void CObject::Initialize (ubyte nType, ubyte nId, short nCreator, short nSegment, const CFixVector& vPos, const CFixMatrix& mOrient, fix xSize, ubyte cType, ubyte mType, ubyte rType) { SetSignature (gameData.objs.nNextSignature++); SetType (nType); SetId (nId); SetLastPos (vPos); SetSize (xSize); SetCreator ((sbyte) nCreator); SetOrient (&mOrient); SetControlType (cType); SetMovementType (mType); SetRenderType (rType); SetContainsType (-1); SetLifeLeft ( ((gameData.app.nGameMode & GM_ENTROPY) && (nType == OBJ_POWERUP) && (nId == POW_HOARD_ORB) && (extraGameInfo [1].entropy.nVirusLifespan > 0)) ? I2X (extraGameInfo [1].entropy.nVirusLifespan) : IMMORTAL_TIME); SetAttachedObj (-1); SetShields (I2X (20)); SetSegment (-1); //set to zero by memset, above LinkToSeg (nSegment); }
//-------------------------------------------------------------------- //when an CObject has moved into a new CSegment, this function unlinks it //from its old CSegment, and links it into the new CSegment void CObject::RelinkToSeg (int nNewSeg) { #if DBG short nObject = OBJ_IDX (this); if ((nObject < 0) || (nObject > gameData.objs.nLastObject [0])) { PrintLog ("invalid object in RelinkObjToSeg\r\n"); return; } if ((nNewSeg < 0) || (nNewSeg > gameData.segs.nLastSegment)) { PrintLog ("invalid segment in RelinkObjToSeg\r\n"); return; } #endif UnlinkFromSeg (); LinkToSeg (nNewSeg); #if DBG #if TRACE if (SEGMENTS [info.nSegment].Masks (info.position.vPos, 0).m_center) console.printf (1, "CObject::RelinkToSeg violates seg masks.\n"); #endif #endif }
int CObject::Create (ubyte nType, ubyte nId, short nCreator, short nSegment, const CFixVector& vPos, const CFixMatrix& mOrient, fix xSize, ubyte cType, ubyte mType, ubyte rType) { #if DBG if (nType == OBJ_WEAPON) { nType = nType; if ((nCreator >= 0) && (OBJECTS [nCreator].info.nType == OBJ_ROBOT)) nType = nType; if (nId == FLARE_ID) nType = nType; if (gameData.objs.bIsMissile [(int) nId]) nType = nType; } else if (nType == OBJ_ROBOT) { #if 0 if (ROBOTINFO ((int) nId).bossFlag && (BOSS_COUNT >= MAX_BOSS_COUNT)) return -1; #endif } else if (nType == OBJ_HOSTAGE) nType = nType; else if (nType == OBJ_FIREBALL) nType = nType; else if (nType == OBJ_REACTOR) nType = nType; else if (nType == OBJ_DEBRIS) nType = nType; else if (nType == OBJ_MARKER) nType = nType; else if (nType == OBJ_PLAYER) nType = nType; else if (nType == OBJ_POWERUP) nType = nType; #endif SetSegment (FindSegByPos (vPos, nSegment, 1, 0)); if ((Segment () < 0) || (Segment () > gameData.segs.nLastSegment)) return -1; if (nType == OBJ_DEBRIS) { if (gameData.objs.nDebris >= gameStates.render.detail.nMaxDebrisObjects) return -1; } // Zero out object structure to keep weird bugs from happening in uninitialized fields. m_nId = OBJ_IDX (this); SetSignature (gameData.objs.nNextSignature++); SetType (nType); SetId (nId); SetLastPos (vPos); SetPos (&vPos); SetSize (xSize); SetCreator ((sbyte) nCreator); SetOrient (&mOrient); SetControlType (cType); SetMovementType (mType); SetRenderType (rType); SetContainsType (-1); SetLifeLeft ( ((gameData.app.nGameMode & GM_ENTROPY) && (nType == OBJ_POWERUP) && (nId == POW_HOARD_ORB) && (extraGameInfo [1].entropy.nVirusLifespan > 0)) ? I2X (extraGameInfo [1].entropy.nVirusLifespan) : IMMORTAL_TIME); SetAttachedObj (-1); m_xCreationTime = gameData.time.xGame; #if 0 if (GetControlType () == CT_POWERUP) CPowerupInfo::SetCount (1); // Init physics info for this CObject if (GetMovementType () == MT_PHYSICS) m_vStartVel.SetZero (); if (GetRenderType () == RT_POLYOBJ) CPolyObjInfo::SetTexOverride (-1); if (GetType () == OBJ_WEAPON) { CPhysicsInfo::SetFlags (CPhysInfo.GetFlags () | WI_persistent (m_info.nId) * PF_PERSISTENT); CLaserInfo::SetCreationTime (gameData.time.xGame); CLaserInfo::SetLastHitObj (0); CLaserInfo::SetScale (I2X (1)); } else if (GetType () == OBJ_DEBRIS) gameData.objs.nDebris++; if (GetControlType () == CT_POWERUP) CPowerupInfo::SetCreationTime (gameData.time.xGame); else if (GetControlType () == CT_EXPLOSION) { CAttachedInfo::SetPrev (-1); CAttachedInfo::SetNext (-1); CAttachedInfo::SetParent (-1); } #endif Link (); LinkToSeg (nSegment); return m_nId; }