main/object.h File Reference

#include "types.h"
#include "vecmat.h"
#include "segment.h"
#include "gameseg.h"
#include "aistruct.h"
#include "gr.h"
#include "piggy.h"

Classes

struct  shortpos
struct  shorterpos
struct  physics_info
struct  laser_info
struct  explosion_info
struct  light_info
struct  powerup_info
struct  vclip_info
struct  polyobj_info
struct  object
struct  obj_position

Defines

#define MAX_OBJECTS   350
#define OBJ_NONE   255
#define OBJ_WALL   0
#define OBJ_FIREBALL   1
#define OBJ_ROBOT   2
#define OBJ_HOSTAGE   3
#define OBJ_PLAYER   4
#define OBJ_WEAPON   5
#define OBJ_CAMERA   6
#define OBJ_POWERUP   7
#define OBJ_DEBRIS   8
#define OBJ_CNTRLCEN   9
#define OBJ_FLARE   10
#define OBJ_CLUTTER   11
#define OBJ_GHOST   12
#define OBJ_LIGHT   13
#define OBJ_COOP   14
#define MAX_OBJECT_TYPES   15
#define RESULT_NOTHING   0
#define RESULT_CHECK   1
#define CT_NONE   0
#define CT_AI   1
#define CT_EXPLOSION   2
#define CT_FLYING   4
#define CT_SLEW   5
#define CT_FLYTHROUGH   6
#define CT_WEAPON   9
#define CT_REPAIRCEN   10
#define CT_MORPH   11
#define CT_DEBRIS   12
#define CT_POWERUP   13
#define CT_LIGHT   14
#define CT_REMOTE   15
#define CT_CNTRLCEN   16
#define MT_NONE   0
#define MT_PHYSICS   1
#define MT_SPINNING   3
#define RT_NONE   0
#define RT_POLYOBJ   1
#define RT_FIREBALL   2
#define RT_LASER   3
#define RT_HOSTAGE   4
#define RT_POWERUP   5
#define RT_MORPH   6
#define RT_WEAPON_VCLIP   7
#define OF_EXPLODING   1
#define OF_SHOULD_BE_DEAD   2
#define OF_DESTROYED   4
#define OF_SILENT   8
#define OF_ATTACHED   16
#define OF_HARMLESS   32
#define WEAPON_ID_LASER   0
#define WEAPON_ID_MISSLE   1
#define WEAPON_ID_CANNONBALL   2
#define OBJECT_INITIAL_SHIELDS   F1_0/2
#define PF_TURNROLL   0x01
#define PF_LEVELLING   0x02
#define PF_BOUNCE   0x04
#define PF_WIGGLE   0x08
#define PF_STICK   0x10
#define PF_PERSISTENT   0x20
#define PF_USES_THRUST   0x40
#define IMMORTAL_TIME   0x3fffffff
#define MAX_RENDERED_OBJECTS   50
#define RELPOS_PRECISION   10
#define MATRIX_PRECISION   9
#define MATRIX_MAX   0x7f

Functions

void init_objects ()
int obj_get_new_seg (object *obj)
void obj_relink (int objnum, int newsegnum)
void obj_set_new_seg (int objnum, int newsegnum)
void obj_link (int objnum, int segnum)
void obj_unlink (int objnum)
int obj_create (ubyte type, ubyte id, int segnum, vms_vector *pos, vms_matrix *orient, fix size, ubyte ctype, ubyte mtype, ubyte rtype)
int obj_create_copy (int objnum, vms_vector *new_pos, int newsegnum)
void obj_delete (int objnum)
void reset_objects (int n_objs)
void compress_objects (void)
void render_object (object *obj)
void draw_object_blob (object *obj, bitmap_index bitmap)
void draw_object_tmap_rod (object *obj, bitmap_index bitmap, int lighted)
void obj_delete_all_that_should_be_dead ()
void object_toggle_lock_targets ()
void object_move_all ()
void object_goto_next_viewer ()
void object_render_targets (void)
void object_move_one (object *obj)
void init_player_object ()
int update_object_seg (struct object *obj)
int find_object_seg (object *obj)
void fix_object_segs ()
int object_create_egg (object *objp)
int call_object_create_egg (object *objp, int count, int type, int id)
void dead_player_end (void)
void create_shortpos (shortpos *spp, object *objp)
void extract_shortpos (object *objp, shortpos *spp)
void extract_shorterpos (object *objp, shorterpos *spp)
void create_shorterpos (shorterpos *spp, object *objp)
void clear_transient_objects (int clear_all)
int obj_allocate (void)
void obj_free (int objnum)
void special_reset_objects (void)
void obj_attach (object *parent, object *sub)
void create_small_fireball_on_object (object *objp, fix size_scale, int sound_flag)

Variables

char Object_type_names [MAX_OBJECT_TYPES][9]
short Ordered_rendered_object_list [MAX_RENDERED_OBJECTS]
int Num_rendered_objects
int Object_next_signature
ubyte CollisionResult [MAX_OBJECT_TYPES][MAX_OBJECT_TYPES]
object Objects []
int Highest_object_index
char * robot_names []
int Num_robot_types
objectConsoleObject
objectViewer
objectDead_player_camera
object Follow
int Player_is_dead
int Player_exploded
int Death_sequence_aborted
int Player_fired_laser_this_frame

Define Documentation

#define CT_AI   1
 

#define CT_CNTRLCEN   16
 

#define CT_DEBRIS   12
 

#define CT_EXPLOSION   2
 

#define CT_FLYING   4
 

#define CT_FLYTHROUGH   6
 

#define CT_LIGHT   14
 

#define CT_MORPH   11
 

#define CT_NONE   0
 

#define CT_POWERUP   13
 

#define CT_REMOTE   15
 

#define CT_REPAIRCEN   10
 

#define CT_SLEW   5
 

#define CT_WEAPON   9
 

#define IMMORTAL_TIME   0x3fffffff
 

#define MATRIX_MAX   0x7f
 

#define MATRIX_PRECISION   9
 

#define MAX_OBJECT_TYPES   15
 

#define MAX_OBJECTS   350
 

#define MAX_RENDERED_OBJECTS   50
 

#define MT_NONE   0
 

#define MT_PHYSICS   1
 

#define MT_SPINNING   3
 

#define OBJ_CAMERA   6
 

#define OBJ_CLUTTER   11
 

#define OBJ_CNTRLCEN   9
 

#define OBJ_COOP   14
 

#define OBJ_DEBRIS   8
 

#define OBJ_FIREBALL   1
 

#define OBJ_FLARE   10
 

#define OBJ_GHOST   12
 

#define OBJ_HOSTAGE   3
 

#define OBJ_LIGHT   13
 

#define OBJ_NONE   255
 

#define OBJ_PLAYER   4
 

#define OBJ_POWERUP   7
 

#define OBJ_ROBOT   2
 

#define OBJ_WALL   0
 

#define OBJ_WEAPON   5
 

#define OBJECT_INITIAL_SHIELDS   F1_0/2
 

#define OF_ATTACHED   16
 

#define OF_DESTROYED   4
 

#define OF_EXPLODING   1
 

#define OF_HARMLESS   32
 

#define OF_SHOULD_BE_DEAD   2
 

#define OF_SILENT   8
 

#define PF_BOUNCE   0x04
 

#define PF_LEVELLING   0x02
 

#define PF_PERSISTENT   0x20
 

#define PF_STICK   0x10
 

#define PF_TURNROLL   0x01
 

#define PF_USES_THRUST   0x40
 

#define PF_WIGGLE   0x08
 

#define RELPOS_PRECISION   10
 

#define RESULT_CHECK   1
 

#define RESULT_NOTHING   0
 

#define RT_FIREBALL   2
 

#define RT_HOSTAGE   4
 

#define RT_LASER   3
 

#define RT_MORPH   6
 

#define RT_NONE   0
 

#define RT_POLYOBJ   1
 

#define RT_POWERUP   5
 

#define RT_WEAPON_VCLIP   7
 

#define WEAPON_ID_CANNONBALL   2
 

#define WEAPON_ID_LASER   0
 

#define WEAPON_ID_MISSLE   1
 


Function Documentation

int call_object_create_egg object objp,
int  count,
int  type,
int  id
 

void clear_transient_objects int  clear_all  ) 
 

void compress_objects void   ) 
 

void create_shorterpos shorterpos spp,
object objp
 

void create_shortpos shortpos spp,
object objp
 

void create_small_fireball_on_object object objp,
fix  size_scale,
int  sound_flag
 

void dead_player_end void   ) 
 

void draw_object_blob object obj,
bitmap_index  bitmap
 

void draw_object_tmap_rod object obj,
bitmap_index  bitmap,
int  lighted
 

void extract_shorterpos object objp,
shorterpos spp
 

void extract_shortpos object objp,
shortpos spp
 

int find_object_seg object obj  ) 
 

void fix_object_segs  ) 
 

void init_objects  ) 
 

void init_player_object  ) 
 

int obj_allocate void   ) 
 

void obj_attach object parent,
object sub
 

int obj_create ubyte  type,
ubyte  id,
int  segnum,
vms_vector pos,
vms_matrix orient,
fix  size,
ubyte  ctype,
ubyte  mtype,
ubyte  rtype
 

int obj_create_copy int  objnum,
vms_vector new_pos,
int  newsegnum
 

void obj_delete int  objnum  ) 
 

void obj_delete_all_that_should_be_dead  ) 
 

void obj_free int  objnum  ) 
 

int obj_get_new_seg object obj  ) 
 

void obj_link int  objnum,
int  segnum
 

void obj_relink int  objnum,
int  newsegnum
 

void obj_set_new_seg int  objnum,
int  newsegnum
 

void obj_unlink int  objnum  ) 
 

int object_create_egg object objp  ) 
 

void object_goto_next_viewer  ) 
 

void object_move_all  ) 
 

void object_move_one object obj  ) 
 

void object_render_targets void   ) 
 

void object_toggle_lock_targets  ) 
 

void render_object object obj  ) 
 

void reset_objects int  n_objs  ) 
 

void special_reset_objects void   ) 
 

int update_object_seg struct object obj  ) 
 


Variable Documentation

ubyte CollisionResult[MAX_OBJECT_TYPES][MAX_OBJECT_TYPES]
 

object* ConsoleObject
 

object* Dead_player_camera
 

int Death_sequence_aborted
 

object Follow
 

int Highest_object_index
 

int Num_rendered_objects
 

int Num_robot_types
 

int Object_next_signature
 

char Object_type_names[MAX_OBJECT_TYPES][9]
 

object Objects[]
 

short Ordered_rendered_object_list[MAX_RENDERED_OBJECTS]
 

int Player_exploded
 

int Player_fired_laser_this_frame
 

int Player_is_dead
 

char* robot_names[]
 

object* Viewer
 


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