROBOT 2 //an evil enemy
  238. #define OBJ_HOSTAGE 3 //a hostage you need to rescue
  239. #define OBJ_PLAYER 4 //the player on the console
  240. #define OBJ_WEAPON 5 //a laser, missile, etc
  241. #define OBJ_CAMERA 6 //a camera to slew around with
  242. #define OBJ_POWERUP 7 //a powerup you can pick up
  243. #define OBJ_DEBRIS 8 //a piece of robot
  244. #define OBJ_CNTRLCEN 9 //the control center
  245. #define OBJ_FLARE 10 //a flare
  246. #define OBJ_CLUTTER 11 //misc objects
  247. #define OBJ_GHOST 12 //what the player turns into when dead
  248. #define OBJ_LIGHT 13 //a light source, & not much else
  249. #define OBJ_COOP 14 //a cooperative player object.
  250. // WARNING!! If you add a type here, add its name to Object_type_names in object.c
  251. #define MAX_OBJECT_TYPES 15
  252. //Result types
  253. #define RESULT_NOTHING 0 //Ignore this collision
  254. #define RESULT_CHECK 1 //Check for this collision
  255. //Control types - what tells this object what do do
  256. #define CT_NONE 0 //doesn't move (or change movement)
  257. #define CT_AI 1 //driven by AI
  258. #define CT_EXPLOSION 2 //explosion sequencer
  259. #define CT_FLYING 4 //the player is flying
  260. #define CT_SLEW 5 //slewing
  261. #define CT_FLYTHROUGH 6 //the flythrough system
  262. #define CT_WEAPON 9 //laser, etc.
  263. #define CT_REPAIRCEN 10 //under the control of the repair center
  264. #define CT_MORPH 11 //this object is being morphed
  265. #define CT_DEBRIS 12 //this is a piece of debris
  266. #define CT_POWERUP 13 //animating powerup blob
  267. #define CT_LIGHT 14 //doesn't actually do anything
  268. #define CT_REMOTE 15 //controlled by another net player
  269. #define CT_CNTRLCEN 16 //the control center/main reactor
  270. //Movement types
  271. #define MT_NONE 0 //doesn't move
  272. #define MT_PHYSICS 1 //moves by physics
  273. #define MT_SPINNING 3 //this object doesn't move, just sits and spins
  274. //Render types
  275. #define RT_NONE 0 //does not render
  276. #define RT_POLYOBJ 1 //a polygon model
  277. #define RT_FIREBALL 2 //a fireball
  278. #define RT_LASER 3 //a laser
  279. #define RT_HOSTAGE 4 //a hostage
  280. #define RT_POWERUP 5 //a powerup
  281. #define RT_MORPH 6 //a robot being morphed
  282. #define RT_WEAPON_VCLIP 7 //a weapon that renders as a vclip
  283. //misc object flags
  284. #define OF_EXPLODING 1 //this object is exploding
  285. #define OF_SHOULD_BE_DEAD 2 //this object should be dead, so next time we can, we should delete this object.
  286. #define OF_DESTROYED 4 //this has been killed, and is showing the dead version
  287. #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!
  288. #define OF_ATTACHED 16 //this object is a fireball attached to another object
  289. #define OF_HARMLESS 32 //this object does no damage. Added to make quad lasers do 1.5 damage as normal lasers.
  290. //Different Weapon ID types...
  291. #define WEAPON_ID_LASER 0
  292. #define WEAPON_ID_MISSLE 1
  293. #define WEAPON_ID_CANNONBALL 2
  294. //Object Initial shields...
  295. #define OBJECT_INITIAL_SHIELDS F1_0/2
  296. //physics flags
  297. #define PF_TURNROLL 0x01 // roll when turning
  298. #define PF_LEVELLING 0x02 // level object with closest side
  299. #define PF_BOUNCE 0x04 // bounce (not slide) when hit will
  300. #define PF_WIGGLE 0x08 // wiggle while flying
  301. #define PF_STICK 0x10 // object sticks (stops moving) when hits wall
  302. #define PF_PERSISTENT 0x20 // object keeps going even after it hits another object (eg, fusion cannon)
  303. #define PF_USES_THRUST 0x40 // this object uses its thrust
  304. #define IMMORTAL_TIME 0x3fffffff // Time assigned to immortal objects, about 32768 seconds, or about 9 hours.
  305. extern char Object_type_names[MAX_OBJECT_TYPES][9];
  306. // List of objects rendered last frame in order. Created at render time, used by homing missiles in laser.c
  307. #define MAX_RENDERED_OBJECTS 50
  308. extern short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS];
  309. extern int Num_rendered_objects;
  310. /*
  311. * STRUCTURES
  312. */
  313. // A compressed form for sending crucial data about via slow devices, such as modems and buggies.
  314. typedef struct shortpos {
  315. byte bytemat[9];
  316. short xo,yo,zo;
  317. short segment;
  318. short velx, vely, velz;
  319. } shortpos;
  320. // This is specific to the shortpos extraction routines in gameseg.c.
  321. #define RELPOS_PRECISION 10
  322. #define MATRIX_PRECISION 9
  323. #define MATRIX_MAX 0x7f // This is based on MATRIX_PRECISION, 9 => 0x7f
  324. //information for physics sim for an object
  325. typedef struct physics_info {
  326. vms_vector velocity; //velocity vector of this object
  327. vms_vector thrust; //constant force applied to this object
  328. fix mass; //the mass of this object
  329. fix drag; //how fast this slows down
  330. fix brakes; //how much brakes applied
  331. vms_vector rotvel; //rotational velecity (angles)
  332. vms_vector rotthrust; //rotational acceleration
  333. fixang turnroll; //rotation caused by turn banking
  334. ushort flags; //misc physics flags
  335. } physics_info;
  336. //stuctures for different kinds of simulation
  337. typedef struct laser_info {
  338. short parent_type; // The type of the parent of this object
  339. short parent_num; // The object's parent's number
  340. int parent_signature; // The object's parent's signature...
  341. fix creation_time; // Absolute time of creation.
  342. short last_hitobj; // For persistent weapons (survive object collision), object it most recently hit.
  343. short track_goal; // Object this object is tracking.
  344. fix multiplier; // Power if this is a fusion bolt (or other super weapon to be added).
  345. } laser_info;
  346. typedef struct explosion_info {
  347. fix spawn_time; // when lifeleft is < this, spawn another
  348. fix delete_time; // when to delete object
  349. short delete_objnum; // and what object to delete
  350. short attach_parent; // explosion is attached to this object
  351. short prev_attach; // previous explosion in attach list
  352. short next_attach; // next explosion in attach list
  353. } explosion_info;
  354. typedef struct light_info {
  355. fix intensity; //how bright the light is
  356. } light_info;
  357. typedef struct powerup_info {
  358. int count; //how many/much we pick up (vulcan cannon only?)
  359. } powerup_info;
  360. typedef struct vclip_info {
  361. int vclip_num;
  362. fix frametime;
  363. byte framenum;
  364. } vclip_info;
  365. //structures for different kinds of rendering
  366. typedef struct polyobj_info {
  367. int model_num; //which polygon model
  368. vms_angvec anim_angles[MAX_SUBMODELS]; //angles for each subobject
  369. int subobj_flags; //specify which subobjs to draw
  370. int tmap_override; //if this is not -1, map all face to this
  371. int alt_textures; //if not -1, use these textures instead
  372. } polyobj_info;
  373. typedef struct object {
  374. int signature; // Every object ever has a unique signature...
  375. ubyte type; // what type of object this is... robot, weapon, hostage, powerup, fireball
  376. ubyte id; // which form of object...which powerup, robot, etc.
  377. short next,prev; // id of next and previous connected object in Objects, -1 = no connection
  378. ubyte control_type; // how this object is controlled
  379. ubyte movement_type; // how this object moves
  380. ubyte render_type; // how this object renders
  381. ubyte flags; // misc flags
  382. short segnum; // segment number containing object
  383. short attached_obj; // number of attached fireball object
  384. vms_vector pos; // absolute x,y,z coordinate of center of object
  385. vms_matrix orient; // orientation of object in world
  386. fix size; // 3d size of object - for collision detection
  387. fix shields; // Starts at maximum, when <0, object dies..
  388. vms_vector last_pos; // where object was last frame
  389. byte contains_type; // Type of object this object contains (eg, spider contains powerup)
  390. byte contains_id; // ID of object this object contains (eg, id = blue type = key)
  391. byte contains_count;// number of objects of type:id this object contains
  392. byte matcen_creator;// Materialization center that created this object, high bit set if matcen-created
  393. fix lifeleft; // how long until goes away, or 7fff if immortal
  394. //movement info, determined by MOVEMENT_TYPE
  395. union {
  396. physics_info phys_info; //a physics object
  397. vms_vector spin_rate; //for spinning objects
  398. } mtype;
  399. //control info, determined by CONTROL_TYPE
  400. union {
  401. laser_info laser_info;
  402. explosion_info expl_info; //NOTE: debris uses this also
  403. ai_static ai_info;
  404. light_info light_info; //why put this here? Didn't know what else to do with it.
  405. powerup_info powerup_info;
  406. } ctype;
  407. //render info, determined by RENDER_TYPE
  408. union {
  409. polyobj_info pobj_info; //polygon model
  410. vclip_info vclip_info; //vclip
  411. } rtype;
  412. } object;
  413. typedef struct obj_position {
  414. vms_vector pos; // absolute x,y,z coordinate of center of object
  415. vms_matrix orient; // orientation of object in world
  416. short segnum; // segment number containing object
  417. } obj_position;
  418. /*
  419. * VARIABLES
  420. */
  421. extern int Object_next_signature; // The next signature for the next newly created object
  422. extern ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES];
  423. // ie CollisionResult[a][b]== what happens to a when it collides with b
  424. extern object Objects[];
  425. extern int Highest_object_index; //highest objnum
  426. extern char *robot_names[]; //name of each robot
  427. extern int Num_robot_types;
  428. extern object *ConsoleObject; //pointer to the object that is the player
  429. extern object *Viewer; //which object we are seeing from
  430. extern object *Dead_player_camera;
  431. extern object Follow;
  432. extern int Player_is_dead; // !0 means player is dead!
  433. extern int Player_exploded;
  434. extern int Death_sequence_aborted;
  435. extern int Player_fired_laser_this_frame;
  436. /*
  437. * FUNCTIONS
  438. */
  439. //do whatever setup needs to be done
  440. void init_objects();
  441. //returns segment number object is in. Searches out from object's current
  442. //seg, so this shouldn't be called if the object has "jumped" to a new seg
  443. int obj_get_new_seg(object *obj);
  444. //when an object has moved into a new segment, this function unlinks it
  445. //from its old segment, and links it into the new segment
  446. void obj_relink(int objnum,int newsegnum);
  447. //move an object from one segment to another. unlinks & relinks
  448. void obj_set_new_seg(int objnum,int newsegnum);
  449. //links an object into a segment's list of objects.
  450. //takes object number and segment number
  451. void obj_link(int objnum,int segnum);
  452. //unlinks an object from a segment's list of objects
  453. void obj_unlink(int objnum);
  454. //initialize a new object. adds to the list for the given segment
  455. //returns the object number
  456. int obj_create(ubyte type,ubyte id,int segnum,vms_vector *pos,
  457. vms_matrix *orient,fix size,ubyte ctype,ubyte mtype,ubyte rtype);
  458. //make a copy of an object. returs num of new object
  459. int obj_create_copy(int objnum, vms_vector *new_pos, int newsegnum);
  460. //remove object from the world
  461. void obj_delete(int objnum);
  462. //called after load. Takes number of objects, and objects should be
  463. //compressed
  464. void reset_objects(int n_objs);
  465. //make object array non-sparse
  466. void compress_objects(void);
  467. //Render an object. Calls one of several routines based on type
  468. void render_object(object *obj);
  469. //Draw a blob-type object, like a fireball
  470. void draw_object_blob(object *obj,bitmap_index bitmap);
  471. //draw an object that is a texture-mapped rod
  472. void draw_object_tmap_rod(object *obj,bitmap_index bitmap,int lighted);
  473. //Deletes all objects that have been marked for death.
  474. void obj_delete_all_that_should_be_dead();
  475. // Toggles whether or not lock-boxes draw.
  476. void object_toggle_lock_targets();
  477. //move all objects for the current frame
  478. void object_move_all(); // moves all objects
  479. //set viewer object to next object in array
  480. void object_goto_next_viewer();
  481. //draw target boxes for nearby robots
  482. void object_render_targets(void);
  483. //move an object for the current frame
  484. void object_move_one( object * obj );
  485. //make object0 the player, setting all relevant fields
  486. void init_player_object();
  487. //check if object is in object->segnum. if not, check the adjacent segs.
  488. //if not any of these, returns false, else sets obj->segnum & returns true
  489. //callers should really use find_vector_intersection()
  490. //Note: this function is in gameseg.c
  491. extern int update_object_seg(struct object *obj);
  492. // Finds what segment *obj is in, returns segment number.
  493. // If not in any segment, returns -1.
  494. // Note: This function is defined in gameseg.h, but object.h depends on gameseg.h, and
  495. // object.h is where object is defined...get it?
  496. extern int find_object_seg(object * obj );
  497. //go through all objects and make sure they have the correct segment numbers
  498. //used when debugging is on
  499. fix_object_segs();
  500. // Drops objects contained in objp.
  501. int object_create_egg(object *objp);
  502. // Interface to object_create_egg, puts count objects of type type, id = id in objp and then drops them.
  503. int call_object_create_egg(object *objp, int count, int type, int id);
  504. extern void dead_player_end(void);
  505. // Extract information from an object (objp->orient, objp->pos, objp->segnum), stuff in a shortpos structure.
  506. // See typedef shortpos.
  507. extern void create_shortpos(shortpos *spp, object *objp);
  508. // Extract information from a shortpos, stuff in objp->orient (matrix), objp->pos, objp->segnum
  509. extern void extract_shortpos(object *objp, shortpos *spp);
  510. //delete objects, such as weapons & explosions, that shouldn't stay between levels
  511. //if clear_all is set, clear even proximity bombs
  512. void clear_transient_objects(int clear_all);
  513. //returns the number of a free object, updating Highest_object_index.
  514. //Generally, obj_create() should be called to get an object, since it
  515. //fills in important fields and does the linking.
  516. //returns -1 if no free objects
  517. int obj_allocate(void);
  518. //frees up an object. Generally, obj_delete() should be called to get
  519. //rid of an object. This function deallocates the object entry after
  520. //the object has been unlinked
  521. void obj_free(int objnum);
  522. //after calling init_object(), the network code has grabbed specific
  523. //object slots without allocating them. Go though the objects & build
  524. //the free list, then set the apporpriate globals
  525. //Don't call this function if you don't know what you're doing.
  526. void special_reset_objects(void);
  527. //attaches an object, such as a fireball, to another object, such as a robot
  528. void obj_attach(object *parent,object *sub);
  529. extern void create_small_fireball_on_object(object *objp, fix size_scale, int sound_flag);
  530. #endif
  531.