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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
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE .
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COPYRIGHT 1993 - 1998 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
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/*
*
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* This will contain the laser code
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*
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*/
# include <stdlib.h>
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# include <time.h>
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# include "inferno.h"
# include "game.h"
# include "bm.h"
# include "object.h"
# include "laser.h"
# include "segment.h"
# include "fvi.h"
# include "segpoint.h"
# include "error.h"
# include "key.h"
# include "texmap.h"
# include "textures.h"
# include "render.h"
# include "vclip.h"
# include "fireball.h"
# include "polyobj.h"
# include "robot.h"
# include "weapon.h"
# include "timer.h"
# include "player.h"
# include "sounds.h"
# include "ai.h"
# include "powerup.h"
# include "multi.h"
# include "physics.h"
# include "hudmsg.h"
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# define NEWHOMER
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int Laser_rapid_fire = 0 ;
int find_homing_object_complete ( vms_vector * curpos , object * tracker , int track_obj_type1 , int track_obj_type2 ) ;
//---------------------------------------------------------------------------------
// Called by render code.... determines if the laser is from a robot or the
// player and calls the appropriate routine.
void Laser_render ( object * obj )
{
// Commented out by John (sort of, typed by Mike) on 6/8/94
#if 0
switch ( obj - > id ) {
case WEAPON_TYPE_WEAK_LASER :
case WEAPON_TYPE_STRONG_LASER :
case WEAPON_TYPE_CANNON_BALL :
case WEAPON_TYPE_MISSILE :
break ;
default :
Error ( " Invalid weapon type in Laser_render \n " ) ;
}
# endif
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switch ( Weapon_info [ obj - > id ] . render_type ) {
case WEAPON_RENDER_LASER :
Int3 ( ) ; // Not supported anymore!
//Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
break ;
case WEAPON_RENDER_BLOB :
draw_object_blob ( obj , Weapon_info [ obj - > id ] . bitmap ) ;
break ;
case WEAPON_RENDER_POLYMODEL :
break ;
case WEAPON_RENDER_VCLIP :
Int3 ( ) ; // Oops, not supported, type added by mk on 09/09/94, but not for lasers...
default :
Error ( " Invalid weapon render type in Laser_render \n " ) ;
}
}
//---------------------------------------------------------------------------------
// Draws a texture-mapped laser bolt
//void Laser_draw_one( int objnum, grs_bitmap * bmp )
//{
// int t1, t2, t3;
// g3s_point p1, p2;
// object *obj;
// vms_vector start_pos,end_pos;
//
// obj = &Objects[objnum];
//
// start_pos = obj->pos;
// vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
//
// g3_rotate_point(&p1,&start_pos);
// g3_rotate_point(&p2,&end_pos);
//
// t1 = Lighting_on;
// t2 = Interpolation_method;
// t3 = Transparency_on;
//
// Lighting_on = 0;
// //Interpolation_method = 3; // Full perspective
// Interpolation_method = 1; // Linear
// Transparency_on = 1;
//
// //gr_setcolor( gr_getcolor(31,15,0));
// //g3_draw_line_ptrs(p1,p2);
// //g3_draw_rod(p1,0x2000,p2,0x2000);
// //g3_draw_rod(p1,Laser_width,p2,Laser_width);
// g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
// Lighting_on = t1;
// Interpolation_method = t2;
// Transparency_on = t3;
//
//}
// Changed by MK on 09/07/94
// I want you to be able to blow up your own bombs.
// AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
int laser_are_related ( int o1 , int o2 )
{
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if ( ( o1 < 0 ) | | ( o2 < 0 ) )
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return 0 ;
// See if o2 is the parent of o1
if ( Objects [ o1 ] . type = = OBJ_WEAPON )
if ( ( Objects [ o1 ] . ctype . laser_info . parent_num = = o2 ) & & ( Objects [ o1 ] . ctype . laser_info . parent_signature = = Objects [ o2 ] . signature ) )
{
// o1 is a weapon, o2 is the parent of 1, so if o1 is PROXIMITY_BOMB and o2 is player, they are related only if o1 < 2.0 seconds old
if ( ( Objects [ o1 ] . id ! = PROXIMITY_ID ) | | ( Objects [ o1 ] . ctype . laser_info . creation_time + F1_0 * 2 > = GameTime ) ) {
return 1 ;
} else
return 0 ;
}
// See if o1 is the parent of o2
if ( Objects [ o2 ] . type = = OBJ_WEAPON )
if ( ( Objects [ o2 ] . ctype . laser_info . parent_num = = o1 ) & & ( Objects [ o2 ] . ctype . laser_info . parent_signature = = Objects [ o1 ] . signature ) )
return 1 ;
// They must both be weapons
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if ( Objects [ o1 ] . type ! = OBJ_WEAPON | | Objects [ o2 ] . type ! = OBJ_WEAPON )
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return 0 ;
// Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
// See if they're siblings...
if ( Objects [ o1 ] . ctype . laser_info . parent_signature = = Objects [ o2 ] . ctype . laser_info . parent_signature )
{
if ( Objects [ o1 ] . id = = PROXIMITY_ID | | Objects [ o2 ] . id = = PROXIMITY_ID )
return 0 ; //if either is proximity, then can blow up, so say not related
else
return 1 ;
}
return 0 ;
}
//--unused-- int Muzzle_scale=2;
int Laser_offset = 0 ;
void do_muzzle_stuff ( int segnum , vms_vector * pos )
{
Muzzle_data [ Muzzle_queue_index ] . create_time = timer_get_fixed_seconds ( ) ;
Muzzle_data [ Muzzle_queue_index ] . segnum = segnum ;
Muzzle_data [ Muzzle_queue_index ] . pos = * pos ;
Muzzle_queue_index + + ;
if ( Muzzle_queue_index > = MUZZLE_QUEUE_MAX )
Muzzle_queue_index = 0 ;
}
//---------------------------------------------------------------------------------
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// Initializes a laser after Fire is pressed
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// Returns object number.
int Laser_create_new ( vms_vector * direction , vms_vector * position , int segnum , int parent , int weapon_type , int make_sound )
{
int objnum ;
object * obj ;
int rtype = - 1 ;
fix parent_speed , weapon_speed ;
fix volume ;
fix laser_radius = - 1 ;
fix laser_length = 0 ;
Assert ( weapon_type < N_weapon_types ) ;
if ( ( weapon_type < 0 ) | | ( weapon_type > = N_weapon_types ) )
weapon_type = 0 ;
// Don't let homing blobs make muzzle flash.
if ( Objects [ parent ] . type = = OBJ_ROBOT )
do_muzzle_stuff ( segnum , position ) ;
switch ( Weapon_info [ weapon_type ] . render_type ) {
case WEAPON_RENDER_BLOB :
rtype = RT_LASER ; // Render as a laser even if blob (see render code above for explanation)
laser_radius = Weapon_info [ weapon_type ] . blob_size ;
laser_length = 0 ;
break ;
case WEAPON_RENDER_POLYMODEL :
laser_radius = 0 ; // Filled in below.
rtype = RT_POLYOBJ ;
break ;
case WEAPON_RENDER_LASER :
Int3 ( ) ; // Not supported anymore
break ;
case WEAPON_RENDER_NONE :
rtype = RT_NONE ;
laser_radius = F1_0 ;
laser_length = 0 ;
break ;
case WEAPON_RENDER_VCLIP :
rtype = RT_WEAPON_VCLIP ;
laser_radius = Weapon_info [ weapon_type ] . blob_size ;
laser_length = 0 ;
break ;
default :
Error ( " Invalid weapon render type in Laser_create_new \n " ) ;
}
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// Add to object list
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Assert ( laser_radius ! = - 1 ) ;
Assert ( rtype ! = - 1 ) ;
objnum = obj_create ( OBJ_WEAPON , weapon_type , segnum , position , NULL , laser_radius , CT_WEAPON , MT_PHYSICS , rtype ) ;
if ( objnum < 0 ) {
Int3 ( ) ;
return - 1 ;
}
obj = & Objects [ objnum ] ;
if ( Objects [ parent ] . type = = OBJ_PLAYER ) {
if ( weapon_type = = FUSION_ID ) {
int fusion_scale ;
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if ( Game_mode & GM_MULTI )
fusion_scale = 2 ;
else
fusion_scale = 4 ;
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if ( Fusion_charge < = 0 )
obj - > ctype . laser_info . multiplier = F1_0 ;
else if ( Fusion_charge < = F1_0 * fusion_scale )
obj - > ctype . laser_info . multiplier = F1_0 + Fusion_charge / 2 ;
else
obj - > ctype . laser_info . multiplier = F1_0 * fusion_scale ;
// Fusion damage was boosted by mk on 3/27 (for reg 1.1 release), but we only want it to apply to single player games.
if ( Game_mode & GM_MULTI )
obj - > ctype . laser_info . multiplier / = 2 ;
} else if ( ( weapon_type = = LASER_ID ) & & ( Players [ Objects [ parent ] . id ] . flags & PLAYER_FLAGS_QUAD_LASERS ) )
obj - > ctype . laser_info . multiplier = F1_0 * 3 / 4 ;
}
// This is strange: Make children of smart bomb bounce so if they hit a wall right away, they
// won't detonate. The frame interval code will clear this bit after 1/2 second.
if ( ( weapon_type = = PLAYER_SMART_HOMING_ID ) | | ( weapon_type = = ROBOT_SMART_HOMING_ID ) )
obj - > mtype . phys_info . flags | = PF_BOUNCE ;
if ( Weapon_info [ weapon_type ] . render_type = = WEAPON_RENDER_POLYMODEL ) {
obj - > rtype . pobj_info . model_num = Weapon_info [ obj - > id ] . model_num ;
laser_radius = fixdiv ( Polygon_models [ obj - > rtype . pobj_info . model_num ] . rad , Weapon_info [ obj - > id ] . po_len_to_width_ratio ) ;
laser_length = Polygon_models [ obj - > rtype . pobj_info . model_num ] . rad * 2 ;
obj - > size = laser_radius ;
}
obj - > mtype . phys_info . mass = Weapon_info [ weapon_type ] . mass ;
obj - > mtype . phys_info . drag = Weapon_info [ weapon_type ] . drag ;
if ( Weapon_info [ weapon_type ] . bounce )
obj - > mtype . phys_info . flags | = PF_BOUNCE ;
vm_vec_zero ( & obj - > mtype . phys_info . thrust ) ;
if ( weapon_type = = FLARE_ID )
obj - > mtype . phys_info . flags | = PF_STICK ; //this obj sticks to walls
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obj - > shields = Weapon_info [ obj - > id ] . strength [ Difficulty_level ] ;
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// Fill in laser-specific data
obj - > lifeleft = Weapon_info [ obj - > id ] . lifetime ;
obj - > ctype . laser_info . parent_type = Objects [ parent ] . type ;
obj - > ctype . laser_info . parent_signature = Objects [ parent ] . signature ;
obj - > ctype . laser_info . parent_num = parent ;
// Assign parent type to highest level creator. This propagates parent type down from
// the original creator through weapons which create children of their own (ie, smart missile)
if ( Objects [ parent ] . type = = OBJ_WEAPON ) {
int highest_parent = parent ;
while ( Objects [ highest_parent ] . type = = OBJ_WEAPON ) {
highest_parent = Objects [ highest_parent ] . ctype . laser_info . parent_num ;
obj - > ctype . laser_info . parent_num = highest_parent ;
obj - > ctype . laser_info . parent_type = Objects [ highest_parent ] . type ;
obj - > ctype . laser_info . parent_signature = Objects [ highest_parent ] . signature ;
}
}
// Create orientation matrix so we can look from this pov
// Homing missiles also need an orientation matrix so they know if they can make a turn.
if ( ( obj - > render_type = = RT_POLYOBJ ) | | ( Weapon_info [ obj - > id ] . homing_flag ) )
vm_vector_2_matrix ( & obj - > orient , direction , & Objects [ parent ] . orient . uvec , NULL ) ;
if ( ( & Objects [ parent ] ! = Viewer ) & & ( Objects [ parent ] . type ! = OBJ_WEAPON ) ) {
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// Muzzle flash
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if ( Weapon_info [ obj - > id ] . flash_vclip > - 1 )
object_create_muzzle_flash ( obj - > segnum , & obj - > pos , Weapon_info [ obj - > id ] . flash_size , Weapon_info [ obj - > id ] . flash_vclip ) ;
}
// Re-enable, 09/09/94:
volume = F1_0 ;
if ( Weapon_info [ obj - > id ] . flash_sound > - 1 ) {
if ( make_sound ) {
if ( parent = = ( Viewer - Objects ) ) {
if ( weapon_type = = VULCAN_ID ) // Make your own vulcan gun 1/2 as loud.
volume = F1_0 / 2 ;
digi_play_sample ( Weapon_info [ obj - > id ] . flash_sound , volume ) ;
} else {
digi_link_sound_to_pos ( Weapon_info [ obj - > id ] . flash_sound , obj - > segnum , 0 , & obj - > pos , 0 , volume ) ;
}
}
}
// WARNING! NOTE! HEY! DEBUG! ETC! --MK 10/26/94
// This is John's new code to fire the laser from the gun tip so that the back end of the laser bolt is
// at the gun tip. A problem that needs to be fixed is that the laser bolt might be in another segment.
// Use find_vector_interesection to detect the segment.
// Move 1 frame, so that the end-tip of the laser is touching the gun barrel.
// This also jitters the laser a bit so that it doesn't alias.
// Don't do for weapons created by weapons.
if ( ( Objects [ parent ] . type ! = OBJ_WEAPON ) & & ( Weapon_info [ weapon_type ] . render_type ! = WEAPON_RENDER_NONE ) & & ( weapon_type ! = FLARE_ID ) ) {
// if ((Objects[parent].type != OBJ_WEAPON) && (weapon_type != FLARE_ID) ) {
vms_vector end_pos ;
int end_segnum ;
vm_vec_scale_add ( & end_pos , & obj - > pos , direction , Laser_offset + ( laser_length / 2 ) ) ;
end_segnum = find_point_seg ( & end_pos , obj - > segnum ) ;
if ( end_segnum ! = obj - > segnum ) {
if ( end_segnum ! = - 1 ) {
obj - > pos = end_pos ;
obj_relink ( obj - Objects , end_segnum ) ;
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}
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} else
obj - > pos = end_pos ;
}
// Here's where to fix the problem with objects which are moving backwards imparting higher velocity to their weaponfire.
// Find out if moving backwards.
if ( weapon_type = = PROXIMITY_ID ) {
parent_speed = vm_vec_mag_quick ( & Objects [ parent ] . mtype . phys_info . velocity ) ;
if ( vm_vec_dot ( & Objects [ parent ] . mtype . phys_info . velocity , & Objects [ parent ] . orient . fvec ) < 0 )
parent_speed = - parent_speed ;
// if(parent_speed>(F1_0*60))
// parent_speed=F1_0*1600;
/* { char *murp;
sprintf ( murp , " %i.%i " , parent_speed > > 16 , ( parent_speed < < 16 ) > > 16 ) ;
nm_messagebox ( NULL , 1 , " OK " , murp ) ;
} */
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} else
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parent_speed = 0 ;
weapon_speed = Weapon_info [ obj - > id ] . speed [ Difficulty_level ] ;
// Ugly hack (too bad we're on a deadline), for homing missiles dropped by smart bomb, start them out slower.
if ( ( obj - > id = = PLAYER_SMART_HOMING_ID ) | | ( obj - > id = = ROBOT_SMART_HOMING_ID ) )
weapon_speed / = 4 ;
if ( Weapon_info [ obj - > id ] . thrust ! = 0 )
weapon_speed / = 2 ;
vm_vec_copy_scale ( & obj - > mtype . phys_info . velocity , direction , weapon_speed + parent_speed ) ;
////Debug 101594
//if ((vm_vec_mag(&obj->mtype.phys_info.velocity) == 0) && (obj->id != PROXIMITY_ID))
// Int3(); // Curious. This weapon starts with a velocity of 0 and it's not a proximity bomb.
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// Set thrust
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if ( Weapon_info [ weapon_type ] . thrust ! = 0 ) {
obj - > mtype . phys_info . thrust = obj - > mtype . phys_info . velocity ;
vm_vec_scale ( & obj - > mtype . phys_info . thrust , fixdiv ( Weapon_info [ obj - > id ] . thrust , weapon_speed + parent_speed ) ) ;
}
// THIS CODE MAY NOT BE NEEDED... it was used to move the lasers out of the gun, since the
// laser pos is acutally the head of the laser, and we want the tail to be at the starting
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// point, not the head.
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// object_move_one( obj );
// This next, apparently redundant line, appears necessary due to a hack in render.c
// obj->lifeleft = Weapon_info[obj->id].lifetime;
if ( ( obj - > type = = OBJ_WEAPON ) & & ( obj - > id = = FLARE_ID ) )
obj - > lifeleft + = ( d_rand ( ) - 16384 ) < < 2 ; // add in -2..2 seconds
return objnum ;
}
// -----------------------------------------------------------------------------------------------------------
// Calls Laser_create_new, but takes care of the segment and point computation for you.
int Laser_create_new_easy ( vms_vector * direction , vms_vector * position , int parent , int weapon_type , int make_sound )
{
fvi_query fq ;
fvi_info hit_data ;
object * pobjp = & Objects [ parent ] ;
int fate ;
// Find segment containing laser fire position. If the robot is straddling a segment, the position from
// which it fires may be in a different segment, which is bad news for find_vector_intersection. So, cast
// a ray from the object center (whose segment we know) to the laser position. Then, in the call to Laser_create_new
// use the data returned from this call to find_vector_intersection.
// Note that while find_vector_intersection is pretty slow, it is not terribly slow if the destination point is
// in the same segment as the source point.
fq . p0 = & pobjp - > pos ;
fq . startseg = pobjp - > segnum ;
fq . p1 = position ;
fq . rad = 0 ;
fq . thisobjnum = pobjp - Objects ;
fq . ignore_obj_list = NULL ;
fq . flags = FQ_TRANSWALL | FQ_CHECK_OBJS ; //what about trans walls???
fate = find_vector_intersection ( & fq , & hit_data ) ;
if ( fate ! = HIT_NONE | | hit_data . hit_seg = = - 1 ) {
return - 1 ;
}
return Laser_create_new ( direction , & hit_data . hit_pnt , hit_data . hit_seg , parent , weapon_type , make_sound ) ;
}
int Muzzle_queue_index = 0 ;
muzzle_info Muzzle_data [ MUZZLE_QUEUE_MAX ] ;
// -----------------------------------------------------------------------------------------------------------
// Determine if two objects are on a line of sight. If so, return true, else return false.
// Calls fvi.
int object_to_object_visibility ( object * obj1 , object * obj2 , int trans_type )
{
fvi_query fq ;
fvi_info hit_data ;
int fate ;
fq . p0 = & obj1 - > pos ;
fq . startseg = obj1 - > segnum ;
fq . p1 = & obj2 - > pos ;
fq . rad = 0x10 ;
fq . thisobjnum = obj1 - Objects ;
fq . ignore_obj_list = NULL ;
fq . flags = trans_type ;
fate = find_vector_intersection ( & fq , & hit_data ) ;
if ( fate = = HIT_WALL )
return 0 ;
else if ( fate = = HIT_NONE )
return 1 ;
else
Int3 ( ) ; // Contact Mike: Oops, what happened? What is fate?
// 2 = hit object (impossible), 3 = bad starting point (bad)
return 0 ;
}
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fix Min_trackable_dot = 3 * ( F1_0 - MIN_TRACKABLE_DOT ) / 4 + MIN_TRACKABLE_DOT ; //MIN_TRACKABLE_DOT;
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// -----------------------------------------------------------------------------------------------------------
// Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
// In order for the object to be trackable, it must be within a reasonable turning radius for the missile
// and it must not be obstructed by a wall.
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int object_is_trackable ( int track_goal , object * tracker , fix * dot )
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{
vms_vector vector_to_goal ;
object * objp ;
if ( track_goal = = - 1 )
return 0 ;
if ( Game_mode & GM_MULTI_COOP )
return 0 ;
objp = & Objects [ track_goal ] ;
// Don't track player if he's cloaked.
if ( ( track_goal = = Players [ Player_num ] . objnum ) & & ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) )
return 0 ;
// Can't track AI object if he's cloaked.
if ( objp - > type = = OBJ_ROBOT )
if ( objp - > ctype . ai_info . CLOAKED )
return 0 ;
vm_vec_sub ( & vector_to_goal , & objp - > pos , & tracker - > pos ) ;
vm_vec_normalize_quick ( & vector_to_goal ) ;
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* dot = vm_vec_dot ( & vector_to_goal , & tracker - > orient . fvec ) ;
if ( ( * dot < Min_trackable_dot ) & & ( * dot > F1_0 * 9 / 10 ) ) {
vm_vec_normalize ( & vector_to_goal ) ;
* dot = vm_vec_dot ( & vector_to_goal , & tracker - > orient . fvec ) ;
}
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if ( * dot > = Min_trackable_dot ) {
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int rval ;
// dot is in legal range, now see if object is visible
rval = object_to_object_visibility ( tracker , objp , FQ_TRANSWALL ) ;
return rval ;
} else {
return 0 ;
}
}
// --------------------------------------------------------------------------------------------
// Find object to home in on.
// Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
int find_homing_object ( vms_vector * curpos , object * tracker )
{
int i ;
fix max_dot = - F1_0 * 2 ;
int best_objnum = - 1 ;
if ( ! Weapon_info [ tracker - > id ] . homing_flag ) {
Int3 ( ) ; // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
return 0 ; // Track the damn stupid player for causing this problem!
}
// Find an object to track based on game mode (eg, whether in network play) and who fired it.
if ( Game_mode & GM_MULTI ) {
// In network mode.
if ( tracker - > ctype . laser_info . parent_type = = OBJ_PLAYER ) {
// It's fired by a player, so if robots present, track robot, else track player.
if ( Game_mode & GM_MULTI_COOP )
return find_homing_object_complete ( curpos , tracker , OBJ_ROBOT , - 1 ) ;
else
return find_homing_object_complete ( curpos , tracker , OBJ_PLAYER , OBJ_ROBOT ) ;
} else {
Assert ( tracker - > ctype . laser_info . parent_type = = OBJ_ROBOT ) ;
return find_homing_object_complete ( curpos , tracker , OBJ_PLAYER , - 1 ) ;
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}
}
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else {
// Not in network mode. If not fired by player, then track player.
if ( tracker - > ctype . laser_info . parent_num ! = Players [ Player_num ] . objnum ) {
if ( ! ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) )
best_objnum = ConsoleObject - Objects ;
} else {
// Not in network mode and fired by player.
for ( i = Num_rendered_objects - 1 ; i > = 0 ; i - - ) {
fix dot ; //, dist;
vms_vector vec_to_curobj ;
int objnum = Ordered_rendered_object_list [ i ] ;
object * curobjp = & Objects [ objnum ] ;
if ( objnum = = Players [ Player_num ] . objnum )
continue ;
// Can't track AI object if he's cloaked.
if ( curobjp - > type = = OBJ_ROBOT )
if ( curobjp - > ctype . ai_info . CLOAKED )
continue ;
vm_vec_sub ( & vec_to_curobj , & curobjp - > pos , curpos ) ;
vm_vec_normalize_quick ( & vec_to_curobj ) ;
dot = vm_vec_dot ( & vec_to_curobj , & tracker - > orient . fvec ) ;
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
// to determine if an object is initially trackable. find_homing_object is called on subsequent
// frames to determine if the object remains trackable.
if ( dot > MIN_TRACKABLE_DOT ) {
if ( dot > max_dot ) {
if ( object_to_object_visibility ( tracker , & Objects [ objnum ] , FQ_TRANSWALL ) ) {
max_dot = dot ;
best_objnum = objnum ;
}
}
}
}
}
}
return best_objnum ;
}
// --------------------------------------------------------------------------------------------
// Find object to home in on.
// Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
// Can track two kinds of objects. If you are only interested in one type, set track_obj_type2 to NULL
int find_homing_object_complete ( vms_vector * curpos , object * tracker , int track_obj_type1 , int track_obj_type2 )
{
int objnum ;
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fix max_dot = - F1_0 * 2 ;
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int best_objnum = - 1 ;
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fix max_trackable_dist = MAX_TRACKABLE_DIST ;
fix min_trackable_dot = MIN_TRACKABLE_DOT ;
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if ( ! Weapon_info [ tracker - > id ] . homing_flag ) {
Int3 ( ) ; // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
return 0 ; // Track the damn stupid player for causing this problem!
}
for ( objnum = 0 ; objnum < = Highest_object_index ; objnum + + ) {
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int is_proximity = 0 ;
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fix dot , dist ;
vms_vector vec_to_curobj ;
object * curobjp = & Objects [ objnum ] ;
if ( ( curobjp - > type ! = track_obj_type1 ) & & ( curobjp - > type ! = track_obj_type2 ) )
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{
if ( ( curobjp - > type = = OBJ_WEAPON ) & & ( curobjp - > id = = PROXIMITY_ID ) ) {
if ( curobjp - > ctype . laser_info . parent_signature ! = tracker - > ctype . laser_info . parent_signature )
is_proximity = 1 ;
else
continue ;
} else
continue ;
}
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if ( objnum = = tracker - > ctype . laser_info . parent_num ) // Don't track shooter
continue ;
// Don't track cloaked players.
if ( curobjp - > type = = OBJ_PLAYER )
{
if ( Players [ curobjp - > id ] . flags & PLAYER_FLAGS_CLOAKED )
continue ;
// Don't track teammates in team games
# ifdef NETWORK
if ( ( Game_mode & GM_TEAM ) & & ( Objects [ tracker - > ctype . laser_info . parent_num ] . type = = OBJ_PLAYER ) & & ( get_team ( curobjp - > id ) = = get_team ( Objects [ tracker - > ctype . laser_info . parent_num ] . id ) ) )
continue ;
# endif
}
// Can't track AI object if he's cloaked.
if ( curobjp - > type = = OBJ_ROBOT )
if ( curobjp - > ctype . ai_info . CLOAKED )
continue ;
vm_vec_sub ( & vec_to_curobj , & curobjp - > pos , curpos ) ;
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dist = vm_vec_mag ( & vec_to_curobj ) ;
if ( dist < max_trackable_dist ) {
vm_vec_normalize ( & vec_to_curobj ) ;
dot = vm_vec_dot ( & vec_to_curobj , & tracker - > orient . fvec ) ;
if ( is_proximity )
dot = ( ( dot < < 3 ) + dot ) > > 3 ; // I suspect Watcom would be too stupid to figure out the obvious...
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
// to determine if an object is initially trackable. find_homing_object is called on subsequent
// frames to determine if the object remains trackable.
if ( dot > min_trackable_dot ) {
if ( dot > max_dot ) {
if ( object_to_object_visibility ( tracker , & Objects [ objnum ] , FQ_TRANSWALL ) ) {
max_dot = dot ;
best_objnum = objnum ;
}
}
}
}
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}
return best_objnum ;
}
// ------------------------------------------------------------------------------------------------------------
// See if legal to keep tracking currently tracked object. If not, see if another object is trackable. If not, return -1,
// else return object number of tracking object.
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int track_track_goal ( int track_goal , object * tracker , fix * dot )
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{
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# ifdef NEWHOMER
if ( object_is_trackable ( track_goal , tracker , dot ) & & ( tracker - Objects ) ) {
return track_goal ;
} else if ( tracker - Objects )
# else
// Every 8 frames for each object, scan all objects.
if ( object_is_trackable ( track_goal , tracker , dot ) & & ( ( ( ( tracker - Objects ) ^ FrameCount ) % 8 ) ! = 0 ) ) {
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return track_goal ;
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} else if ( ( ( ( tracker - Objects ) ^ FrameCount ) % 4 ) = = 0 )
# endif
{
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int rval = - 2 ;
// If player fired missile, then search for an object, if not, then give up.
if ( Objects [ tracker - > ctype . laser_info . parent_num ] . type = = OBJ_PLAYER ) {
int goal_type ;
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if ( track_goal = = - 1 )
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{
if ( Game_mode & GM_MULTI )
{
if ( Game_mode & GM_MULTI_COOP )
rval = find_homing_object_complete ( & tracker - > pos , tracker , OBJ_ROBOT , - 1 ) ;
else if ( Game_mode & GM_MULTI_ROBOTS ) // Not cooperative, if robots, track either robot or player
rval = find_homing_object_complete ( & tracker - > pos , tracker , OBJ_PLAYER , OBJ_ROBOT ) ;
else // Not cooperative and no robots, track only a player
rval = find_homing_object_complete ( & tracker - > pos , tracker , OBJ_PLAYER , - 1 ) ;
}
else
rval = find_homing_object_complete ( & tracker - > pos , tracker , OBJ_PLAYER , OBJ_ROBOT ) ;
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}
else
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{
goal_type = Objects [ tracker - > ctype . laser_info . track_goal ] . type ;
if ( ( goal_type = = OBJ_PLAYER ) | | ( goal_type = = OBJ_ROBOT ) )
rval = find_homing_object_complete ( & tracker - > pos , tracker , goal_type , - 1 ) ;
else
rval = - 1 ;
}
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}
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else {
int goal_type ;
if ( track_goal = = - 1 )
rval = find_homing_object_complete ( & tracker - > pos , tracker , OBJ_PLAYER , - 1 ) ;
else {
goal_type = Objects [ tracker - > ctype . laser_info . track_goal ] . type ;
rval = find_homing_object_complete ( & tracker - > pos , tracker , goal_type , - 1 ) ;
}
}
Assert ( rval ! = - 2 ) ; // This means it never got set which is bad! Contact Mike.
return rval ;
}
return - 1 ;
}
//-------------- Initializes a laser after Fire is pressed -----------------
void Laser_player_fire_spread_delay ( object * obj , int laser_type , int gun_num , fix spreadr , fix spreadu , fix delay_time , int make_sound , int harmless )
{
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int LaserSeg , Fate ;
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vms_vector LaserPos , LaserDir ;
fvi_query fq ;
fvi_info hit_data ;
vms_vector gun_point , * pnt ;
vms_matrix m ;
int objnum ;
// Find the initial position of the laser
pnt = & Player_ship - > gun_points [ gun_num ] ;
vm_copy_transpose_matrix ( & m , & obj - > orient ) ;
vm_vec_rotate ( & gun_point , pnt , & m ) ;
vm_vec_add ( & LaserPos , & obj - > pos , & gun_point ) ;
// If supposed to fire at a delayed time (delay_time), then move this point backwards.
if ( delay_time )
vm_vec_scale_add2 ( & LaserPos , & obj - > orient . fvec , - fixmul ( delay_time , Weapon_info [ laser_type ] . speed [ Difficulty_level ] ) ) ;
// do_muzzle_stuff(obj, &Pos);
//--------------- Find LaserPos and LaserSeg ------------------
fq . p0 = & obj - > pos ;
fq . startseg = obj - > segnum ;
fq . p1 = & LaserPos ;
fq . rad = 0x10 ;
fq . thisobjnum = obj - Objects ;
fq . ignore_obj_list = NULL ;
fq . flags = FQ_CHECK_OBJS ;
Fate = find_vector_intersection ( & fq , & hit_data ) ;
LaserSeg = hit_data . hit_seg ;
if ( LaserSeg = = - 1 ) //some sort of annoying error
return ;
//SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
if ( vm_vec_dist_quick ( & LaserPos , & obj - > pos ) > 0x50000 )
return ;
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if ( Fate = = HIT_WALL ) {
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return ;
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}
if ( Fate = = HIT_OBJECT ) {
// if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
// Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
// if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
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// return;
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//as of 12/6/94, we don't care if the laser is stuck in an object. We
//just fire away normally
}
// Now, make laser spread out.
LaserDir = obj - > orient . fvec ;
if ( ( spreadr ! = 0 ) | | ( spreadu ! = 0 ) ) {
vm_vec_scale_add2 ( & LaserDir , & obj - > orient . rvec , spreadr ) ;
vm_vec_scale_add2 ( & LaserDir , & obj - > orient . uvec , spreadu ) ;
}
objnum = Laser_create_new ( & LaserDir , & LaserPos , LaserSeg , obj - Objects , laser_type , make_sound ) ;
if ( objnum = = - 1 )
return ;
// If this weapon is supposed to be silent, set that bit!
if ( ! make_sound )
Objects [ objnum ] . flags | = OF_SILENT ;
// If this weapon is supposed to be harmless, set that bit!
if ( harmless )
Objects [ objnum ] . flags | = OF_HARMLESS ;
// If the object firing the laser is the player, then indicate the laser object so robots can dodge.
if ( obj = = ConsoleObject )
Player_fired_laser_this_frame = objnum ;
if ( Weapon_info [ laser_type ] . homing_flag ) {
if ( obj = = ConsoleObject )
{
Objects [ objnum ] . ctype . laser_info . track_goal = find_homing_object ( & LaserPos , & Objects [ objnum ] ) ;
# ifdef NETWORK
Network_laser_track = Objects [ objnum ] . ctype . laser_info . track_goal ;
# endif
}
# ifdef NETWORK
else // Some other player shot the homing thing
{
Assert ( Game_mode & GM_MULTI ) ;
Objects [ objnum ] . ctype . laser_info . track_goal = Network_laser_track ;
}
# endif
}
}
// -----------------------------------------------------------------------------------------------------------
void Laser_player_fire_spread ( object * obj , int laser_type , int gun_num , fix spreadr , fix spreadu , int make_sound , int harmless )
{
Laser_player_fire_spread_delay ( obj , laser_type , gun_num , spreadr , spreadu , 0 , make_sound , harmless ) ;
}
// -----------------------------------------------------------------------------------------------------------
void Laser_player_fire ( object * obj , int laser_type , int gun_num , int make_sound , int harmless )
{
Laser_player_fire_spread ( obj , laser_type , gun_num , 0 , 0 , make_sound , harmless ) ;
}
// -----------------------------------------------------------------------------------------------------------
void Flare_create ( object * obj )
{
fix energy_usage ;
energy_usage = Weapon_info [ FLARE_ID ] . energy_usage ;
if ( Difficulty_level < 2 )
energy_usage = fixmul ( energy_usage , i2f ( Difficulty_level + 2 ) / 4 ) ;
if ( Players [ Player_num ] . energy > 0 ) {
Players [ Player_num ] . energy - = energy_usage ;
if ( Players [ Player_num ] . energy < = 0 ) {
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Players [ Player_num ] . energy = 0 ;
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auto_select_weapon ( 0 ) ;
}
Laser_player_fire ( obj , FLARE_ID , 6 , 1 , 0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
Network_laser_fired = 1 ;
Network_laser_gun = FLARE_ID + MISSILE_ADJUST ;
Network_laser_flags = 0 ;
Network_laser_level = 0 ;
}
# endif
}
}
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# define HOMING_MISSILE_SCALE 8
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//-------------------------------------------------------------------------------------------
// Set object *objp's orientation to (or towards if I'm ambitious) its velocity.
void homing_missile_turn_towards_velocity ( object * objp , vms_vector * norm_vel )
{
vms_vector new_fvec ;
new_fvec = * norm_vel ;
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vm_vec_scale ( & new_fvec , FrameTime * HOMING_MISSILE_SCALE ) ;
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vm_vec_add2 ( & new_fvec , & objp - > orient . fvec ) ;
vm_vec_normalize_quick ( & new_fvec ) ;
// if ((norm_vel->x == 0) && (norm_vel->y == 0) && (norm_vel->z == 0))
// return;
vm_vector_2_matrix ( & objp - > orient , & new_fvec , NULL , NULL ) ;
}
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// *a hack, because weapons must have physics; at least missiles must
// *that this subroutine would be easy in use, here is used turn radius, and not something else
// *give here normalized vectors; returns normalized vector too
void Laser_TurnSpeedLimit ( vms_vector * vec_forward , vms_vector * vec_to_target , fix speed , fix turn_radius )
{
fixang allowed_angle ;
fixang angle_delta ;
fix temp ;
fix circle_length ;
vms_matrix view_mat ;
vms_matrix rot_mat ;
// get allowed angle
circle_length = ( fix ) ( turn_radius * 2 * 3.14159 ) ;
// get gone distance
temp = fixmul ( speed , FrameTime ) ;
// look, which angle such distance will be on the circle
temp = fixdiv ( temp , circle_length ) ;
// however it will be, but not too much, for this one frame
allowed_angle = temp < = 0x1000 ? temp : 0x1000 ; // 0x1000: not more that 90 / 4 degrees
angle_delta = vm_vec_delta_ang_norm ( vec_forward , vec_to_target , NULL ) ;
if ( angle_delta & & angle_delta > allowed_angle )
{
vms_angvec tangles ;
vms_matrix new_orient ;
// imagine view matrix (which will not have anything common with real view matrix of weapon)
// matrix must be such, that we would rotate (home) at right side
view_mat . fvec = * vec_forward ;
vm_vec_crossprod ( & view_mat . uvec , vec_forward , vec_to_target ) ;
vm_vec_normalize ( & view_mat . uvec ) ;
vm_vec_crossprod ( & view_mat . rvec , & view_mat . uvec , vec_forward ) ;
vm_vec_normalize ( & view_mat . rvec ) ;
tangles . p = 0 ;
// turn to the right, as we were arranged above
tangles . h = allowed_angle ;
tangles . b = 0 ;
// copied from 'do_physics_sim_rot ()'
vm_angles_2_matrix ( & rot_mat , & tangles ) ;
vm_matrix_x_matrix ( & new_orient , & view_mat , & rot_mat ) ;
* vec_forward = new_orient . fvec ;
}
else
// time was enough to finish homing turn till the end
* vec_forward = * vec_to_target ;
}
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# ifdef NEWHOMER
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/*
* In the original game homers turned sharper in higher FPS - values . We do not want that so we need to scale vector_to_object to FrameTime .
* For each difficulty setting we have a base value the homers will align to . This we express in a FPS value representing the homers turn radius of the original game ( i . e . " The homer will turn like on XXFPS " ) .
* NOTE : Old homers only get valid track_goal every 8 frames . This does not apply anymore so these values are divided by 4 to compensate this .
*/
fix homing_turn_base [ NDL ] = { 5 , 6 , 9 , 10 , 11 } ;
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# endif
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//-------------------------------------------------------------------------------------------
//sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
void Laser_do_weapon_sequence ( object * obj )
{
Assert ( obj - > control_type = = CT_WEAPON ) ;
if ( obj - > lifeleft < 0 ) { // We died of old age
obj - > flags | = OF_SHOULD_BE_DEAD ;
if ( Weapon_info [ obj - > id ] . damage_radius )
explode_badass_weapon ( obj ) ;
return ;
}
//delete weapons that are not moving
if ( ! ( ( FrameCount ^ obj - > signature ) & 3 ) & &
( obj - > id ! = FLARE_ID ) & &
( Weapon_info [ obj - > id ] . speed [ Difficulty_level ] > 0 ) & &
( vm_vec_mag_quick ( & obj - > mtype . phys_info . velocity ) < F2_0 ) ) {
obj_delete ( obj - Objects ) ;
return ;
}
if ( obj - > id = = FUSION_ID ) { //always set fusion weapon to max vel
vm_vec_normalize_quick ( & obj - > mtype . phys_info . velocity ) ;
vm_vec_scale ( & obj - > mtype . phys_info . velocity , Weapon_info [ obj - > id ] . speed [ Difficulty_level ] ) ;
}
// For homing missiles, turn towards target.
if ( Weapon_info [ obj - > id ] . homing_flag ) {
vms_vector vector_to_object , temp_vec ;
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fix dot = F1_0 ;
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fix speed , max_speed ;
// For first 1/2 second of life, missile flies straight.
if ( obj - > ctype . laser_info . creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime ) {
int track_goal = obj - > ctype . laser_info . track_goal ;
// If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
if ( ( obj - > id = = ROBOT_SMART_HOMING_ID ) | | ( obj - > id = = PLAYER_SMART_HOMING_ID ) ) {
obj - > mtype . phys_info . flags & = ~ PF_BOUNCE ;
}
// Make sure the object we are tracking is still trackable.
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track_goal = track_track_goal ( track_goal , obj , & dot ) ;
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if ( track_goal = = Players [ Player_num ] . objnum ) {
fix dist_to_player ;
dist_to_player = vm_vec_dist_quick ( & obj - > pos , & Objects [ track_goal ] . pos ) ;
if ( ( dist_to_player < Players [ Player_num ] . homing_object_dist ) | | ( Players [ Player_num ] . homing_object_dist < 0 ) )
Players [ Player_num ] . homing_object_dist = dist_to_player ;
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}
if ( track_goal ! = - 1 ) {
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# ifdef NEWHOMER
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vm_vec_sub ( & vector_to_object , & Objects [ track_goal ] . pos , & obj - > pos ) ;
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vm_vec_normalize_quick ( & vector_to_object ) ;
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temp_vec = obj - > mtype . phys_info . velocity ;
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speed = vm_vec_normalize ( & temp_vec ) ;
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max_speed = Weapon_info [ obj - > id ] . speed [ Difficulty_level ] ;
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if ( speed + F1_0 < max_speed ) {
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speed + = fixmul ( max_speed , FrameTime / 2 ) ;
if ( speed > max_speed )
speed = max_speed ;
}
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// Scale vector to object to current FrameTime.
vm_vec_scale ( & vector_to_object , F1_0 / ( ( float ) ( F1_0 / homing_turn_base [ Difficulty_level ] ) / FrameTime ) ) ;
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vm_vec_add2 ( & temp_vec , & vector_to_object ) ;
// The boss' smart children track better...
if ( Weapon_info [ obj - > id ] . render_type ! = WEAPON_RENDER_POLYMODEL )
vm_vec_add2 ( & temp_vec , & vector_to_object ) ;
vm_vec_normalize ( & temp_vec ) ;
vm_vec_scale ( & temp_vec , speed ) ;
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obj - > mtype . phys_info . velocity = temp_vec ;
// Subtract off life proportional to amount turned.
// For hardest turn, it will lose 2 seconds per second.
{
fix lifelost , absdot ;
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absdot = abs ( F1_0 - dot ) ;
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lifelost = fixmul ( absdot * 32 , FrameTime ) ;
obj - > lifeleft - = lifelost ;
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}
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// Only polygon objects have visible orientation, so only they should turn.
if ( Weapon_info [ obj - > id ] . render_type = = WEAPON_RENDER_POLYMODEL )
homing_missile_turn_towards_velocity ( obj , & temp_vec ) ; // temp_vec is normalized velocity.
# else // OLD - ORIGINAL - MISSILE TRACKING CODE
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vm_vec_sub ( & vector_to_object , & Objects [ track_goal ] . pos , & obj - > pos ) ;
vm_vec_normalize_quick ( & vector_to_object ) ;
temp_vec = obj - > mtype . phys_info . velocity ;
speed = vm_vec_normalize_quick ( & temp_vec ) ;
max_speed = Weapon_info [ obj - > id ] . speed [ Difficulty_level ] ;
if ( speed + F1_0 < max_speed ) {
speed + = fixmul ( max_speed , FrameTime / 2 ) ;
if ( speed > max_speed )
speed = max_speed ;
}
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dot = vm_vec_dot ( & temp_vec , & vector_to_object ) ;
vm_vec_add2 ( & temp_vec , & vector_to_object ) ;
// The boss' smart children track better...
if ( Weapon_info [ obj - > id ] . render_type ! = WEAPON_RENDER_POLYMODEL )
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vm_vec_add2 ( & temp_vec , & vector_to_object ) ;
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vm_vec_normalize_quick ( & temp_vec ) ;
vm_vec_scale ( & temp_vec , speed ) ;
obj - > mtype . phys_info . velocity = temp_vec ;
// Subtract off life proportional to amount turned.
// For hardest turn, it will lose 2 seconds per second.
{
fix lifelost , absdot ;
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absdot = abs ( F1_0 - dot ) ;
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if ( absdot > F1_0 / 8 ) {
if ( absdot > F1_0 / 4 )
absdot = F1_0 / 4 ;
lifelost = fixmul ( absdot * 16 , FrameTime ) ;
obj - > lifeleft - = lifelost ;
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}
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//added 8/14/98 by Victor Rachels to make homers lose life while going straight, too
obj - > lifeleft - = fixmul ( F1_0 , FrameTime ) ;
//end addition - Victor Rachels
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}
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// Only polygon objects have visible orientation, so only they should turn.
if ( Weapon_info [ obj - > id ] . render_type = = WEAPON_RENDER_POLYMODEL )
homing_missile_turn_towards_velocity ( obj , & temp_vec ) ; // temp_vec is normalized velocity.
# endif
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}
}
}
// Make sure weapon is not moving faster than allowed speed.
if ( Weapon_info [ obj - > id ] . thrust ! = 0 ) {
fix weapon_speed ;
weapon_speed = vm_vec_mag_quick ( & obj - > mtype . phys_info . velocity ) ;
if ( weapon_speed > Weapon_info [ obj - > id ] . speed [ Difficulty_level ] ) {
fix scale_factor ;
scale_factor = fixdiv ( Weapon_info [ obj - > id ] . speed [ Difficulty_level ] , weapon_speed ) ;
vm_vec_scale ( & obj - > mtype . phys_info . velocity , scale_factor ) ;
}
}
}
int Spreadfire_toggle = 0 ;
fix Last_laser_fired_time = 0 ;
extern int Player_fired_laser_this_frame ;
// --------------------------------------------------------------------------------------------------
// Assumption: This is only called by the actual console player, not for
// network players
int do_laser_firing_player ( void )
{
player * plp = & Players [ Player_num ] ;
fix energy_used ;
int ammo_used ;
int weapon_index ;
int rval = 0 ;
int nfires = 1 ;
// fix addval;
if ( Player_is_dead )
return 0 ;
weapon_index = Primary_weapon_to_weapon_info [ Primary_weapon ] ;
energy_used = Weapon_info [ weapon_index ] . energy_usage ;
if ( Difficulty_level < 2 )
energy_used = fixmul ( energy_used , i2f ( Difficulty_level + 2 ) / 4 ) ;
ammo_used = Weapon_info [ weapon_index ] . ammo_usage ;
// addval = 2*FrameTime;
// if (addval > F1_0)
// addval = F1_0;
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if ( ( Last_laser_fired_time + 2 * FrameTime < GameTime ) | | ( GameTime < Last_laser_fired_time ) )
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Next_laser_fire_time = GameTime ;
while ( Next_laser_fire_time < = GameTime ) {
if ( ( plp - > energy > = energy_used ) | | ( ( Primary_weapon = = VULCAN_INDEX ) & & ( plp - > primary_ammo [ Primary_weapon ] > = ammo_used ) ) ) {
int laser_level , flags ;
//added/moved on 8/16/98 by Victor Rachels (also from Arne de Bruijn) to fix EBlB
Last_laser_fired_time = GameTime ;
//end move - Victor Rachels
if ( Laser_rapid_fire ! = 0xBADA55 )
Next_laser_fire_time + = Weapon_info [ weapon_index ] . fire_wait ;
else
Next_laser_fire_time + = F1_0 / 25 ;
laser_level = Players [ Player_num ] . laser_level ;
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flags = 0 ;
if ( Primary_weapon = = SPREADFIRE_INDEX ) {
if ( Spreadfire_toggle )
flags | = LASER_SPREADFIRE_TOGGLED ;
Spreadfire_toggle = ! Spreadfire_toggle ;
}
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_QUAD_LASERS )
flags | = LASER_QUAD ;
rval + = do_laser_firing ( Players [ Player_num ] . objnum , Primary_weapon , laser_level , flags , nfires ) ;
plp - > energy - = ( energy_used * rval ) / Weapon_info [ weapon_index ] . fire_count ;
if ( plp - > energy < 0 )
plp - > energy = 0 ;
if ( ammo_used > plp - > primary_ammo [ Primary_weapon ] )
plp - > primary_ammo [ Primary_weapon ] = 0 ;
else
plp - > primary_ammo [ Primary_weapon ] - = ammo_used ;
auto_select_weapon ( 0 ) ; // Make sure the player can fire from this weapon.
} else
break ; // Couldn't fire weapon, so abort.
}
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Global_laser_firing_count = 0 ;
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return rval ;
}
// --------------------------------------------------------------------------------------------------
// Object "objnum" fires weapon "weapon_num" of level "level". (Right now (9/24/94) level is used only for type 0 laser.
// Flags are the player flags. For network mode, set to 0.
// It is assumed that this is a player object (as in multiplayer), and therefore the gun positions are known.
// Returns number of times a weapon was fired. This is typically 1, but might be more for low frame rates.
// More than one shot is fired with a pseudo-delay so that players on slow machines can fire (for themselves
// or other players) often enough for things like the vulcan cannon.
int do_laser_firing ( int objnum , int weapon_num , int level , int flags , int nfires )
{
object * objp = & Objects [ objnum ] ;
switch ( weapon_num ) {
case LASER_INDEX : {
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// The Laser_offset is used to "jitter" the laser fire so that lasers don't always appear
// right in front of your face. I put it here instead of laser_create_new because I want
// both of the dual laser beams to be fired from the same distance.
Laser_offset = ( ( F1_0 * 2 ) * ( d_rand ( ) % 8 ) ) / 8 ;
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Laser_player_fire ( objp , level , 0 , 1 , 0 ) ;
Laser_player_fire ( objp , level , 1 , 0 , 0 ) ;
if ( flags & LASER_QUAD ) {
// hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
Laser_player_fire ( objp , level , 2 , 0 , 0 ) ;
Laser_player_fire ( objp , level , 3 , 0 , 0 ) ;
}
break ;
}
case VULCAN_INDEX : {
// Only make sound for 1/4 of vulcan bullets.
int make_sound = 1 ;
//if (d_rand() > 24576)
// make_sound = 1;
Laser_player_fire_spread ( objp , VULCAN_ID , 6 , d_rand ( ) / 8 - 32767 / 16 , d_rand ( ) / 8 - 32767 / 16 , make_sound , 0 ) ;
if ( nfires > 1 ) {
Laser_player_fire_spread ( objp , VULCAN_ID , 6 , d_rand ( ) / 8 - 32767 / 16 , d_rand ( ) / 8 - 32767 / 16 , 0 , 0 ) ;
if ( nfires > 2 ) {
Laser_player_fire_spread ( objp , VULCAN_ID , 6 , d_rand ( ) / 8 - 32767 / 16 , d_rand ( ) / 8 - 32767 / 16 , 0 , 0 ) ;
}
}
break ;
}
case SPREADFIRE_INDEX :
if ( flags & LASER_SPREADFIRE_TOGGLED ) {
Laser_player_fire_spread ( objp , SPREADFIRE_ID , 6 , F1_0 / 16 , 0 , 0 , 0 ) ;
Laser_player_fire_spread ( objp , SPREADFIRE_ID , 6 , - F1_0 / 16 , 0 , 0 , 0 ) ;
Laser_player_fire_spread ( objp , SPREADFIRE_ID , 6 , 0 , 0 , 1 , 0 ) ;
} else {
Laser_player_fire_spread ( objp , SPREADFIRE_ID , 6 , 0 , F1_0 / 16 , 0 , 0 ) ;
Laser_player_fire_spread ( objp , SPREADFIRE_ID , 6 , 0 , - F1_0 / 16 , 0 , 0 ) ;
Laser_player_fire_spread ( objp , SPREADFIRE_ID , 6 , 0 , 0 , 1 , 0 ) ;
}
break ;
# ifndef SHAREWARE
case PLASMA_INDEX :
Laser_player_fire ( objp , PLASMA_ID , 0 , 1 , 0 ) ;
Laser_player_fire ( objp , PLASMA_ID , 1 , 0 , 0 ) ;
if ( nfires > 1 ) {
Laser_player_fire_spread_delay ( objp , PLASMA_ID , 0 , 0 , 0 , FrameTime / 2 , 1 , 0 ) ;
Laser_player_fire_spread_delay ( objp , PLASMA_ID , 1 , 0 , 0 , FrameTime / 2 , 0 , 0 ) ;
}
break ;
case FUSION_INDEX : {
vms_vector force_vec ;
Laser_player_fire ( objp , FUSION_ID , 0 , 1 , 0 ) ;
Laser_player_fire ( objp , FUSION_ID , 1 , 1 , 0 ) ;
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flags = ( sbyte ) ( Fusion_charge > > 12 ) ;
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Fusion_charge = 0 ;
force_vec . x = - ( objp - > orient . fvec . x < < 7 ) ;
force_vec . y = - ( objp - > orient . fvec . y < < 7 ) ;
force_vec . z = - ( objp - > orient . fvec . z < < 7 ) ;
phys_apply_force ( objp , & force_vec ) ;
force_vec . x = ( force_vec . x > > 4 ) + d_rand ( ) - 16384 ;
force_vec . y = ( force_vec . y > > 4 ) + d_rand ( ) - 16384 ;
force_vec . z = ( force_vec . z > > 4 ) + d_rand ( ) - 16384 ;
phys_apply_rot ( objp , & force_vec ) ;
}
break ;
# endif
default :
Int3 ( ) ; // Contact Mike: Unknown Primary weapon type, setting to 0.
Primary_weapon = 0 ;
}
// Set values to be recognized during comunication phase, if we are the
// one shooting
# ifdef NETWORK
if ( ( Game_mode & GM_MULTI ) & & ( objnum = = Players [ Player_num ] . objnum ) )
{
Network_laser_fired = nfires ;
Network_laser_gun = weapon_num ;
Network_laser_flags = flags ;
Network_laser_level = level ;
}
# endif
return nfires ;
}
# define MAX_SMART_DISTANCE (F1_0*150)
# define MAX_OBJDISTS 30
# define NUM_SMART_CHILDREN 6
typedef struct {
int objnum ;
fix dist ;
} objdist ;
// -------------------------------------------------------------------------------------------
// if goal_obj == -1, then create random vector
int create_homing_missile ( object * objp , int goal_obj , int objtype , int make_sound )
{
int objnum ;
vms_vector vector_to_goal ;
vms_vector random_vector ;
//vms_vector goal_pos;
if ( goal_obj = = - 1 ) {
make_random_vector ( & vector_to_goal ) ;
} else {
vm_vec_sub ( & vector_to_goal , & Objects [ goal_obj ] . pos , & objp - > pos ) ;
vm_vec_normalize_quick ( & vector_to_goal ) ;
make_random_vector ( & random_vector ) ;
vm_vec_scale_add2 ( & vector_to_goal , & random_vector , F1_0 / 4 ) ;
vm_vec_normalize_quick ( & vector_to_goal ) ;
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}
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// Create a vector towards the goal, then add some noise to it.
objnum = Laser_create_new ( & vector_to_goal , & objp - > pos , objp - > segnum , objp - Objects , objtype , make_sound ) ;
if ( objnum = = - 1 )
return - 1 ;
// Fixed to make sure the right person gets credit for the kill
// Objects[objnum].ctype.laser_info.parent_num = objp->ctype.laser_info.parent_num;
// Objects[objnum].ctype.laser_info.parent_type = objp->ctype.laser_info.parent_type;
// Objects[objnum].ctype.laser_info.parent_signature = objp->ctype.laser_info.parent_signature;
Objects [ objnum ] . ctype . laser_info . track_goal = goal_obj ;
return objnum ;
}
// -------------------------------------------------------------------------------------------
// Create the children of a smart bomb, which is a bunch of homing missiles.
void create_smart_children ( object * objp )
{
int make_sound ;
int numobjs = 0 ;
int parent_type ;
objdist objlist [ MAX_OBJDISTS ] ;
if ( Game_mode & GM_MULTI )
d_srand ( 8321L ) ;
parent_type = objp - > ctype . laser_info . parent_type ;
if ( objp - > id = = SMART_ID ) {
int i , objnum ;
for ( objnum = 0 ; objnum < = Highest_object_index ; objnum + + ) {
object * curobjp = & Objects [ objnum ] ;
if ( ( ( ( curobjp - > type = = OBJ_ROBOT ) & & ( ! curobjp - > ctype . ai_info . CLOAKED ) ) | | ( curobjp - > type = = OBJ_PLAYER ) ) & & ( objnum ! = objp - > ctype . laser_info . parent_num ) ) {
fix dist ;
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if ( curobjp - > type = = OBJ_PLAYER )
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{
if ( ( parent_type = = OBJ_PLAYER ) & & ( Game_mode & GM_MULTI_COOP ) )
continue ;
# ifdef NETWORK
if ( ( Game_mode & GM_TEAM ) & & ( get_team ( curobjp - > id ) = = get_team ( Objects [ objp - > ctype . laser_info . parent_num ] . id ) ) )
continue ;
# endif
}
// Robot blobs can't track robots.
if ( curobjp - > type = = OBJ_ROBOT )
if ( parent_type = = OBJ_ROBOT )
continue ;
dist = vm_vec_dist_quick ( & objp - > pos , & curobjp - > pos ) ;
if ( dist < MAX_SMART_DISTANCE ) {
int oovis ;
oovis = object_to_object_visibility ( objp , curobjp , FQ_TRANSWALL ) ;
if ( oovis ) { //object_to_object_visibility(objp, curobjp, FQ_TRANSWALL)) {
objlist [ numobjs ] . objnum = objnum ;
objlist [ numobjs ] . dist = dist ;
numobjs + + ;
if ( numobjs > = MAX_OBJDISTS ) {
numobjs = MAX_OBJDISTS ;
break ;
}
}
}
}
}
make_sound = 1 ;
if ( numobjs = = 0 ) {
for ( i = 0 ; i < NUM_SMART_CHILDREN ; i + + ) {
if ( parent_type = = OBJ_PLAYER ) {
int hobjnum ;
hobjnum = create_homing_missile ( objp , - 1 , PLAYER_SMART_HOMING_ID , make_sound ) ;
} else {
int hobjnum ;
hobjnum = create_homing_missile ( objp , - 1 , ROBOT_SMART_HOMING_ID , make_sound ) ;
}
make_sound = 0 ;
}
} else {
for ( i = 0 ; i < NUM_SMART_CHILDREN ; i + + ) {
if ( parent_type = = OBJ_PLAYER ) {
int hobjnum ;
hobjnum = create_homing_missile ( objp , objlist [ ( d_rand ( ) * numobjs ) > > 15 ] . objnum , PLAYER_SMART_HOMING_ID , make_sound ) ;
} else {
int hobjnum ;
hobjnum = create_homing_missile ( objp , objlist [ ( d_rand ( ) * numobjs ) > > 15 ] . objnum , ROBOT_SMART_HOMING_ID , make_sound ) ;
}
make_sound = 0 ;
}
}
}
}
# define CONCUSSION_GUN 4
# define HOMING_GUN 4
# define PROXIMITY_GUN 7
# define SMART_GUN 7
# define MEGA_GUN 7
int Missile_gun = 0 ;
// -------------------------------------------------------------------------------------------
//changed on 9/16/98 by adb to distinguish between drop bomb and secondary fire
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void do_missile_firing ( int drop_bomb )
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{
static int proximity = 0 ;
int weapon = ( drop_bomb ) ? PROXIMITY_INDEX : Secondary_weapon ;
Assert ( weapon < MAX_SECONDARY_WEAPONS ) ;
if ( ! Player_is_dead & & ( Players [ Player_num ] . secondary_ammo [ weapon ] > 0 ) ) {
int weapon_index ;
Players [ Player_num ] . secondary_ammo [ weapon ] - - ;
weapon_index = Secondary_weapon_to_weapon_info [ weapon ] ;
if ( Laser_rapid_fire ! = 0xBADA55 )
Next_missile_fire_time = GameTime + Weapon_info [ weapon_index ] . fire_wait ;
else
Next_missile_fire_time = GameTime + F1_0 / 25 ;
switch ( weapon ) {
case CONCUSSION_INDEX :
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Laser_player_fire ( ConsoleObject , CONCUSSION_ID , CONCUSSION_GUN + ( Missile_gun & 1 ) , 1 , 0 ) ;
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Missile_gun + + ;
break ;
case PROXIMITY_INDEX :
proximity + + ;
if ( proximity = = 4 )
{
proximity = 0 ;
# ifdef NETWORK
maybe_drop_net_powerup ( POW_PROXIMITY_WEAPON ) ;
# endif
}
Laser_player_fire ( ConsoleObject , PROXIMITY_ID , PROXIMITY_GUN , 1 , 0 ) ;
break ;
case HOMING_INDEX :
Laser_player_fire ( ConsoleObject , HOMING_ID , HOMING_GUN + ( Missile_gun & 1 ) , 1 , 0 ) ;
Missile_gun + + ;
# ifdef NETWORK
maybe_drop_net_powerup ( POW_HOMING_AMMO_1 ) ;
# endif
break ;
# ifndef SHAREWARE
case SMART_INDEX :
Laser_player_fire ( ConsoleObject , SMART_ID , SMART_GUN , 1 , 0 ) ;
# ifdef NETWORK
maybe_drop_net_powerup ( POW_SMARTBOMB_WEAPON ) ;
# endif
break ;
case MEGA_INDEX :
Laser_player_fire ( ConsoleObject , MEGA_ID , MEGA_GUN , 1 , 0 ) ;
# ifdef NETWORK
maybe_drop_net_powerup ( POW_MEGA_WEAPON ) ;
# endif
{ vms_vector force_vec ;
force_vec . x = - ( ConsoleObject - > orient . fvec . x < < 7 ) ;
force_vec . y = - ( ConsoleObject - > orient . fvec . y < < 7 ) ;
force_vec . z = - ( ConsoleObject - > orient . fvec . z < < 7 ) ;
phys_apply_force ( ConsoleObject , & force_vec ) ;
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force_vec . x = ( force_vec . x > > 4 ) + d_rand ( ) - 16384 ;
force_vec . y = ( force_vec . y > > 4 ) + d_rand ( ) - 16384 ;
force_vec . z = ( force_vec . z > > 4 ) + d_rand ( ) - 16384 ;
phys_apply_rot ( ConsoleObject , & force_vec ) ;
}
break ;
# endif
}
# ifdef NETWORK
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if ( Game_mode & GM_MULTI )
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{
Network_laser_gun = weapon + MISSILE_ADJUST ;
Network_laser_level = 0 ;
Network_laser_flags = ( Missile_gun - 1 ) ;
Network_laser_fired = 1 ;
}
# endif
// don't autoselect if dropping prox and prox not current weapon
if ( ! drop_bomb | | Secondary_weapon = = PROXIMITY_INDEX )
auto_select_weapon ( 1 ) ; //select next missile, if this one out of ammo
}
}
# ifdef NETWORK
void net_missile_firing ( int player , int gun , int flags )
{
switch ( gun - MISSILE_ADJUST ) {
case CONCUSSION_INDEX :
Laser_player_fire ( Objects + Players [ player ] . objnum , CONCUSSION_ID , CONCUSSION_GUN + ( flags & 1 ) , 1 , 0 ) ;
break ;
case PROXIMITY_INDEX :
Laser_player_fire ( Objects + Players [ player ] . objnum , PROXIMITY_ID , PROXIMITY_GUN , 1 , 0 ) ;
break ;
case HOMING_INDEX :
Laser_player_fire ( Objects + Players [ player ] . objnum , HOMING_ID , HOMING_GUN + ( flags & 1 ) , 1 , 0 ) ;
break ;
case SMART_INDEX :
Laser_player_fire ( Objects + Players [ player ] . objnum , SMART_ID , SMART_GUN , 1 , 0 ) ;
break ;
case MEGA_INDEX :
Laser_player_fire ( Objects + Players [ player ] . objnum , MEGA_ID , MEGA_GUN , 1 , 0 ) ;
break ;
case FLARE_ID :
Laser_player_fire ( Objects + Players [ player ] . objnum , FLARE_ID , 6 , 1 , 0 ) ;
break ;
default :
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break ;
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}
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}
# endif