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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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* Code for rendering & otherwise dealing with explosions
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*
*/
# include <stdlib.h>
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# include <stdio.h>
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# include <string.h>
# include "error.h"
# include "3d.h"
# include "inferno.h"
# include "object.h"
# include "vclip.h"
# include "game.h"
# include "polyobj.h"
# include "sounds.h"
# include "player.h"
# include "gauges.h"
# include "powerup.h"
# include "bm.h"
# include "ai.h"
# include "weapon.h"
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# include "fireball.h"
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# include "collide.h"
# include "newmenu.h"
# include "gameseq.h"
# include "physics.h"
# include "scores.h"
# include "laser.h"
# include "wall.h"
# include "multi.h"
# include "endlevel.h"
# include "timer.h"
# include "fuelcen.h"
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# include "cntrlcen.h"
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# include "gameseg.h"
# define EXPLOSION_SCALE fl2f(2.5) //explosion is the obj size times this
//--unused-- ubyte Frame_processed[MAX_OBJECTS];
object * object_create_explosion_sub ( object * objp , short segnum , vms_vector * position , fix size , int vclip_type , fix maxdamage , fix maxdistance , fix maxforce , int parent )
{
int objnum ;
object * obj ;
objnum = obj_create ( OBJ_FIREBALL , vclip_type , segnum , position , & vmd_identity_matrix , size ,
CT_EXPLOSION , MT_NONE , RT_FIREBALL ) ;
if ( objnum < 0 ) {
return NULL ;
}
obj = & Objects [ objnum ] ;
//now set explosion-specific data
obj - > lifeleft = Vclip [ vclip_type ] . play_time ;
obj - > ctype . expl_info . spawn_time = - 1 ;
obj - > ctype . expl_info . delete_objnum = - 1 ;
obj - > ctype . expl_info . delete_time = - 1 ;
if ( maxdamage > 0 ) {
fix dist , force ;
vms_vector pos_hit , vforce ;
fix damage ;
int i ;
object * obj0p = & Objects [ 0 ] ;
// -- now legal for badass explosions on a wall. Assert(objp != NULL);
for ( i = 0 ; i < = Highest_object_index ; i + + ) {
// Weapons used to be affected by badass explosions, but this introduces serious problems.
// When a smart bomb blows up, if one of its children goes right towards a nearby wall, it will
// blow up, blowing up all the children. So I remove it. MK, 09/11/94
if ( ( obj0p - > type = = OBJ_CNTRLCEN ) | | ( obj0p - > type = = OBJ_PLAYER ) | | ( ( obj0p - > type = = OBJ_ROBOT ) & & ( ( Objects [ parent ] . type ! = OBJ_ROBOT ) | | ( Objects [ parent ] . id ! = obj0p - > id ) ) ) ) {
dist = vm_vec_dist_quick ( & obj0p - > pos , & obj - > pos ) ;
// Make damage be from 'maxdamage' to 0.0, where 0.0 is 'maxdistance' away;
if ( dist < maxdistance ) {
if ( object_to_object_visibility ( obj , obj0p , FQ_TRANSWALL ) ) {
damage = maxdamage - fixmuldiv ( dist , maxdamage , maxdistance ) ;
force = maxforce - fixmuldiv ( dist , maxforce , maxdistance ) ;
// Find the force vector on the object
vm_vec_sub ( & vforce , & obj0p - > pos , & obj - > pos ) ;
vm_vec_normalize_quick ( & vforce ) ;
vm_vec_scale ( & vforce , force ) ;
// Find where the point of impact is... ( pos_hit )
vm_vec_scale ( vm_vec_sub ( & pos_hit , & obj - > pos , & obj0p - > pos ) , fixdiv ( obj0p - > size , obj0p - > size + dist ) ) ;
switch ( obj0p - > type ) {
case OBJ_ROBOT :
phys_apply_force ( obj0p , & vforce ) ;
// When a robot gets whacked by a badass force, he looks towards it because robots tend to get blasted from behind.
{
vms_vector neg_vforce ;
neg_vforce . x = vforce . x * - 2 * ( 7 - Difficulty_level ) / 8 ;
neg_vforce . y = vforce . y * - 2 * ( 7 - Difficulty_level ) / 8 ;
neg_vforce . z = vforce . z * - 2 * ( 7 - Difficulty_level ) / 8 ;
phys_apply_rot ( obj0p , & neg_vforce ) ;
}
if ( obj0p - > shields > = 0 ) {
if ( apply_damage_to_robot ( obj0p , damage , parent ) )
if ( ( objp ! = NULL ) & & ( parent = = Players [ Player_num ] . objnum ) )
add_points_to_score ( Robot_info [ obj0p - > id ] . score_value ) ;
}
break ;
case OBJ_CNTRLCEN :
if ( obj0p - > shields > = 0 ) {
apply_damage_to_controlcen ( obj0p , damage , parent ) ;
}
break ;
case OBJ_PLAYER : {
object * killer = NULL ;
vms_vector vforce2 ;
if ( ( objp ! = NULL ) & & ( Game_mode & GM_MULTI ) & & ( objp - > type = = OBJ_PLAYER ) ) {
killer = objp ;
}
vforce2 = vforce ;
if ( parent > - 1 ) {
killer = & Objects [ parent ] ;
if ( killer ! = ConsoleObject ) // if someone else whacks you, cut force by 2x
vforce2 . x / = 2 ; vforce2 . y / = 2 ; vforce2 . z / = 2 ;
}
vforce2 . x / = 2 ; vforce2 . y / = 2 ; vforce2 . z / = 2 ;
phys_apply_force ( obj0p , & vforce ) ;
phys_apply_rot ( obj0p , & vforce2 ) ;
if ( obj0p - > shields > = 0 )
apply_damage_to_player ( obj0p , killer , damage ) ;
}
break ;
default :
Int3 ( ) ; // Illegal object type
} // end switch
} else {
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;
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} // end if (object_to_object_visibility...
} // end if (dist < maxdistance)
}
obj0p + + ;
} // end for
} // end if (maxdamage...
return obj ;
}
object * object_create_muzzle_flash ( short segnum , vms_vector * position , fix size , int vclip_type )
{
return object_create_explosion_sub ( NULL , segnum , position , size , vclip_type , 0 , 0 , 0 , - 1 ) ;
}
object * object_create_explosion ( short segnum , vms_vector * position , fix size , int vclip_type )
{
return object_create_explosion_sub ( NULL , segnum , position , size , vclip_type , 0 , 0 , 0 , - 1 ) ;
}
object * object_create_badass_explosion ( object * objp , short segnum , vms_vector * position , fix size , int vclip_type , fix maxdamage , fix maxdistance , fix maxforce , int parent )
{
object * rval ;
rval = object_create_explosion_sub ( objp , segnum , position , size , vclip_type , maxdamage , maxdistance , maxforce , parent ) ;
if ( objp ! = NULL )
create_smart_children ( objp ) ;
return rval ;
}
//blows up a badass weapon, creating the badass explosion
//return the explosion object
object * explode_badass_weapon ( object * obj )
{
weapon_info * wi = & Weapon_info [ obj - > id ] ;
Assert ( wi - > damage_radius ) ;
digi_link_sound_to_object ( SOUND_BADASS_EXPLOSION , obj - Objects , 0 , F1_0 ) ;
return object_create_badass_explosion ( obj , obj - > segnum , & obj - > pos ,
wi - > impact_size ,
wi - > robot_hit_vclip ,
wi - > strength [ Difficulty_level ] ,
wi - > damage_radius , wi - > strength [ Difficulty_level ] ,
obj - > ctype . laser_info . parent_num ) ;
}
//blows up the player with a badass explosion
//return the explosion object
object * explode_badass_player ( object * objp )
{
object * rval ;
rval = object_create_badass_explosion ( objp , objp - > segnum , & objp - > pos , objp - > size ,
get_explosion_vclip ( objp , 0 ) ,
F1_0 * 50 , F1_0 * 40 , F1_0 * 150 ,
objp - Objects ) ;
if ( rval )
digi_link_sound_to_object ( SOUND_BADASS_EXPLOSION , rval - Objects , 0 , F1_0 ) ;
return ( rval ) ;
}
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# define DEBRIS_LIFE (f1_0 * (PERSISTENT_DEBRIS?60:2)) //lifespan in seconds
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object * object_create_debris ( object * parent , int subobj_num )
{
int objnum ;
object * obj ;
polymodel * po ;
Assert ( ( parent - > type = = OBJ_ROBOT ) | | ( parent - > type = = OBJ_PLAYER ) ) ;
objnum = obj_create ( OBJ_DEBRIS , 0 , parent - > segnum , & parent - > pos ,
& parent - > orient , Polygon_models [ parent - > rtype . pobj_info . model_num ] . submodel_rads [ subobj_num ] ,
CT_DEBRIS , MT_PHYSICS , RT_POLYOBJ ) ;
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if ( ( objnum < 0 ) & & ( Highest_object_index > = MAX_OBJECTS - 1 ) & & ! PERSISTENT_DEBRIS ) {
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Int3 ( ) ;
return NULL ;
}
if ( objnum < 0 )
return NULL ; // Not enough debris slots!
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obj = & Objects [ objnum ] ;
Assert ( subobj_num < 32 ) ;
//Set polygon-object-specific data
obj - > rtype . pobj_info . model_num = parent - > rtype . pobj_info . model_num ;
obj - > rtype . pobj_info . subobj_flags = 1 < < subobj_num ;
obj - > rtype . pobj_info . tmap_override = parent - > rtype . pobj_info . tmap_override ;
//Set physics data for this object
po = & Polygon_models [ obj - > rtype . pobj_info . model_num ] ;
obj - > mtype . phys_info . velocity . x = D_RAND_MAX / 2 - d_rand ( ) ;
obj - > mtype . phys_info . velocity . y = D_RAND_MAX / 2 - d_rand ( ) ;
obj - > mtype . phys_info . velocity . z = D_RAND_MAX / 2 - d_rand ( ) ;
vm_vec_normalize_quick ( & obj - > mtype . phys_info . velocity ) ;
vm_vec_scale ( & obj - > mtype . phys_info . velocity , i2f ( 10 + ( 30 * d_rand ( ) / D_RAND_MAX ) ) ) ;
vm_vec_add2 ( & obj - > mtype . phys_info . velocity , & parent - > mtype . phys_info . velocity ) ;
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// -- used to be: Notice, not random! vm_vec_make(&obj->mtype.phys_info.rotvel,10*0x2000/3,10*0x4000/3,10*0x7000/3);
if ( PERSISTENT_DEBRIS )
vm_vec_make ( & obj - > mtype . phys_info . rotvel , ( d_rand ( ) + 0x1000 ) / 5 , ( d_rand ( ) * 2 + 0x4000 ) / 5 , ( d_rand ( ) * 3 + 0x2000 ) / 5 ) ;
else
vm_vec_make ( & obj - > mtype . phys_info . rotvel , d_rand ( ) + 0x1000 , d_rand ( ) * 2 + 0x4000 , d_rand ( ) * 3 + 0x2000 ) ;
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vm_vec_zero ( & obj - > mtype . phys_info . rotthrust ) ;
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obj - > lifeleft = 3 * DEBRIS_LIFE / 4 + fixmul ( d_rand ( ) , DEBRIS_LIFE ) ; // Some randomness, so they don't all go away at the same time.
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obj - > mtype . phys_info . mass = fixmuldiv ( parent - > mtype . phys_info . mass , obj - > size , parent - > size ) ;
obj - > mtype . phys_info . drag = 0 ; //fl2f(0.2); //parent->mtype.phys_info.drag;
return obj ;
}
void draw_fireball ( object * obj )
{
if ( obj - > lifeleft > 0 )
draw_vclip_object ( obj , obj - > lifeleft , 0 , obj - > id ) ;
}
// --------------------------------------------------------------------------------------------------------------------
// Return true if there is a door here and it is openable
// It is assumed that the player has all keys.
int door_is_openable_by_player ( segment * segp , int sidenum )
{
int wall_num , wall_type ;
wall_num = segp - > sides [ sidenum ] . wall_num ;
wall_type = Walls [ wall_num ] . type ;
if ( wall_num = = - 1 )
return 0 ; // no wall here.
// Can't open locked doors.
if ( ( ( wall_type = = WALL_DOOR ) & & ( Walls [ wall_num ] . flags & WALL_DOOR_LOCKED ) ) | | ( wall_type = = WALL_CLOSED ) )
return 0 ;
return 1 ;
}
# define QUEUE_SIZE 64
// --------------------------------------------------------------------------------------------------------------------
// Return a segment %i segments away from initial segment.
// Returns -1 if can't find a segment that distance away.
int pick_connected_segment ( object * objp , int max_depth )
{
int i ;
int cur_depth ;
int start_seg ;
int head , tail ;
int seg_queue [ QUEUE_SIZE * 2 ] ;
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sbyte visited [ MAX_SEGMENTS ] ;
sbyte depth [ MAX_SEGMENTS ] ;
sbyte side_rand [ MAX_SIDES_PER_SEGMENT ] ;
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memset ( visited , 0 , Highest_segment_index + 1 ) ;
memset ( depth , 0 , Highest_segment_index + 1 ) ;
memset ( seg_queue , 0 , QUEUE_SIZE * 2 ) ;
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start_seg = objp - > segnum ;
head = 0 ;
tail = 0 ;
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seg_queue [ head + + ] = start_seg ;
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cur_depth = 0 ;
for ( i = 0 ; i < MAX_SIDES_PER_SEGMENT ; i + + )
side_rand [ i ] = i ;
while ( tail ! = head ) {
int sidenum ;
segment * segp ;
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sbyte ind1 , ind2 , temp ;
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if ( cur_depth > = max_depth ) {
return seg_queue [ tail ] ;
}
segp = & Segments [ seg_queue [ tail + + ] ] ;
tail & = QUEUE_SIZE - 1 ;
// to make random, switch a pair of entries in side_rand.
ind1 = ( d_rand ( ) * MAX_SIDES_PER_SEGMENT ) > > 15 ;
ind2 = ( d_rand ( ) * MAX_SIDES_PER_SEGMENT ) > > 15 ;
temp = side_rand [ ind1 ] ;
side_rand [ ind1 ] = side_rand [ ind2 ] ;
side_rand [ ind2 ] = temp ;
for ( sidenum = 0 ; sidenum < MAX_SIDES_PER_SEGMENT ; sidenum + + ) {
int snrand = side_rand [ sidenum ] ;
int wall_num = segp - > sides [ snrand ] . wall_num ;
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if ( ( wall_num = = - 1 | | door_is_openable_by_player ( segp , snrand ) ) & & segp - > children [ snrand ] > - 1 )
{
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if ( visited [ segp - > children [ snrand ] ] = = 0 ) {
seg_queue [ head + + ] = segp - > children [ snrand ] ;
visited [ segp - > children [ snrand ] ] = 1 ;
depth [ segp - > children [ snrand ] ] = cur_depth + 1 ;
head & = QUEUE_SIZE - 1 ;
if ( head > tail ) {
if ( head = = tail + QUEUE_SIZE - 1 )
Int3 ( ) ; // queue overflow. Make it bigger!
} else
if ( head + QUEUE_SIZE = = tail + QUEUE_SIZE - 1 )
Int3 ( ) ; // queue overflow. Make it bigger!
}
}
}
if ( ( seg_queue [ tail ] < 0 ) | | ( seg_queue [ tail ] > Highest_segment_index ) ) {
// -- Int3(); // Something bad has happened. Queue is trashed. --MK, 12/13/94
return - 1 ;
}
cur_depth = depth [ seg_queue [ tail ] ] ;
}
return - 1 ;
}
# define BASE_NET_DROP_DEPTH 10
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# ifdef NETWORK
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// ------------------------------------------------------------------------------------------------------
// Choose segment to drop a powerup in.
// For all active net players, try to create a N segment path from the player. If possible, return that
// segment. If not possible, try another player. After a few tries, use a random segment.
// Don't drop if control center in segment.
int choose_drop_segment ( void )
{
int pnum = 0 ;
int segnum = - 1 ;
int initial_drop_depth = BASE_NET_DROP_DEPTH + ( ( d_rand ( ) * 10 ) > > 15 ) ;
int cur_drop_depth = initial_drop_depth ;
int count ;
d_srand ( timer_get_fixed_seconds ( ) ) ;
while ( ( segnum = = - 1 ) & & ( cur_drop_depth > BASE_NET_DROP_DEPTH / 2 ) ) {
pnum = ( d_rand ( ) * N_players ) > > 15 ;
count = 0 ;
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while ( ( Players [ pnum ] . connected = = CONNECT_DISCONNECTED ) & & ( count < N_players ) ) {
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pnum = ( pnum + 1 ) % N_players ;
count + + ;
}
if ( count = = N_players ) {
return ( d_rand ( ) * Highest_segment_index ) > > 15 ;
}
segnum = pick_connected_segment ( & Objects [ Players [ pnum ] . objnum ] , cur_drop_depth ) ;
if ( Segments [ segnum ] . special = = SEGMENT_IS_CONTROLCEN )
segnum = - 1 ;
cur_drop_depth - - ;
}
if ( segnum = = - 1 ) {
return ( d_rand ( ) * Highest_segment_index ) > > 15 ;
} else
return segnum ;
}
// ------------------------------------------------------------------------------------------------------
// Drop cloak powerup if in a network game.
void maybe_drop_net_powerup ( int powerup_type )
{
if ( ( Game_mode & GM_MULTI ) & & ! ( Game_mode & GM_MULTI_COOP ) ) {
int segnum , objnum ;
vms_vector new_pos ;
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if ( Control_center_destroyed | | Endlevel_sequence | |
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! may_create_powerup ( powerup_type ) )
return ;
segnum = choose_drop_segment ( ) ;
//--old-- segnum = (d_rand() * Highest_segment_index) >> 15;
//--old-- Assert((segnum >= 0) && (segnum <= Highest_segment_index));
//--old-- if (segnum < 0)
//--old-- segnum = -segnum;
//--old-- while (segnum > Highest_segment_index)
//--old-- segnum /= 2;
Net_create_loc = 0 ;
objnum = call_object_create_egg ( & Objects [ Players [ Player_num ] . objnum ] , 1 , OBJ_POWERUP , powerup_type ) ;
if ( objnum < 0 )
return ;
# ifndef SHAREWARE
pick_random_point_in_seg ( & new_pos , segnum ) ;
# else
compute_segment_center ( & new_pos , & Segments [ segnum ] ) ;
# endif
multi_send_create_powerup ( powerup_type , segnum , objnum , & new_pos ) ;
Objects [ objnum ] . pos = new_pos ;
vm_vec_zero ( & Objects [ objnum ] . mtype . phys_info . velocity ) ;
obj_relink ( objnum , segnum ) ;
object_create_explosion ( segnum , & new_pos , i2f ( 5 ) , VCLIP_POWERUP_DISAPPEARANCE ) ;
}
}
# endif
// ------------------------------------------------------------------------------------------------------
// Return true if current segment contains some object.
int segment_contains_object ( int obj_type , int obj_id , int segnum )
{
int objnum ;
if ( segnum = = - 1 )
return 0 ;
objnum = Segments [ segnum ] . objects ;
while ( objnum ! = - 1 )
if ( ( Objects [ objnum ] . type = = obj_type ) & & ( Objects [ objnum ] . id = = obj_id ) )
return 1 ;
else
objnum = Objects [ objnum ] . next ;
return 0 ;
}
// ------------------------------------------------------------------------------------------------------
int object_nearby_aux ( int segnum , int object_type , int object_id , int depth )
{
int i ;
if ( depth = = 0 )
return 0 ;
if ( segment_contains_object ( object_type , object_id , segnum ) )
return 1 ;
for ( i = 0 ; i < MAX_SIDES_PER_SEGMENT ; i + + ) {
int seg2 = Segments [ segnum ] . children [ i ] ;
if ( seg2 ! = - 1 )
if ( object_nearby_aux ( seg2 , object_type , object_id , depth - 1 ) )
return 1 ;
}
return 0 ;
}
// ------------------------------------------------------------------------------------------------------
// Return true if some powerup is nearby (within 3 segments).
int weapon_nearby ( object * objp , int weapon_id )
{
return object_nearby_aux ( objp - > segnum , OBJ_POWERUP , weapon_id , 3 ) ;
}
// ------------------------------------------------------------------------------------------------------
void maybe_replace_powerup_with_energy ( object * del_obj )
{
int weapon_index = - 1 ;
if ( del_obj - > contains_type ! = OBJ_POWERUP )
return ;
if ( del_obj - > contains_id = = POW_CLOAK ) {
if ( weapon_nearby ( del_obj , del_obj - > contains_id ) ) {
del_obj - > contains_count = 0 ;
}
return ;
}
switch ( del_obj - > contains_id ) {
case POW_VULCAN_WEAPON : weapon_index = VULCAN_INDEX ; break ;
case POW_SPREADFIRE_WEAPON : weapon_index = SPREADFIRE_INDEX ; break ;
# ifndef SHAREWARE
case POW_PLASMA_WEAPON : weapon_index = PLASMA_INDEX ; break ;
case POW_FUSION_WEAPON : weapon_index = FUSION_INDEX ; break ;
# endif
}
// Don't drop vulcan ammo if player maxed out.
if ( ( ( weapon_index = = VULCAN_INDEX ) | | ( del_obj - > contains_id = = POW_VULCAN_AMMO ) ) & & ( Players [ Player_num ] . primary_ammo [ VULCAN_INDEX ] > = VULCAN_AMMO_MAX ) )
del_obj - > contains_count = 0 ;
else if ( weapon_index ! = - 1 ) {
if ( ( player_has_weapon ( weapon_index , 0 ) & HAS_WEAPON_FLAG ) | | weapon_nearby ( del_obj , del_obj - > contains_id ) ) {
if ( d_rand ( ) > 16384 ) {
del_obj - > contains_count = 1 ;
del_obj - > contains_type = OBJ_POWERUP ;
if ( weapon_index = = VULCAN_INDEX ) {
del_obj - > contains_id = POW_VULCAN_AMMO ;
} else {
del_obj - > contains_id = POW_ENERGY ;
}
} else
del_obj - > contains_count = 0 ;
}
} else if ( del_obj - > contains_id = = POW_QUAD_FIRE )
if ( ( Players [ Player_num ] . flags & PLAYER_FLAGS_QUAD_LASERS ) | | weapon_nearby ( del_obj , del_obj - > contains_id ) ) {
if ( d_rand ( ) > 16384 ) {
del_obj - > contains_count = 1 ;
del_obj - > contains_type = OBJ_POWERUP ;
del_obj - > contains_id = POW_ENERGY ;
} else
del_obj - > contains_count = 0 ;
}
// If this robot was gated in by the boss and it now contains energy, make it contain nothing,
// else the room gets full of energy.
if ( ( del_obj - > matcen_creator = = BOSS_GATE_MATCEN_NUM ) & & ( del_obj - > contains_id = = POW_ENERGY ) & & ( del_obj - > contains_type = = OBJ_POWERUP ) ) {
del_obj - > contains_count = 0 ;
}
// Change multiplayer extra-lives into invulnerability
if ( ( Game_mode & GM_MULTI ) & & ( del_obj - > contains_id = = POW_EXTRA_LIFE ) )
{
del_obj - > contains_id = POW_INVULNERABILITY ;
}
}
// ------------------------------------------------------------------------------------------------------
// Returns created object number.
int object_create_egg ( object * objp )
{
int objnum = 0 ;
object * obj ;
int powerup_type , powerup_id , count ;
vms_vector new_velocity , new_pos ;
fix old_mag ;
powerup_type = objp - > contains_type ;
powerup_id = objp - > contains_id ;
switch ( objp - > contains_type ) {
case OBJ_POWERUP :
for ( count = 0 ; count < objp - > contains_count ; count + + ) {
int rand_scale ;
new_velocity = objp - > mtype . phys_info . velocity ;
old_mag = vm_vec_mag_quick ( & objp - > mtype . phys_info . velocity ) ;
// We want powerups to move more in network mode.
if ( ( Game_mode & GM_MULTI ) & & ! ( Game_mode & GM_MULTI_ROBOTS ) ) {
rand_scale = 4 ;
// extra life powerups are converted to invulnerability in multiplayer, for what is an extra life, anyway?
if ( objp - > contains_id = = POW_EXTRA_LIFE )
objp - > contains_id = POW_INVULNERABILITY ;
} else
rand_scale = 2 ;
new_velocity . x + = fixmul ( old_mag + F1_0 * 32 , d_rand ( ) * rand_scale - 16384 * rand_scale ) ;
new_velocity . y + = fixmul ( old_mag + F1_0 * 32 , d_rand ( ) * rand_scale - 16384 * rand_scale ) ;
new_velocity . z + = fixmul ( old_mag + F1_0 * 32 , d_rand ( ) * rand_scale - 16384 * rand_scale ) ;
// Give keys zero velocity so they can be tracked better in multi
if ( ( Game_mode & GM_MULTI ) & & ( objp - > contains_id > = POW_KEY_BLUE ) & & ( objp - > contains_id < = POW_KEY_GOLD ) )
vm_vec_zero ( & new_velocity ) ;
new_pos = objp - > pos ;
// new_pos.x += (d_rand()-16384)*8;
// new_pos.y += (d_rand()-16384)*8;
// new_pos.z += (d_rand()-16384)*8;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
if ( Net_create_loc > = MAX_NET_CREATE_OBJECTS )
{
return ( - 1 ) ;
}
}
# endif
objnum = obj_create ( objp - > contains_type , objp - > contains_id , objp - > segnum , & new_pos , & vmd_identity_matrix , Powerup_info [ objp - > contains_id ] . size , CT_POWERUP , MT_PHYSICS , RT_POWERUP ) ;
if ( objnum < 0 ) {
Int3 ( ) ;
return objnum ;
}
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
Net_create_objnums [ Net_create_loc + + ] = objnum ;
}
# endif
obj = & Objects [ objnum ] ;
obj - > mtype . phys_info . velocity = new_velocity ;
obj - > mtype . phys_info . drag = 512 ; //1024;
obj - > mtype . phys_info . mass = F1_0 ;
obj - > mtype . phys_info . flags = PF_BOUNCE ;
obj - > rtype . vclip_info . vclip_num = Powerup_info [ obj - > id ] . vclip_num ;
obj - > rtype . vclip_info . frametime = Vclip [ obj - > rtype . vclip_info . vclip_num ] . frame_time ;
obj - > rtype . vclip_info . framenum = 0 ;
switch ( obj - > id ) {
case POW_MISSILE_1 :
case POW_MISSILE_4 :
case POW_SHIELD_BOOST :
case POW_ENERGY :
obj - > lifeleft = ( d_rand ( ) + F1_0 * 3 ) * 64 ; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
if ( Game_mode & GM_MULTI )
obj - > lifeleft / = 2 ;
break ;
default :
// if (Game_mode & GM_MULTI)
// obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
break ;
}
}
break ;
case OBJ_ROBOT :
for ( count = 0 ; count < objp - > contains_count ; count + + ) {
int rand_scale ;
new_velocity = objp - > mtype . phys_info . velocity ;
old_mag = vm_vec_mag_quick ( & objp - > mtype . phys_info . velocity ) ;
vm_vec_normalize_quick ( & new_velocity ) ;
// We want powerups to move more in network mode.
// if (Game_mode & GM_MULTI)
// rand_scale = 4;
// else
rand_scale = 2 ;
new_velocity . x + = ( d_rand ( ) - 16384 ) * 2 ;
new_velocity . y + = ( d_rand ( ) - 16384 ) * 2 ;
new_velocity . z + = ( d_rand ( ) - 16384 ) * 2 ;
vm_vec_normalize_quick ( & new_velocity ) ;
vm_vec_scale ( & new_velocity , ( F1_0 * 32 + old_mag ) * rand_scale ) ;
new_pos = objp - > pos ;
// This is dangerous, could be outside mine.
// new_pos.x += (d_rand()-16384)*8;
// new_pos.y += (d_rand()-16384)*7;
// new_pos.z += (d_rand()-16384)*6;
objnum = obj_create ( OBJ_ROBOT , objp - > contains_id , objp - > segnum , & new_pos , & vmd_identity_matrix , Polygon_models [ Robot_info [ ObjId [ objp - > contains_type ] ] . model_num ] . rad , CT_AI , MT_PHYSICS , RT_POLYOBJ ) ;
if ( objnum < 0 ) {
Int3 ( ) ;
return objnum ;
}
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
{
Net_create_objnums [ Net_create_loc + + ] = objnum ;
}
# endif
obj = & Objects [ objnum ] ;
//Set polygon-object-specific data
obj - > rtype . pobj_info . model_num = Robot_info [ obj - > id ] . model_num ;
obj - > rtype . pobj_info . subobj_flags = 0 ;
//set Physics info
obj - > mtype . phys_info . velocity = new_velocity ;
obj - > mtype . phys_info . mass = Robot_info [ obj - > id ] . mass ;
obj - > mtype . phys_info . drag = Robot_info [ obj - > id ] . drag ;
obj - > mtype . phys_info . flags | = ( PF_LEVELLING ) ;
obj - > shields = Robot_info [ obj - > id ] . strength ;
obj - > ctype . ai_info . behavior = AIB_NORMAL ;
Ai_local_info [ obj - Objects ] . player_awareness_type = PA_WEAPON_ROBOT_COLLISION ;
Ai_local_info [ obj - Objects ] . player_awareness_time = F1_0 * 3 ;
obj - > ctype . ai_info . CURRENT_STATE = AIS_LOCK ;
obj - > ctype . ai_info . GOAL_STATE = AIS_LOCK ;
obj - > ctype . ai_info . REMOTE_OWNER = - 1 ;
}
break ;
default :
Error ( " Error: Illegal type (%i) in object spawning. \n " , objp - > contains_type ) ;
}
return objnum ;
}
#if 0 // implemented differently
// get maximum number of objects of this type,id that may be created
// returns -1 if no maximum
// uses initial number of objects (level + players)
int egg_max_count ( int type , int id ) {
int i , current ;
if ( type = = OBJ_POWERUP & & multi_allow_powerup_mask [ id ] ) { // only check 'important' powerups (no shield,energy,conc)
current = 0 ;
for ( i = 0 ; i < Highest_object_count ; i + + ) {
if ( ( Objects [ i ] . type = = OBJ_POWERUP & & Objects [ i ] . id = = id ) | |
( Objects [ i ] . type = = OBJ_ROBOT & & Objects [ i ] . contains_count > 0 & &
Objects [ i ] . contains_type = = OBJ_POWERUP & & Objects [ i ] . contains_id = = id ) ) {
current + + ;
}
}
Assert ( current < = Powerup_initial [ id ] ) ;
return Powerup_initial [ id ] - current ;
}
return - 1 ;
}
# endif
// -------------------------------------------------------------------------------------------------------
// Put count objects of type type (eg, powerup), id = id (eg, energy) into *objp, then drop them! Yippee!
// Returns created object number.
int call_object_create_egg ( object * objp , int count , int type , int id )
{
if ( count > 0 ) {
objp - > contains_count = count ;
objp - > contains_type = type ;
objp - > contains_id = id ;
return object_create_egg ( objp ) ;
}
return - 1 ;
}
//what vclip does this explode with?
int get_explosion_vclip ( object * obj , int stage )
{
if ( obj - > type = = OBJ_ROBOT ) {
if ( stage = = 0 & & Robot_info [ obj - > id ] . exp1_vclip_num > - 1 )
return Robot_info [ obj - > id ] . exp1_vclip_num ;
else if ( stage = = 1 & & Robot_info [ obj - > id ] . exp2_vclip_num > - 1 )
return Robot_info [ obj - > id ] . exp2_vclip_num ;
}
else if ( obj - > type = = OBJ_PLAYER & & Player_ship - > expl_vclip_num > - 1 )
return Player_ship - > expl_vclip_num ;
return VCLIP_SMALL_EXPLOSION ; //default
}
//blow up a polygon model
void explode_model ( object * obj )
{
Assert ( obj - > render_type = = RT_POLYOBJ ) ;
if ( Dying_modelnums [ obj - > rtype . pobj_info . model_num ] ! = - 1 )
obj - > rtype . pobj_info . model_num = Dying_modelnums [ obj - > rtype . pobj_info . model_num ] ;
if ( Polygon_models [ obj - > rtype . pobj_info . model_num ] . n_models > 1 ) {
int i ;
for ( i = 1 ; i < Polygon_models [ obj - > rtype . pobj_info . model_num ] . n_models ; i + + )
object_create_debris ( obj , i ) ;
//make parent object only draw center part
obj - > rtype . pobj_info . subobj_flags = 1 ;
}
}
//if the object has a destroyed model, switch to it. Otherwise, delete it.
void maybe_delete_object ( object * del_obj )
{
if ( Dead_modelnums [ del_obj - > rtype . pobj_info . model_num ] ! = - 1 ) {
del_obj - > rtype . pobj_info . model_num = Dead_modelnums [ del_obj - > rtype . pobj_info . model_num ] ;
del_obj - > flags | = OF_DESTROYED ;
}
else { //normal, multi-stage explosion
if ( del_obj - > type = = OBJ_PLAYER )
del_obj - > render_type = RT_NONE ;
else
del_obj - > flags | = OF_SHOULD_BE_DEAD ;
}
}
// -------------------------------------------------------------------------------------------------------
//blow up an object. Takes the object to destroy, and the point of impact
void explode_object ( object * hitobj , fix delay_time )
{
if ( hitobj - > flags & OF_EXPLODING ) return ;
if ( delay_time ) { //wait a little while before creating explosion
int objnum ;
object * obj ;
//create a placeholder object to do the delay, with id==-1
objnum = obj_create ( OBJ_FIREBALL , - 1 , hitobj - > segnum , & hitobj - > pos , & vmd_identity_matrix , 0 ,
CT_EXPLOSION , MT_NONE , RT_NONE ) ;
if ( objnum < 0 ) {
maybe_delete_object ( hitobj ) ; //no explosion, die instantly
Int3 ( ) ;
return ;
}
obj = & Objects [ objnum ] ;
//now set explosion-specific data
obj - > lifeleft = delay_time ;
obj - > ctype . expl_info . delete_objnum = hitobj - Objects ;
# ifndef NDEBUG
if ( obj - > ctype . expl_info . delete_objnum < 0 )
Int3 ( ) ; // See Rob!
# endif
obj - > ctype . expl_info . delete_time = - 1 ;
obj - > ctype . expl_info . spawn_time = 0 ;
}
else {
object * expl_obj ;
int vclip_num ;
vclip_num = get_explosion_vclip ( hitobj , 0 ) ;
expl_obj = object_create_explosion ( hitobj - > segnum , & hitobj - > pos , fixmul ( hitobj - > size , EXPLOSION_SCALE ) , vclip_num ) ;
if ( ! expl_obj ) {
maybe_delete_object ( hitobj ) ; //no explosion, die instantly
return ;
}
//don't make debris explosions have physics, because they often
//happen when the debris has hit the wall, so the fireball is trying
//to move into the wall, which shows off FVI problems.
if ( hitobj - > type ! = OBJ_DEBRIS & & hitobj - > movement_type = = MT_PHYSICS ) {
expl_obj - > movement_type = MT_PHYSICS ;
expl_obj - > mtype . phys_info = hitobj - > mtype . phys_info ;
}
if ( hitobj - > render_type = = RT_POLYOBJ & & hitobj - > type ! = OBJ_DEBRIS )
explode_model ( hitobj ) ;
maybe_delete_object ( hitobj ) ;
}
hitobj - > flags | = OF_EXPLODING ; //say that this is blowing up
hitobj - > control_type = CT_NONE ; //become inert while exploding
}
//do whatever needs to be done for this piece of debris for this frame
void do_debris_frame ( object * obj )
{
Assert ( obj - > control_type = = CT_DEBRIS ) ;
if ( obj - > lifeleft < 0 )
explode_object ( obj , 0 ) ;
}
//do whatever needs to be done for this explosion for this frame
void do_explosion_sequence ( object * obj )
{
Assert ( obj - > control_type = = CT_EXPLOSION ) ;
//See if we should die of old age
if ( obj - > lifeleft < = 0 ) { // We died of old age
obj - > flags | = OF_SHOULD_BE_DEAD ;
obj - > lifeleft = 0 ;
}
//See if we should create a secondary explosion
if ( obj - > lifeleft < = obj - > ctype . expl_info . spawn_time ) {
object * expl_obj , * del_obj ;
int vclip_num ;
vms_vector * spawn_pos ;
if ( ( obj - > ctype . expl_info . delete_objnum < 0 ) | | ( obj - > ctype . expl_info . delete_objnum > Highest_object_index ) ) {
Int3 ( ) ; // get Rob, please... thanks
return ;
}
del_obj = & Objects [ obj - > ctype . expl_info . delete_objnum ] ;
spawn_pos = & del_obj - > pos ;
Assert ( del_obj - > type = = OBJ_ROBOT | | del_obj - > type = = OBJ_CLUTTER | | del_obj - > type = = OBJ_CNTRLCEN | | del_obj - > type = = OBJ_PLAYER ) ;
Assert ( del_obj - > segnum ! = - 1 ) ;
vclip_num = get_explosion_vclip ( del_obj , 1 ) ;
expl_obj = object_create_explosion ( del_obj - > segnum , spawn_pos , fixmul ( del_obj - > size , EXPLOSION_SCALE ) , vclip_num ) ;
if ( ( del_obj - > contains_count > 0 ) & & ! ( Game_mode & GM_MULTI ) ) { // Multiplayer handled outside of this code!!
// If dropping a weapon that the player has, drop energy instead, unless it's vulcan, in which case drop vulcan ammo.
if ( del_obj - > contains_type = = OBJ_POWERUP )
maybe_replace_powerup_with_energy ( del_obj ) ;
if ( object_create_egg ( del_obj ) > = 0 )
pow_add_random ( del_obj ) ;
} else if ( ( del_obj - > type = = OBJ_ROBOT ) & & ! ( Game_mode & GM_MULTI ) ) { // Multiplayer handled outside this code!!
robot_info * robptr = & Robot_info [ del_obj - > id ] ;
if ( robptr - > contains_count ) {
if ( ( ( d_rand ( ) * 16 ) > > 15 ) < robptr - > contains_prob ) {
del_obj - > contains_count = ( ( d_rand ( ) * robptr - > contains_count ) > > 15 ) + 1 ;
del_obj - > contains_type = robptr - > contains_type ;
del_obj - > contains_id = robptr - > contains_id ;
maybe_replace_powerup_with_energy ( del_obj ) ;
if ( object_create_egg ( del_obj ) > = 0 )
pow_add_random ( del_obj ) ;
}
}
}
if ( Robot_info [ del_obj - > id ] . exp2_sound_num > - 1 )
digi_link_sound_to_pos ( Robot_info [ del_obj - > id ] . exp2_sound_num , del_obj - > segnum , 0 , spawn_pos , 0 , F1_0 ) ;
//PLAY_SOUND_3D( Robot_info[del_obj->id].exp2_sound_num, spawn_pos, del_obj->segnum );
obj - > ctype . expl_info . spawn_time = - 1 ;
//make debris
if ( del_obj - > render_type = = RT_POLYOBJ )
explode_model ( del_obj ) ; //explode a polygon model
//set some parm in explosion
2009-02-22 10:53:10 +00:00
//If num_objects < MAX_USED_OBJECTS, expl_obj could be set to dead before this setting causing the delete_obj not to be removed. If so, directly delete del_obj
if ( expl_obj & & ! ( expl_obj - > flags & OF_SHOULD_BE_DEAD ) )
{
2006-03-20 16:43:15 +00:00
if ( del_obj - > movement_type = = MT_PHYSICS ) {
expl_obj - > movement_type = MT_PHYSICS ;
expl_obj - > mtype . phys_info = del_obj - > mtype . phys_info ;
}
expl_obj - > ctype . expl_info . delete_time = expl_obj - > lifeleft / 2 ;
expl_obj - > ctype . expl_info . delete_objnum = del_obj - Objects ;
# ifndef NDEBUG
if ( obj - > ctype . expl_info . delete_objnum < 0 )
Int3 ( ) ; // See Rob!
# endif
}
else {
maybe_delete_object ( del_obj ) ;
}
}
//See if we should delete an object
if ( obj - > lifeleft < = obj - > ctype . expl_info . delete_time ) {
object * del_obj = & Objects [ obj - > ctype . expl_info . delete_objnum ] ;
obj - > ctype . expl_info . delete_time = - 1 ;
maybe_delete_object ( del_obj ) ;
}
}
typedef struct expl_wall {
int segnum , sidenum ;
fix time ;
} expl_wall ;
# define MAX_EXPLODING_WALLS 10
# define EXPL_WALL_TIME (f1_0)
# define EXPL_WALL_TOTAL_FIREBALLS 32
# define EXPL_WALL_FIREBALL_SIZE 0x48000 //smallest size
expl_wall expl_wall_list [ MAX_EXPLODING_WALLS ] ;
//--unused-- int n_exploding_walls;
void init_exploding_walls ( )
{
int i ;
for ( i = 0 ; i < MAX_EXPLODING_WALLS ; i + + )
expl_wall_list [ i ] . segnum = - 1 ;
}
//explode the given wall
void explode_wall ( int segnum , int sidenum )
{
int i ;
vms_vector pos ;
//find a free slot
for ( i = 0 ; i < MAX_EXPLODING_WALLS & & expl_wall_list [ i ] . segnum ! = - 1 ; i + + ) ;
if ( i = = MAX_EXPLODING_WALLS ) { //didn't find slot.
Int3 ( ) ;
return ;
}
expl_wall_list [ i ] . segnum = segnum ;
expl_wall_list [ i ] . sidenum = sidenum ;
expl_wall_list [ i ] . time = 0 ;
//play one long sound for whole door wall explosion
compute_center_point_on_side ( & pos , & Segments [ segnum ] , sidenum ) ;
digi_link_sound_to_pos ( SOUND_EXPLODING_WALL , segnum , sidenum , & pos , 0 , F1_0 ) ;
}
//handle walls for this frame
//note: this wall code assumes the wall is not triangulated
void do_exploding_wall_frame ( )
{
int i ;
for ( i = 0 ; i < MAX_EXPLODING_WALLS ; i + + ) {
int segnum = expl_wall_list [ i ] . segnum ;
if ( segnum ! = - 1 ) {
int sidenum = expl_wall_list [ i ] . sidenum ;
fix oldfrac , newfrac ;
int old_count , new_count , e ; //n,
oldfrac = fixdiv ( expl_wall_list [ i ] . time , EXPL_WALL_TIME ) ;
expl_wall_list [ i ] . time + = FrameTime ;
if ( expl_wall_list [ i ] . time > EXPL_WALL_TIME )
expl_wall_list [ i ] . time = EXPL_WALL_TIME ;
if ( expl_wall_list [ i ] . time > ( EXPL_WALL_TIME * 3 ) / 4 ) {
segment * seg , * csegp ;
int cside , a , n ;
seg = & Segments [ segnum ] ;
a = Walls [ seg - > sides [ sidenum ] . wall_num ] . clip_num ;
n = WallAnims [ a ] . num_frames ;
csegp = & Segments [ seg - > children [ sidenum ] ] ;
cside = find_connect_side ( seg , csegp ) ;
wall_set_tmap_num ( seg , sidenum , csegp , cside , a , n - 1 ) ;
}
newfrac = fixdiv ( expl_wall_list [ i ] . time , EXPL_WALL_TIME ) ;
old_count = f2i ( EXPL_WALL_TOTAL_FIREBALLS * fixmul ( oldfrac , oldfrac ) ) ;
new_count = f2i ( EXPL_WALL_TOTAL_FIREBALLS * fixmul ( newfrac , newfrac ) ) ;
//n = new_count - old_count;
//now create all the next explosions
for ( e = old_count ; e < new_count ; e + + ) {
short vertnum_list [ 4 ] ;
vms_vector * v0 , * v1 , * v2 ;
vms_vector vv0 , vv1 , pos ;
fix size ;
//calc expl position
get_side_verts ( vertnum_list , segnum , sidenum ) ;
v0 = & Vertices [ vertnum_list [ 0 ] ] ;
v1 = & Vertices [ vertnum_list [ 1 ] ] ;
v2 = & Vertices [ vertnum_list [ 2 ] ] ;
vm_vec_sub ( & vv0 , v0 , v1 ) ;
vm_vec_sub ( & vv1 , v2 , v1 ) ;
vm_vec_scale_add ( & pos , v1 , & vv0 , d_rand ( ) * 2 ) ;
vm_vec_scale_add2 ( & pos , & vv1 , d_rand ( ) * 2 ) ;
size = EXPL_WALL_FIREBALL_SIZE + ( 2 * EXPL_WALL_FIREBALL_SIZE * e / EXPL_WALL_TOTAL_FIREBALLS ) ;
//fireballs start away from door, with subsequent ones getting closer
# ifdef COMPACT_SEGS
{
vms_vector _vn ;
get_side_normal ( & Segments [ segnum ] , sidenum , 0 , & _vn ) ;
vm_vec_scale_add2 ( & pos , & _vn , size * ( EXPL_WALL_TOTAL_FIREBALLS - e ) / EXPL_WALL_TOTAL_FIREBALLS ) ;
}
# else
vm_vec_scale_add2 ( & pos , & Segments [ segnum ] . sides [ sidenum ] . normals [ 0 ] , size * ( EXPL_WALL_TOTAL_FIREBALLS - e ) / EXPL_WALL_TOTAL_FIREBALLS ) ;
# endif
if ( e & 3 ) //3 of 4 are normal
object_create_explosion ( expl_wall_list [ i ] . segnum , & pos , size , VCLIP_SMALL_EXPLOSION ) ;
else
object_create_badass_explosion ( NULL , expl_wall_list [ i ] . segnum , & pos ,
size ,
VCLIP_SMALL_EXPLOSION ,
i2f ( 4 ) , // damage strength
i2f ( 20 ) , // damage radius
i2f ( 50 ) , // damage force
- 1 // parent id
) ;
}
if ( expl_wall_list [ i ] . time > = EXPL_WALL_TIME )
expl_wall_list [ i ] . segnum = - 1 ; //flag this slot as free
}
}
}