dxx-rebirth/similar/main/fireball.cpp

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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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
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code for rendering & otherwise dealing with explosions
*
*/
#include <algorithm>
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#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "dxxerror.h"
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#include "maths.h"
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#include "vecmat.h"
#include "gr.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"
#include "fireball.h"
#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"
#include "cntrlcen.h"
#include "gameseg.h"
#include "automap.h"
#include "byteutil.h"
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#include "compiler-range_for.h"
#include "segiter.h"
using std::min;
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#define EXPLOSION_SCALE (F1_0*5/2) //explosion is the obj size times this
//--unused-- ubyte Frame_processed[MAX_OBJECTS];
#if defined(DXX_BUILD_DESCENT_II)
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fix Flash_effect=0;
static const int PK1=1, PK2=8;
#endif
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static objptridx_t object_create_explosion_sub(objptridx_t objp, segnum_t segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, objptridx_t parent )
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{
objptridx_t obj = obj_create( OBJ_FIREBALL,vclip_type,segnum,position,&vmd_identity_matrix,size,
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CT_EXPLOSION,MT_NONE,RT_FIREBALL);
if (obj == object_none) {
return obj;
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}
//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 = object_none;
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obj->ctype.expl_info.delete_time = -1;
if (maxdamage > 0) {
fix dist, force;
vms_vector pos_hit, vforce;
fix damage;
int i;
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// -- now legal for badass explosions on a wall. Assert(objp != NULL);
for (i=0; i<=Highest_object_index; i++ ) {
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auto obj0p = vobjptridx(i);
sbyte parent_check = 0;
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// 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 (parent != object_none)
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if ((parent->type != OBJ_ROBOT) || (get_robot_id(parent) != obj0p->id))
parent_check = 1;
#if defined(DXX_BUILD_DESCENT_I)
if ( (obj0p->type == OBJ_CNTRLCEN) ||
(obj0p->type==OBJ_PLAYER) ||
((obj0p->type==OBJ_ROBOT) && parent_check))
#elif defined(DXX_BUILD_DESCENT_II)
if ( !(obj0p==objp) &&
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!(obj0p->flags&OF_SHOULD_BE_DEAD) &&
((obj0p->type==OBJ_WEAPON && (obj0p->id==PROXIMITY_ID || obj0p->id==SUPERPROX_ID || obj0p->id==PMINE_ID)) ||
(obj0p->type == OBJ_CNTRLCEN) ||
(obj0p->type==OBJ_PLAYER) ||
((obj0p->type==OBJ_ROBOT) && parent_check)
))
#endif
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{
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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_normalized_dir_quick( &vforce, &obj0p->pos, &obj->pos );
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 ) {
#if defined(DXX_BUILD_DESCENT_II)
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case OBJ_WEAPON:
phys_apply_force(obj0p,&vforce);
if (obj0p->id == PROXIMITY_ID || obj0p->id == SUPERPROX_ID) { //prox bombs have chance of blowing up
if (fixmul(dist,force) > i2f(8000)) {
obj0p->flags |= OF_SHOULD_BE_DEAD;
explode_badass_weapon(obj0p,&obj0p->pos);
}
}
break;
#endif
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case OBJ_ROBOT:
{
phys_apply_force(obj0p,&vforce);
#if defined(DXX_BUILD_DESCENT_II)
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// If not a boss, stun for 2 seconds at 32 force, 1 second at 16 force
if ((objp != object_none) && (!Robot_info[obj0p->id].boss_flag) && (Weapon_info[objp->id].flash)) {
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ai_static *aip = &obj0p->ctype.ai_info;
int force_val = f2i(fixdiv(vm_vec_mag_quick(&vforce) * Weapon_info[objp->id].flash, FrameTime)/128) + 2;
if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < F1_0) {
aip->SKIP_AI_COUNT += force_val;
obj0p->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
obj0p->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
obj0p->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
obj0p->mtype.phys_info.flags |= PF_USES_THRUST;
//@@if (Robot_info[obj0p->id].companion)
//@@ buddy_message("Daisy, Daisy, Give me...");
} else
aip->SKIP_AI_COUNT--;
}
#endif
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// 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 defined(DXX_BUILD_DESCENT_II)
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if (Robot_info[obj0p->id].boss_flag)
if (Boss_invulnerable_matter[Robot_info[obj0p->id].boss_flag-BOSS_D2])
damage /= 4;
#endif
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if (apply_damage_to_robot(obj0p, damage, parent))
if ((objp != object_none) && (parent == Players[Player_num].objnum))
add_points_to_score(Robot_info[get_robot_id(obj0p)].score_value);
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}
#if defined(DXX_BUILD_DESCENT_II)
if ((objp != object_none) && (Robot_info[obj0p->id].companion) && (!Weapon_info[objp->id].flash)) {
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static const char ouch_str[] = "ouch! " "ouch! " "ouch! " "ouch! ";
int count;
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count = f2i(damage/8);
if (count > 4)
count = 4;
else if (count <= 0)
count = 1;
buddy_message_str(&ouch_str[(4 - count) * 6]);
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}
#endif
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break;
}
case OBJ_CNTRLCEN:
if ( obj0p->shields >= 0 ) {
apply_damage_to_controlcen(obj0p, damage, parent );
}
break;
case OBJ_PLAYER: {
objptridx_t killer = object_none;
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vms_vector vforce2;
#if defined(DXX_BUILD_DESCENT_II)
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// Hack! Warning! Test code!
if ((objp != object_none) && Weapon_info[objp->id].flash && obj0p->id==Player_num) {
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int fe;
fe = min(F1_0*4, force*Weapon_info[objp->id].flash/32); // For four seconds or less
if (objp->ctype.laser_info.parent_signature == ConsoleObject->signature) {
fe /= 2;
force /= 2;
}
if (force > F1_0) {
Flash_effect = fe;
PALETTE_FLASH_ADD(PK1 + f2i(PK2*force), PK1 + f2i(PK2*force), PK1 + f2i(PK2*force));
}
}
#endif
if ((objp != object_none) && (Game_mode & GM_MULTI) && (objp->type == OBJ_PLAYER)) {
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killer = objp;
}
vforce2 = vforce;
if (parent != object_none ) {
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killer = parent;
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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 defined(DXX_BUILD_DESCENT_II)
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if (Difficulty_level == 0)
damage /= 4;
#endif
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if ( obj0p->shields >= 0 )
apply_damage_to_player(obj0p, killer, damage, 0 );
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}
break;
default:
Int3(); // Illegal object type
} // end switch
} else {
;
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} // end if (object_to_object_visibility...
} // end if (dist < maxdistance)
}
} // end for
} // end if (maxdamage...
return obj;
}
void object_create_muzzle_flash(segnum_t segnum, vms_vector * position, fix size, int vclip_type )
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{
object_create_explosion_sub(object_none, segnum, position, size, vclip_type, 0, 0, 0, object_none );
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}
objptridx_t object_create_explosion(segnum_t segnum, vms_vector * position, fix size, int vclip_type )
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{
return object_create_explosion_sub(object_none, segnum, position, size, vclip_type, 0, 0, 0, object_none );
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}
objptridx_t object_create_badass_explosion(objptridx_t objp, segnum_t segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, objptridx_t parent )
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{
objptridx_t rval = object_create_explosion_sub(objp, segnum, position, size, vclip_type, maxdamage, maxdistance, maxforce, parent );
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if ((objp != object_none) && (objp->type == OBJ_WEAPON))
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create_smart_children(objp, NUM_SMART_CHILDREN);
return rval;
}
//blows up a badass weapon, creating the badass explosion
//return the explosion object
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void explode_badass_weapon(vobjptridx_t obj,vms_vector *pos)
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{
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weapon_info *wi = &Weapon_info[get_weapon_id(obj)];
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Assert(wi->damage_radius);
#if defined(DXX_BUILD_DESCENT_II)
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if ((obj->id == EARTHSHAKER_ID) || (obj->id == ROBOT_EARTHSHAKER_ID))
smega_rock_stuff();
#endif
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, obj, 0, F1_0);
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object_create_badass_explosion(obj, obj->segnum, pos,
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wi->impact_size,
wi->robot_hit_vclip,
wi->strength[Difficulty_level],
wi->damage_radius,wi->strength[Difficulty_level],
obj->ctype.laser_info.parent_num);
}
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static void explode_badass_object(vobjptridx_t objp, fix damage, fix distance, fix force)
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{
objptridx_t rval = object_create_badass_explosion(objp, objp->segnum, &objp->pos, objp->size,
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get_explosion_vclip(objp, 0),
damage, distance, force,
objp);
if (rval != object_none)
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, rval, 0, F1_0);
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}
//blows up the player with a badass explosion
//return the explosion object
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void explode_badass_player(vobjptridx_t objp)
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{
explode_badass_object(objp, F1_0*50, F1_0*40, F1_0*150);
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}
#define DEBRIS_LIFE (f1_0 * (PERSISTENT_DEBRIS?60:2)) //lifespan in seconds
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static void object_create_debris(object *parent, int subobj_num)
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{
Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER) );
objptridx_t obj = obj_create(OBJ_DEBRIS,0,parent->segnum,&parent->pos,
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&parent->orient,Polygon_models[parent->rtype.pobj_info.model_num].submodel_rads[subobj_num],
CT_DEBRIS,MT_PHYSICS,RT_POLYOBJ);
if ((obj == object_none ) && (Highest_object_index >= MAX_OBJECTS-1)) {
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// Int3(); // this happens often and is normal :-)
return;
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}
if ( obj == object_none )
return; // Not enough debris slots!
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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
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();
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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)));
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vm_vec_add2(&obj->mtype.phys_info.velocity,&parent->mtype.phys_info.velocity);
// -- used to be: Notice, not random! vm_vec_make(&obj->mtype.phys_info.rotvel,10*0x2000/3,10*0x4000/3,10*0x7000/3);
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);
obj->lifeleft = 3*DEBRIS_LIFE/4 + fixmul(d_rand(), DEBRIS_LIFE); // Some randomness, so they don't all go away at the same time.
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;
if (PERSISTENT_DEBRIS)
{
obj->mtype.phys_info.flags |= PF_BOUNCE;
obj->mtype.phys_info.drag = 128;
}
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}
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.
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static int door_is_openable_by_player(segment *segp, int sidenum)
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{
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 depth[MAX_SEGMENTS];
sbyte side_rand[MAX_SIDES_PER_SEGMENT];
visited_segment_bitarray_t visited;
memset(depth, 0, Highest_segment_index+1);
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start_seg = objp->segnum;
head = 0;
tail = 0;
seg_queue[head++] = start_seg;
cur_depth = 0;
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
side_rand[i] = i;
// Now, randomize a bit to start, so we don't always get started in the same direction.
for (i=0; i<4; i++) {
int ind1, temp;
ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
temp = side_rand[ind1];
side_rand[ind1] = side_rand[i];
side_rand[i] = temp;
}
while (tail != head) {
int sidenum, count;
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segment *segp;
int 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;
count = 0;
for (sidenum=ind1; count<MAX_SIDES_PER_SEGMENT; count++) {
int snrand, wall_num;
if (sidenum == MAX_SIDES_PER_SEGMENT)
sidenum = 0;
snrand = side_rand[sidenum];
wall_num = segp->sides[snrand].wall_num;
sidenum++;
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if ((wall_num == -1 || door_is_openable_by_player(segp, snrand)) && segp->children[snrand] > -1)
{
if (!visited[segp->children[snrand]]) {
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seg_queue[head++] = segp->children[snrand];
visited[segp->children[snrand]] = true;
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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!
}
}
}
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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;
}
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cur_depth = depth[seg_queue[tail]];
}
return -1;
}
#if defined(DXX_BUILD_DESCENT_I)
#define BASE_NET_DROP_DEPTH 10
#elif defined(DXX_BUILD_DESCENT_II)
#define BASE_NET_DROP_DEPTH 8
#endif
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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.
static segnum_t choose_drop_segment()
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{
int pnum = 0;
int cur_drop_depth;
int count;
vms_vector tempv,*player_pos;
d_srand((fix)timer_query());
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cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15);
player_pos = &Objects[Players[Player_num].objnum].pos;
segnum_t player_seg = Objects[Players[Player_num].objnum].segnum;
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segnum_t segnum = segment_none;
while ((segnum == segment_none) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) {
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pnum = (d_rand() * N_players) >> 15;
count = 0;
#if defined(DXX_BUILD_DESCENT_I)
while ((count < N_players) && ((Players[pnum].connected == CONNECT_DISCONNECTED) || (pnum==Player_num)))
#elif defined(DXX_BUILD_DESCENT_II)
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while ((count < N_players) && ((Players[pnum].connected == CONNECT_DISCONNECTED) || (pnum==Player_num) || ((Game_mode & (GM_TEAM|GM_CAPTURE)) && (get_team(pnum)==get_team(Player_num)))))
#endif
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{
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pnum = (pnum+1)%N_players;
count++;
}
if (count == N_players) {
//if can't valid non-player person, use the player
pnum = Player_num;
}
segnum = pick_connected_segment(&Objects[Players[pnum].objnum], cur_drop_depth);
if (segnum == segment_none)
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{
cur_drop_depth--;
continue;
}
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if (Segments[segnum].special == SEGMENT_IS_CONTROLCEN)
{
segnum = segment_none;
}
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else { //don't drop in any children of control centers
int i;
for (i=0;i<6;i++) {
segnum_t ch = Segments[segnum].children[i];
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if (IS_CHILD(ch) && Segments[ch].special == SEGMENT_IS_CONTROLCEN) {
segnum = segment_none;
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break;
}
}
}
//bail if not far enough from original position
if (segnum != segment_none) {
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compute_segment_center(&tempv, &Segments[segnum]);
if (find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG) < i2f(20)*cur_drop_depth) {
segnum = segment_none;
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}
}
cur_drop_depth--;
}
if (segnum == segment_none) {
cur_drop_depth = BASE_NET_DROP_DEPTH;
while (cur_drop_depth > 0 && segnum == segment_none) // before dropping in random segment, try to find ANY segment which is connected to the player responsible for the drop so object will not spawn in inaccessible areas
{
segnum = pick_connected_segment(&Objects[Players[Player_num].objnum], --cur_drop_depth);
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if (Segments[segnum].special == SEGMENT_IS_CONTROLCEN)
segnum = segment_none;
}
return ((segnum == segment_none)?((d_rand() * Highest_segment_index) >> 15):segnum); // basically it should be impossible segnum == -1 now... but oh well...
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} 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)) {
vms_vector new_pos;
if (Game_mode & GM_NETWORK)
{
if (PowerupsInMine[powerup_type]>=MaxPowerupsAllowed[powerup_type])
return;
}
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if (Control_center_destroyed || Endlevel_sequence)
return;
segnum_t segnum = choose_drop_segment();
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//--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;
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objptridx_t objnum = call_object_create_egg(&Objects[Players[Player_num].objnum], 1, OBJ_POWERUP, powerup_type);
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if (objnum == object_none)
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return;
pick_random_point_in_seg(&new_pos, segnum);
multi_send_create_powerup(powerup_type, segnum, objnum, &new_pos);
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objnum->pos = new_pos;
vm_vec_zero(&objnum->mtype.phys_info.velocity);
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obj_relink(objnum, segnum);
object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE );
}
}
// ------------------------------------------------------------------------------------------------------
// Return true if current segment contains some object.
static int segment_contains_object(int obj_type, int obj_id, segnum_t segnum)
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{
if (segnum == segment_none)
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return 0;
range_for (auto objp, objects_in(Segments[segnum]))
if ((objp->type == obj_type) && (objp->id == obj_id))
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return 1;
return 0;
}
// ------------------------------------------------------------------------------------------------------
static int object_nearby_aux(segnum_t segnum, int object_type, int object_id, int depth)
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{
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++) {
segnum_t seg2 = Segments[segnum].children[i];
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if (seg2 != segment_none)
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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).
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static int weapon_nearby(object *objp, int weapon_id)
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{
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;
case POW_PLASMA_WEAPON: weapon_index = PLASMA_INDEX; break;
case POW_FUSION_WEAPON: weapon_index = FUSION_INDEX; break;
#if defined(DXX_BUILD_DESCENT_II)
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case POW_GAUSS_WEAPON: weapon_index = GAUSS_INDEX; break;
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case POW_HELIX_WEAPON: weapon_index = HELIX_INDEX; break;
case POW_PHOENIX_WEAPON: weapon_index = PHOENIX_INDEX; break;
case POW_OMEGA_WEAPON: weapon_index = OMEGA_INDEX; break;
#endif
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}
// Don't drop vulcan ammo if player maxed out.
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if ((weapon_index_uses_vulcan_ammo(weapon_index) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].vulcan_ammo >= VULCAN_AMMO_MAX))
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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) {
#if defined(DXX_BUILD_DESCENT_I)
del_obj->contains_count = 1;
#endif
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del_obj->contains_type = OBJ_POWERUP;
if (weapon_index_uses_vulcan_ammo(weapon_index)) {
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del_obj->contains_id = POW_VULCAN_AMMO;
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}
else {
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del_obj->contains_id = POW_ENERGY;
}
} else {
#if defined(DXX_BUILD_DESCENT_I)
del_obj->contains_count = 0;
#elif defined(DXX_BUILD_DESCENT_II)
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del_obj->contains_type = OBJ_POWERUP;
del_obj->contains_id = POW_SHIELD_BOOST;
#endif
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}
}
} 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) {
#if defined(DXX_BUILD_DESCENT_I)
del_obj->contains_count = 1;
#endif
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del_obj->contains_type = OBJ_POWERUP;
del_obj->contains_id = POW_ENERGY;
} else {
#if defined(DXX_BUILD_DESCENT_I)
del_obj->contains_count = 0;
#elif defined(DXX_BUILD_DESCENT_II)
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del_obj->contains_type = OBJ_POWERUP;
del_obj->contains_id = POW_SHIELD_BOOST;
#endif
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}
}
// 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;
}
}
#if defined(DXX_BUILD_DESCENT_I)
static
#endif
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objptridx_t drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, segnum_t segnum)
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{
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objptridx_t objnum = object_none;
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vms_vector new_velocity, new_pos;
fix old_mag;
int count;
switch (type) {
case OBJ_POWERUP:
for (count=0; count<num; count++) {
int rand_scale;
new_velocity = *init_vel;
old_mag = vm_vec_mag_quick(init_vel);
// 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 (id == POW_EXTRA_LIFE)
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) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD))
vm_vec_zero(&new_velocity);
new_pos = *pos;
// new_pos.x += (d_rand()-16384)*8;
// new_pos.y += (d_rand()-16384)*8;
// new_pos.z += (d_rand()-16384)*8;
if (Game_mode & GM_MULTI)
{
if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
{
return object_none;
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}
#if defined(DXX_BUILD_DESCENT_II)
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if ((Game_mode & GM_NETWORK) && Network_status == NETSTAT_ENDLEVEL)
return object_none;
#endif
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}
objptridx_t obj = obj_create( OBJ_POWERUP, id, segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
objnum = obj;
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if (objnum == object_none ) {
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Int3();
return objnum;
}
if (Game_mode & GM_MULTI)
{
Net_create_objnums[Net_create_loc++] = 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;
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obj->rtype.vclip_info.vclip_num = Powerup_info[get_powerup_id(obj)].vclip_num;
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obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
obj->rtype.vclip_info.framenum = 0;
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switch (get_powerup_id(obj)) {
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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<num; count++) {
int rand_scale;
new_velocity = *init_vel;
old_mag = vm_vec_mag_quick(init_vel);
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 = *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;
#if defined(DXX_BUILD_DESCENT_I)
objptridx_t obj = obj_create(OBJ_ROBOT, id, segnum, &new_pos, &vmd_identity_matrix, Polygon_models[Robot_info[ObjId[type]].model_num].rad, CT_AI, MT_PHYSICS, RT_POLYOBJ);
#elif defined(DXX_BUILD_DESCENT_II)
objptridx_t obj = obj_create(OBJ_ROBOT, id, segnum, &new_pos, &vmd_identity_matrix, Polygon_models[Robot_info[id].model_num].rad, CT_AI, MT_PHYSICS, RT_POLYOBJ);
#endif
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objnum = obj;
if ( objnum == object_none ) {
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Int3();
return objnum;
}
if (Game_mode & GM_MULTI)
{
Net_create_objnums[Net_create_loc++] = objnum;
}
//Set polygon-object-specific data
obj->rtype.pobj_info.model_num = Robot_info[get_robot_id(obj)].model_num;
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obj->rtype.pobj_info.subobj_flags = 0;
//set Physics info
obj->mtype.phys_info.velocity = new_velocity;
obj->mtype.phys_info.mass = Robot_info[get_robot_id(obj)].mass;
obj->mtype.phys_info.drag = Robot_info[get_robot_id(obj)].drag;
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obj->mtype.phys_info.flags |= (PF_LEVELLING);
obj->shields = Robot_info[get_robot_id(obj)].strength;
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obj->ctype.ai_info.behavior = AIB_NORMAL;
ai_local *ailp = &obj->ctype.ai_info.ail;
ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
ailp->player_awareness_time = F1_0*3;
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obj->ctype.ai_info.CURRENT_STATE = AIS_LOCK;
obj->ctype.ai_info.GOAL_STATE = AIS_LOCK;
obj->ctype.ai_info.REMOTE_OWNER = -1;
}
#if defined(DXX_BUILD_DESCENT_II)
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// At JasenW's request, robots which contain robots
// sometimes drop shields.
if (d_rand() > 16384)
drop_powerup(OBJ_POWERUP, POW_SHIELD_BOOST, 1, init_vel, pos, segnum);
#endif
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break;
default:
Error("Error: Illegal type (%i) in object spawning.\n", type);
}
return objnum;
}
// ----------------------------------------------------------------------------
// Returns created object number.
// If object dropped by player, set flag.
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objptridx_t object_create_egg(object *objp)
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{
#if defined(DXX_BUILD_DESCENT_II)
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if (!(Game_mode & GM_MULTI) & (objp->type != OBJ_PLAYER))
{
if (objp->contains_type == OBJ_POWERUP)
{
if (objp->contains_id == POW_SHIELD_BOOST) {
if (Players[Player_num].shields >= i2f(100)) {
if (d_rand() > 16384) {
return object_none;
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}
} else if (Players[Player_num].shields >= i2f(150)) {
if (d_rand() > 8192) {
return object_none;
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}
}
} else if (objp->contains_id == POW_ENERGY) {
if (Players[Player_num].energy >= i2f(100)) {
if (d_rand() > 16384) {
return object_none;
2006-03-20 17:12:09 +00:00
}
} else if (Players[Player_num].energy >= i2f(150)) {
if (d_rand() > 8192) {
return object_none;
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}
}
}
}
}
#endif
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objptridx_t rval = drop_powerup(objp->contains_type, objp->contains_id, objp->contains_count, &objp->mtype.phys_info.velocity, &objp->pos, objp->segnum);
#if defined(DXX_BUILD_DESCENT_II)
if (rval != object_none)
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{
if ((objp->type == OBJ_PLAYER) && (objp->id == Player_num))
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rval->flags |= OF_PLAYER_DROPPED;
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if (objp->type == OBJ_ROBOT && objp->contains_type==OBJ_POWERUP)
{
if (objp->contains_id==POW_VULCAN_WEAPON || objp->contains_id==POW_GAUSS_WEAPON)
2014-08-23 23:53:56 +00:00
rval->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
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else if (objp->contains_id==POW_OMEGA_WEAPON)
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rval->ctype.powerup_info.count = MAX_OMEGA_CHARGE;
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}
}
#endif
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return rval;
}
// -- extern int Items_destroyed;
// -------------------------------------------------------------------------------------------------------
// Put count objects of type type (eg, powerup), id = id (eg, energy) into *objp, then drop them! Yippee!
// Returns created object number.
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objptridx_t call_object_create_egg(object *objp, int count, int type, int id)
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{
if (count > 0) {
objp->contains_count = count;
objp->contains_type = type;
objp->contains_id = id;
return object_create_egg(objp);
}
return object_none;
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}
//what vclip does this explode with?
int get_explosion_vclip(object *obj,int stage)
{
if (obj->type==OBJ_ROBOT) {
if (stage==0 && Robot_info[get_robot_id(obj)].exp1_vclip_num>-1)
return Robot_info[get_robot_id(obj)].exp1_vclip_num;
else if (stage==1 && Robot_info[get_robot_id(obj)].exp2_vclip_num>-1)
return Robot_info[get_robot_id(obj)].exp2_vclip_num;
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}
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
2013-10-27 22:00:14 +00:00
static void explode_model(object *obj)
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{
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++)
#if defined(DXX_BUILD_DESCENT_II)
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if (!(obj->type == OBJ_ROBOT && get_robot_id(obj) == 44 && i == 5)) //energy sucker energy part
#endif
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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.
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static void maybe_delete_object(object *del_obj)
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{
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
2014-08-16 23:18:17 +00:00
void explode_object(vobjptridx_t hitobj,fix delay_time)
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{
if (hitobj->flags & OF_EXPLODING) return;
if (delay_time) { //wait a little while before creating explosion
objnum_t objnum;
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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 == object_none ) {
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maybe_delete_object(hitobj); //no explosion, die instantly
Int3();
return;
}
obj = &Objects[objnum];
//now set explosion-specific data
obj->lifeleft = delay_time;
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obj->ctype.expl_info.delete_objnum = hitobj;
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#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 {
int vclip_num;
vclip_num = get_explosion_vclip(hitobj,0);
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auto expl_obj = object_create_explosion(hitobj->segnum, &hitobj->pos, fixmul(hitobj->size,EXPLOSION_SCALE), vclip_num );
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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
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void do_debris_frame(vobjptridx_t obj)
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{
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) {
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;
}
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auto del_obj = vobjptridx(obj->ctype.expl_info.delete_objnum);
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spawn_pos = &del_obj->pos;
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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 != segment_none);
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vclip_num = get_explosion_vclip(del_obj,1);
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objptridx_t expl_obj = object_none;
#if defined(DXX_BUILD_DESCENT_II)
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if (del_obj->type == OBJ_ROBOT && Robot_info[del_obj->id].badass)
expl_obj = object_create_badass_explosion( object_none, del_obj->segnum, spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num, F1_0*Robot_info[del_obj->id].badass, i2f(4)*Robot_info[del_obj->id].badass, i2f(35)*Robot_info[del_obj->id].badass, object_none );
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else
#endif
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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);
object_create_egg(del_obj);
} else if ((del_obj->type == OBJ_ROBOT) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside this code!!
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robot_info *robptr = &Robot_info[get_robot_id(del_obj)];
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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);
object_create_egg(del_obj);
}
}
#if defined(DXX_BUILD_DESCENT_II)
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if (robot_is_thief(robptr))
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drop_stolen_items(del_obj);
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if (robot_is_companion(robptr)) {
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DropBuddyMarker(del_obj);
}
#endif
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}
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const robot_info *robptr = &Robot_info[get_robot_id(del_obj)];
if ( robptr->exp2_sound_num > -1 )
digi_link_sound_to_pos( robptr->exp2_sound_num, del_obj->segnum, 0, spawn_pos, 0, F1_0 );
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//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
//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))
{
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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;
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#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);
}
}
#define EXPL_WALL_TIME (f1_0)
#define EXPL_WALL_TOTAL_FIREBALLS 32
#if defined(DXX_BUILD_DESCENT_I)
#define EXPL_WALL_FIREBALL_SIZE 0x48000 //smallest size
#elif defined(DXX_BUILD_DESCENT_II)
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#define EXPL_WALL_FIREBALL_SIZE (0x48000*6/10) //smallest size
#endif
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expl_wall expl_wall_list[MAX_EXPLODING_WALLS];
void init_exploding_walls()
{
int i;
for (i=0;i<MAX_EXPLODING_WALLS;i++)
expl_wall_list[i].segnum = segment_none;
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}
//explode the given wall
void explode_wall(segnum_t segnum,int sidenum)
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{
int i;
vms_vector pos;
//find a free slot
for (i=0;i<MAX_EXPLODING_WALLS && expl_wall_list[i].segnum != segment_none;i++);
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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++) {
segnum_t segnum = expl_wall_list[i].segnum;
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if (segnum != segment_none) {
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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 a,n;
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seg = &Segments[segnum];
a = Walls[seg->sides[sidenum].wall_num].clip_num;
n = WallAnims[a].num_frames;
csegp = &Segments[seg->children[sidenum]];
auto cside = find_connect_side(seg, csegp);
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wall_set_tmap_num(seg,sidenum,csegp,cside,a,n-1);
Walls[seg->sides[sidenum].wall_num].flags |= WALL_BLASTED;
Walls[csegp->sides[cside].wall_num].flags |= WALL_BLASTED;
}
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++) {
vms_vector *v0,*v1,*v2;
vms_vector vv0,vv1,pos;
fix size;
//calc expl position
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side_vertnum_list_t vertnum_list;
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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
vm_vec_scale_add2(&pos,&Segments[segnum].sides[sidenum].normals[0],size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
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( object_none, expl_wall_list[i].segnum, &pos,
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size,
VCLIP_SMALL_EXPLOSION,
i2f(4), // damage strength
i2f(20), // damage radius
i2f(50), // damage force
object_none // parent id
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);
}
if (expl_wall_list[i].time >= EXPL_WALL_TIME)
expl_wall_list[i].segnum = segment_none; //flag this slot as free
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}
}
}
#if defined(DXX_BUILD_DESCENT_II)
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//creates afterburner blobs behind the specified object
void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime)
{
vms_vector pos_left,pos_right;
vm_vec_scale_add(&pos_left, &obj->pos, &obj->orient.fvec, -obj->size);
vm_vec_scale_add2(&pos_left, &obj->orient.rvec, -obj->size/4);
vm_vec_scale_add(&pos_right, &pos_left, &obj->orient.rvec, obj->size/2);
if (count == 1)
vm_vec_avg(&pos_left, &pos_left, &pos_right);
segnum_t segnum = find_point_seg(&pos_left, obj->segnum);
if (segnum != segment_none)
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object_create_explosion(segnum, &pos_left, size_scale, VCLIP_AFTERBURNER_BLOB );
if (count > 1) {
segnum = find_point_seg(&pos_right, obj->segnum);
if (segnum != segment_none) {
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object *blob_obj;
blob_obj = object_create_explosion(segnum, &pos_right, size_scale, VCLIP_AFTERBURNER_BLOB );
if (lifetime != -1)
blob_obj->lifeleft = lifetime;
}
}
}
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static void expl_wall_swap(expl_wall *ew, int swap)
{
if (!swap)
return;
ew->segnum = SWAPINT(ew->segnum);
ew->sidenum = SWAPINT(ew->sidenum);
ew->time = SWAPINT(ew->time);
}
/*
* reads n expl_wall structs from a PHYSFS_file and swaps if specified
*/
void expl_wall_read_n_swap(expl_wall *ew, int n, int swap, PHYSFS_file *fp)
{
int i;
PHYSFS_read(fp, ew, sizeof(expl_wall), n);
if (swap)
for (i = 0; i < n; i++)
expl_wall_swap(&ew[i], swap);
}
#endif