/* * 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. 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 #include #include #include #include #include #include #include "dxxerror.h" #include "maths.h" #include "vecmat.h" #include "gr.h" #include "3d.h" #include "inferno.h" #include "object.h" #include "vclip.h" #include "game.h" #include "robot.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 "physics.h" #include "laser.h" #include "wall.h" #include "multi.h" #include "timer.h" #include "playsave.h" #include "gameseg.h" #include "automap.h" #include "byteutil.h" #include "compiler-range_for.h" #include "d_array.h" #include "d_enumerate.h" #include "d_levelstate.h" #include "d_range.h" #include "d_zip.h" #include "partial_range.h" #include "segiter.h" using std::min; #define EXPLOSION_SCALE (F1_0*5/2) //explosion is the obj size times this namespace dcx { namespace { /* C arrays are normally indexed starting from 0. For some use cases, * values in [0, Bias) for some Bias are not useful. Callers must * either waste Bias unused elements at the head of the array, or * subtract Bias from all indexes when accessing the array. This class * automates the latter approach. Its actual size is N, and all index * operations are offset by subtracting Bias. As with std::array, * callers are responsible for passing only valid index values. */ template struct biased_index_array : std::array { using base_type = std::array; using typename base_type::reference; using typename base_type::const_reference; using typename base_type::size_type; /* Not implemented, so delete it to avoid using the base class * implementation, which would not adjust by Bias. This could be * implemented if needed. */ constexpr reference at(size_type position) = delete; constexpr reference at(size_type position) const = delete; constexpr reference operator[](size_type pos) { return this->base_type::operator[](pos - Bias); } constexpr const_reference operator[](size_type pos) const { return this->base_type::operator[](pos - Bias); } [[nodiscard]] static constexpr bool valid_index(size_type pos) { return pos >= Bias && pos - Bias < N; } }; struct connected_segment_raw_distances { using segment_distance_count_type = uint8_t; /* Minimum depth must be at least 2, since very low values are used * for special purposes. */ static constexpr std::integral_constant minimum_supported_max_depth{}; static constexpr std::integral_constant maximum_supported_max_depth{}; static constexpr std::integral_constant supported_max_depth_range{}; /* The value_type must be sufficient to hold the largest number of * segments that could be at a distance of * `maximum_supported_max_depth`. */ using depth_count_array = biased_index_array; enum class biased_distance : uint8_t { indeterminate, depth_0, }; static segment_distance_count_type get_distance_from_biased_distance(const biased_distance d) { return static_cast(d) - static_cast(biased_distance::depth_0); } static biased_distance get_biased_distance_from_distance(const segment_distance_count_type d) { return static_cast(d + static_cast(biased_distance::depth_0)); } /* To reduce the stack footprint when recursively visiting segments, * all the arguments that remain constant during the search are * stored in an instance of `builder`, and `visit_segment` is a * member method on `builder`. */ struct builder { fvcsegptr &vcsegptr; fvcwallptr &vcwallptr; const segment_distance_count_type max_depth; depth_count_array &count_segments_at_depth; enumerated_array &depth_by_segment; /* Segments that are farther away than max_depth do not have a * specific distance computed, and are only known to be too far * away. */ void visit_segment(vcsegidx_t current_segment_idx, segment_distance_count_type current_depth) const; }; /* Initialize all depths to 0. These will be updated as the * constructor traverses the level. Counts are only maintained for * supported depths. If a segment is closer than * `minimum_supported_max_depth` or farther than * `maximum_supported_max_depth`, then it is not counted. */ depth_count_array count_segments_at_depth{}; /* Initialize all segments to be at the indeterminate distance. * * Traversal of the level data will replace the placeholder distance * with a real value. Traversal requires that every element either * be the value `indeterminate` or have a valid depth from earlier * in the traversal. */ static_assert(static_cast(biased_distance::indeterminate) == 0, "`indeterminate` must be 0 so that zero-initialization assigns the value `indeterminate` to every element in the array"); enumerated_array depth_by_segment{}; /* Prefer that the maximum depth be passed as a * std::integral_constant so that it can be checked at compile time. * Allow use of non-integral_constant expressions if the caller uses * the explicit constructor. */ explicit connected_segment_raw_distances(fvcsegptr &vcsegptr, fvcwallptr &vcwallptr, segment_distance_count_type max_depth, vcsegidx_t current_segment_idx); template connected_segment_raw_distances(fvcsegptr &vcsegptr, fvcwallptr &vcwallptr, std::integral_constant, vcsegidx_t current_segment_idx) : connected_segment_raw_distances(vcsegptr, vcwallptr, max_depth, current_segment_idx) { static_assert(max_depth <= maximum_supported_max_depth); } /* Scan depth_by_segment to find the Nth segment of the desired * depth, where N is drawn from `uniform_int_distribution(0, * count_of_segments_at_depth - 1)(mrd)`. If there are no segments * at this depth, return an empty std::optional. */ std::optional scan_segment_depths(unsigned desired_depth, std::minstd_rand &mrd) const; }; } unsigned Num_exploding_walls; void init_exploding_walls() { Num_exploding_walls = 0; } connected_segment_raw_distances::connected_segment_raw_distances(fvcsegptr &vcsegptr, fvcwallptr &vcwallptr, segment_distance_count_type max_depth, vcsegidx_t current_segment_idx) { builder{vcsegptr, vcwallptr, max_depth, count_segments_at_depth, depth_by_segment}.visit_segment(current_segment_idx, 0u); } std::optional connected_segment_raw_distances::scan_segment_depths(const unsigned desired_depth, std::minstd_rand &mrd) const { const auto count_segments_at_desired_depth = count_segments_at_depth[desired_depth]; if (!count_segments_at_desired_depth) /* No segments exist at this depth. Move to next depth. */ return std::nullopt; /* Pick a random segment within the segments at the selected * depth. */ std::uniform_int_distribution uid(0u, count_segments_at_desired_depth - 1u); /* Walk over all segments. Ignore any segment at the wrong depth. * Ignore the first `skip_count` segments at the right depth. */ const auto initial_skip_count = uid(mrd); unsigned skip_count = initial_skip_count; const auto desired_biased_depth = get_biased_distance_from_distance(desired_depth); for (const auto &&[sn, biased_depth] : enumerate(depth_by_segment)) { if (biased_depth != desired_biased_depth) continue; if (!skip_count) /* Found a segment at the correct depth and the required * number of segments have been skipped. Pick this segment. */ return sn; -- skip_count; } /* This should not happen. `skip_count` is computed such that it is * below the number of segments at a depth of `desired_depth`, so * control should always `return` from the loop. */ con_printf(CON_URGENT, DXX_STRINGIZE_FL(__FILE__, __LINE__, "error: count=%u, skip_count=%u, and no segment found at depth %u"), count_segments_at_desired_depth, initial_skip_count, desired_depth); return std::nullopt; } void connected_segment_raw_distances::builder::visit_segment(const vcsegidx_t current_segment_idx, const segment_distance_count_type current_depth) const { auto &biased_depth = depth_by_segment[current_segment_idx]; if (biased_depth != biased_distance::indeterminate) { const auto d = get_distance_from_biased_distance(biased_depth); if (d <= current_depth) /* This segment was already found through some other * route. Leave that result in place. */ return; /* If this segment was previously found at a greater depth, and * the current step found a shorter path to that segment, then * reduce the count of segments at the greater depth, since the * recorded depth of this segment will be changed. */ if (count_segments_at_depth.valid_index(d)) -- count_segments_at_depth[d]; } biased_depth = get_biased_distance_from_distance(current_depth); if (current_depth >= max_depth) return; const shared_segment &seg = vcsegptr(current_segment_idx); if (seg.special == segment_special::controlcen) { /* Every caller wants to exclude the control-center segment from * the set of choices. If the segment is encountered here, * assign it a depth value that prevents it being selected, and * stop. Stopping here prevents exploring segments beyond the * control-center. If there is a path around the * control-center, that path can be used to reach those segments * instead. This will lead to a slightly higher than accurate * distance value for those segments, but the original Descent * implementation had a random walk that could wander about and * assign high values to any segment it reached. By refusing to * traverse through the control center, this implementation * avoids selecting areas that are only reachable by flying * through the control center. */ biased_depth = get_biased_distance_from_distance(0); return; } /* Segments closer than minimum_supported_max_depth or farther than * maximum_supported_max_depth will not be analyzed later, so no * count is maintained for them. * * This increment is deferred until after the control-center check, * so that it does not need to be undone when the control-center is * found. */ if (count_segments_at_depth.valid_index(current_depth)) ++ count_segments_at_depth[current_depth]; for (const auto &&[child_segnum, side] : zip(seg.children, seg.sides)) { if (!IS_CHILD(child_segnum)) continue; if (const auto wall_num = side.wall_num; wall_num != wall_none) { auto &w = *vcwallptr(wall_num); if (w.type == WALL_CLOSED) continue; if (w.type == WALL_DOOR && (w.flags & wall_flag::door_locked)) continue; } visit_segment(child_segnum, current_depth + 1); } } } namespace dsx { #if defined(DXX_BUILD_DESCENT_II) fix Flash_effect=0; constexpr int PK1=1, PK2=8; #endif static bool can_collide(const object *const weapon_object, const object_base &iter_object, const object *const parent_object) { /* `weapon_object` may not be a weapon in some cases, though the * caller originally expected it would be. For this function, the * distinction is currently irrelevant. */ #if defined(DXX_BUILD_DESCENT_I) (void)weapon_object; #elif defined(DXX_BUILD_DESCENT_II) if (weapon_object == &iter_object) return false; if (iter_object.type == OBJ_NONE) return false; if (iter_object.flags & OF_SHOULD_BE_DEAD) return false; #endif switch (iter_object.type) { #if defined(DXX_BUILD_DESCENT_II) case OBJ_WEAPON: return is_proximity_bomb_or_player_smart_mine_or_placed_mine(get_weapon_id(iter_object)); #endif case OBJ_CNTRLCEN: case OBJ_PLAYER: return true; case OBJ_ROBOT: if (parent_object == nullptr) return false; if (parent_object->type != OBJ_ROBOT) return true; return get_robot_id(*parent_object) != iter_object.id; default: return false; } } static imobjptridx_t object_create_explosion_sub(const d_vclip_array &Vclip, fvmobjptridx &vmobjptridx, const imobjptridx_t obj_explosion_origin, const vmsegptridx_t segnum, const vms_vector &position, const fix size, const int vclip_type, const fix maxdamage, const fix maxdistance, const fix maxforce, const icobjptridx_t parent) { /* `obj_explosion_origin` may not be a weapon in some cases, though * this function originally expected it would be. */ #if defined(DXX_BUILD_DESCENT_II) auto &Objects = LevelUniqueObjectState.Objects; #endif auto &Robot_info = LevelSharedRobotInfoState.Robot_info; const auto &&obj_fireball = obj_create(OBJ_FIREBALL, vclip_type, segnum, position, &vmd_identity_matrix, size, object::control_type::explosion, object::movement_type::None, RT_FIREBALL); if (obj_fireball == object_none) { return object_none; } //now set explosion-specific data obj_fireball->lifeleft = Vclip[vclip_type ].play_time; obj_fireball->ctype.expl_info.spawn_time = -1; obj_fireball->ctype.expl_info.delete_objnum = object_none; obj_fireball->ctype.expl_info.delete_time = -1; if (maxdamage > 0) { fix force; vms_vector pos_hit, vforce; fix damage; // -- now legal for badass explosions on a wall. Assert(obj_explosion_origin != NULL); range_for (const auto &&obj_iter, vmobjptridx) { // 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 (can_collide(obj_explosion_origin, obj_iter, parent)) { const auto dist = vm_vec_dist_quick(obj_iter->pos, obj_fireball->pos); // Make damage be from 'maxdamage' to 0.0, where 0.0 is 'maxdistance' away; if ( dist < maxdistance ) { if (object_to_object_visibility(obj_fireball, obj_iter, 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, obj_iter->pos, obj_fireball->pos); vm_vec_scale(vforce, force ); // Find where the point of impact is... ( pos_hit ) vm_vec_scale(vm_vec_sub(pos_hit, obj_fireball->pos, obj_iter->pos), fixdiv(obj_iter->size, obj_iter->size + dist)); switch (obj_iter->type) { #if defined(DXX_BUILD_DESCENT_II) case OBJ_WEAPON: phys_apply_force(obj_iter, vforce); if (is_proximity_bomb_or_player_smart_mine(get_weapon_id(obj_iter))) { //prox bombs have chance of blowing up if (fixmul(dist,force) > i2f(8000)) { obj_iter->flags |= OF_SHOULD_BE_DEAD; explode_badass_weapon(obj_iter, obj_iter->pos); } } break; #endif case OBJ_ROBOT: { phys_apply_force(obj_iter, vforce); #if defined(DXX_BUILD_DESCENT_II) // If not a boss, stun for 2 seconds at 32 force, 1 second at 16 force fix flash; if (obj_explosion_origin != object_none && obj_explosion_origin->type == OBJ_WEAPON && !Robot_info[get_robot_id(obj_iter)].boss_flag && (flash = Weapon_info[get_weapon_id(obj_explosion_origin)].flash)) { ai_static *const aip = &obj_iter->ctype.ai_info; if (obj_fireball->ctype.ai_info.SKIP_AI_COUNT * FrameTime < F1_0) { const int force_val = f2i(fixdiv(vm_vec_mag_quick(vforce) * flash, FrameTime) / 128) + 2; aip->SKIP_AI_COUNT += force_val; obj_iter->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val) / 16; obj_iter->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val) / 16; obj_iter->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val) / 16; obj_iter->mtype.phys_info.flags |= PF_USES_THRUST; } else aip->SKIP_AI_COUNT--; } #endif const auto Difficulty_level = GameUniqueState.Difficulty_level; // 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(obj_iter, neg_vforce); } if (obj_iter->shields >= 0) { #if defined(DXX_BUILD_DESCENT_II) const auto &robot_info = Robot_info[get_robot_id(obj_iter)]; if (robot_info.boss_flag >= BOSS_D2 && Boss_invulnerable_matter[robot_info.boss_flag - BOSS_D2]) damage /= 4; #endif if (apply_damage_to_robot(obj_iter, damage, parent)) if (obj_explosion_origin != object_none && parent == get_local_player().objnum) add_points_to_score(ConsoleObject->ctype.player_info, Robot_info[get_robot_id(obj_iter)].score_value, Game_mode); } #if defined(DXX_BUILD_DESCENT_II) if (obj_explosion_origin != object_none && Robot_info[get_robot_id(obj_iter)].companion && !(obj_explosion_origin->type == OBJ_WEAPON && Weapon_info[get_weapon_id(obj_explosion_origin)].flash)) { static const char ouch_str[] = "ouch! " "ouch! " "ouch! " "ouch! "; int count; count = f2i(damage/8); if (count > 4) count = 4; else if (count <= 0) count = 1; buddy_message_str(&ouch_str[(4 - count) * 6]); } #endif break; } case OBJ_CNTRLCEN: if (parent != object_none && obj_iter->shields >= 0) { apply_damage_to_controlcen(obj_iter, damage, parent); } break; case OBJ_PLAYER: { icobjptridx_t killer = object_none; #if defined(DXX_BUILD_DESCENT_II) // Hack! Warning! Test code! fix flash; if (obj_explosion_origin != object_none && obj_explosion_origin->type == OBJ_WEAPON && (flash = Weapon_info[get_weapon_id(obj_explosion_origin)].flash) && get_player_id(obj_iter) == Player_num) { int fe = min(F1_0 * 4, force * flash / 32); // For four seconds or less if (laser_parent_is_player(Objects.vcptr, obj_explosion_origin->ctype.laser_info, *ConsoleObject)) { 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 (obj_explosion_origin != object_none && (Game_mode & GM_MULTI) && obj_explosion_origin->type == OBJ_PLAYER) { killer = obj_explosion_origin; } auto vforce2 = vforce; if (parent != object_none ) { killer = 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(obj_iter, vforce); phys_apply_rot(obj_iter, vforce2); if (obj_iter->shields >= 0) { #if defined(DXX_BUILD_DESCENT_II) if (GameUniqueState.Difficulty_level == 0) damage /= 4; #endif apply_damage_to_player(obj_iter, killer, damage, 1 ); } } break; default: Int3(); // Illegal object type } // end switch } else { ; } // end if (object_to_object_visibility... } // end if (dist < maxdistance) } } // end for } // end if (maxdamage... return obj_fireball; } void object_create_muzzle_flash(const vmsegptridx_t segnum, const vms_vector &position, fix size, int vclip_type ) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; object_create_explosion_sub(Vclip, vmobjptridx, object_none, segnum, position, size, vclip_type, 0, 0, 0, object_none ); } imobjptridx_t object_create_explosion(const vmsegptridx_t segnum, const vms_vector &position, fix size, int vclip_type ) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; return object_create_explosion_sub(Vclip, vmobjptridx, object_none, segnum, position, size, vclip_type, 0, 0, 0, object_none ); } imobjptridx_t object_create_badass_explosion(const imobjptridx_t objp, const vmsegptridx_t segnum, const vms_vector &position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, const icobjptridx_t parent ) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; const imobjptridx_t rval = object_create_explosion_sub(Vclip, vmobjptridx, objp, segnum, position, size, vclip_type, maxdamage, maxdistance, maxforce, parent); if ((objp != object_none) && (objp->type == OBJ_WEAPON)) create_weapon_smart_children(objp); return rval; } //blows up a badass weapon, creating the badass explosion //return the explosion object void explode_badass_weapon(const vmobjptridx_t obj,const vms_vector &pos) { auto &Objects = LevelUniqueObjectState.Objects; auto &imobjptridx = Objects.imptridx; const auto weapon_id = get_weapon_id(obj); const weapon_info *wi = &Weapon_info[weapon_id]; Assert(wi->damage_radius); #if defined(DXX_BUILD_DESCENT_II) if (weapon_id == weapon_id_type::EARTHSHAKER_ID || weapon_id == weapon_id_type::ROBOT_EARTHSHAKER_ID) smega_rock_stuff(); #endif digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, obj, 0, F1_0, sound_stack::allow_stacking); const auto Difficulty_level = GameUniqueState.Difficulty_level; object_create_badass_explosion(obj, vmsegptridx(obj->segnum), pos, wi->impact_size, wi->robot_hit_vclip, wi->strength[Difficulty_level], wi->damage_radius,wi->strength[Difficulty_level], imobjptridx(obj->ctype.laser_info.parent_num)); } static void explode_badass_object(fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, fix damage, fix distance, fix force) { const auto &&rval = object_create_badass_explosion(objp, vmsegptridx(objp->segnum), objp->pos, objp->size, get_explosion_vclip(objp, explosion_vclip_stage::s0), damage, distance, force, objp); if (rval != object_none) digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, rval, 0, F1_0, sound_stack::allow_stacking); } //blows up the player with a badass explosion //return the explosion object void explode_badass_player(const vmobjptridx_t objp) { explode_badass_object(vmsegptridx, objp, F1_0*50, F1_0*40, F1_0*150); } #define DEBRIS_LIFE (f1_0 * (PERSISTENT_DEBRIS?60:2)) //lifespan in seconds static void object_create_debris(fvmsegptridx &vmsegptridx, const object_base &parent, int subobj_num) { auto &Objects = LevelUniqueObjectState.Objects; Assert(parent.type == OBJ_ROBOT || parent.type == OBJ_PLAYER); auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models; const auto &&obj = obj_create(OBJ_DEBRIS, 0, vmsegptridx(parent.segnum), parent.pos, &parent.orient, Polygon_models[parent.rtype.pobj_info.model_num].submodel_rads[subobj_num], object::control_type::debris, object::movement_type::physics, RT_POLYOBJ); if ((obj == object_none ) && (Highest_object_index >= MAX_OBJECTS-1)) { // Int3(); // this happens often and is normal :-) return; } if ( obj == object_none ) return; // Not enough debris slots! 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<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(); 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); // -- used to be: Notice, not random! vm_vec_make(&obj->mtype.phys_info.rotvel,10*0x2000/3,10*0x4000/3,10*0x7000/3); obj->mtype.phys_info.rotvel = {d_rand() + 0x1000, d_rand()*2 + 0x4000, d_rand()*3 + 0x2000}; 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; } } void draw_fireball(const d_vclip_array &Vclip, grs_canvas &canvas, const vcobjptridx_t obj) { const auto lifeleft = obj->lifeleft; if (lifeleft > 0) draw_vclip_object(canvas, obj, lifeleft, Vclip[get_fireball_id(obj)]); } static unsigned disallowed_cc_dist(fvcsegptr &vcsegptr, fvcvertptr &vcvertptr, const vcsegptridx_t &segp, const vms_vector &player_pos, const vcsegptridx_t player_seg, const unsigned cur_drop_depth) { const shared_segment &sseg = segp; //don't drop in any children of control centers for (const auto ch : sseg.children) { if (!IS_CHILD(ch)) continue; const shared_segment &childsegp = *vcsegptr(ch); if (childsegp.special == segment_special::controlcen) return 1; } //bail if not far enough from original position const auto &&tempv = compute_segment_center(vcvertptr, sseg); if (find_connected_distance(player_pos, player_seg, tempv, segp, -1, WALL_IS_DOORWAY_FLAG::fly) < static_cast(i2f(20) * cur_drop_depth)) return 1; return 0; } // ------------------------------------------------------------------------------------------------------ // 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 vmsegptridx_t choose_drop_segment(fvmsegptridx &vmsegptridx, fvcvertptr &vcvertptr, fvcwallptr &vcwallptr, const playernum_t drop_pnum) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; auto &vmobjptr = Objects.vmptr; auto &drop_player = *vcplayerptr(drop_pnum); auto &drop_playerobj = *vmobjptr(drop_player.objnum); auto mrd = std::minstd_rand(timer_query()); std::array candidate_drop_players; const auto end_drop_players = [&candidate_drop_players, drop_pnum]() { const auto b = candidate_drop_players.begin(); auto r = b; #if defined(DXX_BUILD_DESCENT_II) /* Build a list of active players, excluding the initiator and * anyone from the same team as the initiator. */ const auto team_of_drop_player = get_team(drop_pnum); for (auto &&[pnum, plr] : enumerate(Players)) { /* Skip the initiator, so that items will try to jump from * player to player as the item is spent and respawned. */ if (pnum == drop_pnum) continue; if (plr.connected == CONNECT_DISCONNECTED) continue; if ((Game_mode & GM_TEAM) && get_team(pnum) == team_of_drop_player) continue; *r++ = pnum; } if (b != r) /* If at least one such player found, stop and use that * list. */ return r; #endif /* Otherwise, try again, but allow teammates of the initiator. * Exclude the drop initiator. */ for (auto &&[pnum, plr] : enumerate(Players)) { if (pnum == drop_pnum) continue; if (plr.connected == CONNECT_DISCONNECTED) continue; *r++ = pnum; } if (b != r) /* If a teammate was found, use that. This encourages the * game to move the items among players. */ return r; /* If no player found through other rules, use the player * who triggered the drop event. */ *r++ = drop_pnum; return r; }(); /* candidate_drop_players now contains the player IDs of all players * that can be used for a drop. Shuffle them for randomness to vary * who will be checked first for each new item. */ std::shuffle(candidate_drop_players.begin(), end_drop_players, mrd); static constexpr std::integral_constant net_drop_max_depth_lower{}; static constexpr std::integral_constant net_drop_max_depth_upper{}; static constexpr std::integral_constant net_drop_min_depth{}; static_assert(connected_segment_raw_distances::depth_count_array::valid_index(net_drop_max_depth_lower)); static_assert(connected_segment_raw_distances::depth_count_array::valid_index(net_drop_max_depth_upper)); static_assert(connected_segment_raw_distances::depth_count_array::valid_index(net_drop_min_depth + 1u)); const auto &&drop_player_seg = vmsegptridx(drop_playerobj.segnum); /* Defer constructing instances until needed. In most games, a * segment should be found before all MAX_PLAYERS instances are * constructed. */ std::array, MAX_PLAYERS> distance_by_player; std::optional fallback_drop; for (const unsigned candidate_depth : xrange(std::uniform_int_distribution(net_drop_max_depth_lower + 0u, net_drop_max_depth_upper + 0u)(mrd), net_drop_min_depth, xrange_descending())) { for (const auto pnum : partial_range_t(candidate_drop_players.begin(), end_drop_players)) { auto &plr = *vcplayerptr(pnum); auto &plrobj = *vcobjptr(plr.objnum); auto &rdp = distance_by_player[pnum]; if (!rdp) /* connected_segment_raw_distances computes data for all * distances below candidate_depth too. Since the * xrange counts down, this initialization is * sufficient to cover all data required by all passes * of the loop. */ rdp = std::make_unique(vcsegptr, vcwallptr, candidate_depth, plrobj.segnum); auto &rd = *rdp; const auto sn = rd.scan_segment_depths(candidate_depth, mrd); if (!sn) continue; const auto segnum = *sn; const auto &&segp = vmsegptridx(segnum); if (disallowed_cc_dist(vcsegptr, vcvertptr, segp, drop_playerobj.pos, drop_player_seg, candidate_depth)) { if (!fallback_drop.has_value()) fallback_drop = segp; continue; } return segp; } } if (fallback_drop.has_value()) /* If no player found a segment acceptable to the first pass * rules, but a player found a reachable segment, use that * segment. This differs slightly from retail, which would * compute the fallback from the initiator, rather than a random * successful player. However, since saving the fallback is * cheap, this is done instead of performing yet another search. */ return *fallback_drop; /* This can be reached if there are no segments found at any of the * acceptable depths. If the origin segment is in a small room with * no passable exits, this can happen. * * Give up and pick a completely random segment. This is compatible * with retail. */ std::uniform_int_distribution uid(0u, Highest_segment_index); return vmsegptridx(vmsegidx_t(uid(mrd))); } // ------------------------------------------------------------------------------------------------------ // (Re)spawns powerup if in a network game. void maybe_drop_net_powerup(powerup_type_t powerup_type, bool adjust_cap, bool random_player) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vmobjptr = Objects.vmptr; playernum_t pnum = Player_num; if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) { if ((Game_mode & GM_NETWORK) && adjust_cap) { MultiLevelInv_Recount(); // recount current items if (!MultiLevelInv_AllowSpawn(powerup_type)) return; } if (LevelUniqueControlCenterState.Control_center_destroyed || (Network_status == NETSTAT_ENDLEVEL)) return; if (random_player) { uint_fast32_t failsafe_count = 0; do { pnum = d_rand() % MAX_PLAYERS; if (failsafe_count > MAX_PLAYERS*4) // that was plenty of tries to find a good player... { pnum = Player_num; // ... go with Player_num instead break; } failsafe_count++; } while (vcplayerptr(pnum)->connected != CONNECT_PLAYING); } //--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; const auto &&objnum = call_object_create_egg(vmobjptr(vcplayerptr(pnum)->objnum), 1, powerup_type); if (objnum == object_none) return; auto &vcvertptr = Vertices.vcptr; const auto &&segnum = choose_drop_segment(LevelUniqueSegmentState.get_segments().vmptridx, vcvertptr, LevelUniqueWallSubsystemState.Walls.vcptr, pnum); const auto &&new_pos = pick_random_point_in_seg(vcvertptr, segnum, std::minstd_rand(d_rand())); multi_send_create_powerup(powerup_type, segnum, objnum, new_pos); objnum->pos = new_pos; vm_vec_zero(objnum->mtype.phys_info.velocity); obj_relink(vmobjptr, vmsegptr, objnum, segnum); object_create_explosion(segnum, new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE ); } } // ------------------------------------------------------------------------------------------------------ // Return true if current segment contains some object. static const object *segment_contains_powerup(fvcobjptridx &vcobjptridx, fvcsegptr &vcsegptr, const unique_segment &segnum, const powerup_type_t obj_id) { range_for (const object &objp, objects_in(segnum, vcobjptridx, vcsegptr)) { auto &o = objp; if (o.type == OBJ_POWERUP && get_powerup_id(o) == obj_id) return &o; } return nullptr; } // ------------------------------------------------------------------------------------------------------ static const object *powerup_nearby_aux(fvcobjptridx &vcobjptridx, fvcsegptr &vcsegptr, const vcsegidx_t segnum, const powerup_type_t object_id, uint_fast32_t depth) { const cscusegment &&segp = vcsegptr(segnum); if (auto r = segment_contains_powerup(vcobjptridx, vcsegptr, segp, object_id)) return r; if (! -- depth) return nullptr; for (const auto seg2 : segp.s.children) { if (seg2 != segment_none) if (auto r = powerup_nearby_aux(vcobjptridx, vcsegptr, seg2, object_id, depth)) return r; } return nullptr; } // ------------------------------------------------------------------------------------------------------ // Return true if some powerup is nearby (within 3 segments). static const object *weapon_nearby(fvcobjptridx &vcobjptridx, fvcsegptr &vcsegptr, const object_base &objp, const powerup_type_t weapon_id) { return powerup_nearby_aux(vcobjptridx, vcsegptr, objp.segnum, weapon_id, 2); } // ------------------------------------------------------------------------------------------------------ void maybe_replace_powerup_with_energy(object_base &del_obj) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptridx = Objects.vcptridx; auto &vmobjptr = Objects.vmptr; /* This function has no special handling to remap laser weapons, so * borrow LASER_INDEX as a flag value to indicate that the powerup * ID was not recognized. */ constexpr primary_weapon_index_t unset_weapon_index = primary_weapon_index_t::LASER_INDEX; primary_weapon_index_t weapon_index = unset_weapon_index; if (del_obj.contains_type != OBJ_POWERUP) return; switch (del_obj.contains_id) { case POW_CLOAK: if (weapon_nearby(vcobjptridx, vcsegptr, del_obj, POW_CLOAK) != nullptr) { del_obj.contains_count = 0; } return; case POW_VULCAN_WEAPON: weapon_index = primary_weapon_index_t::VULCAN_INDEX; break; case POW_SPREADFIRE_WEAPON: weapon_index = primary_weapon_index_t::SPREADFIRE_INDEX; break; case POW_PLASMA_WEAPON: weapon_index = primary_weapon_index_t::PLASMA_INDEX; break; case POW_FUSION_WEAPON: weapon_index = primary_weapon_index_t::FUSION_INDEX; break; #if defined(DXX_BUILD_DESCENT_II) case POW_GAUSS_WEAPON: weapon_index = primary_weapon_index_t::GAUSS_INDEX; break; case POW_HELIX_WEAPON: weapon_index = primary_weapon_index_t::HELIX_INDEX; break; case POW_PHOENIX_WEAPON: weapon_index = primary_weapon_index_t::PHOENIX_INDEX; break; case POW_OMEGA_WEAPON: weapon_index = primary_weapon_index_t::OMEGA_INDEX; break; #endif } // Don't drop vulcan ammo if player maxed out. auto &player_info = get_local_plrobj().ctype.player_info; if ((weapon_index_uses_vulcan_ammo(weapon_index) || del_obj.contains_id == POW_VULCAN_AMMO) && player_info.vulcan_ammo >= VULCAN_AMMO_MAX) del_obj.contains_count = 0; else if (weapon_index != unset_weapon_index) { if (player_has_primary_weapon(player_info, weapon_index).has_weapon() || weapon_nearby(vcobjptridx, vcsegptr, del_obj, static_cast(del_obj.contains_id)) != nullptr) { if (d_rand() > 16384) { #if defined(DXX_BUILD_DESCENT_I) del_obj.contains_count = 1; #endif del_obj.contains_type = OBJ_POWERUP; if (weapon_index_uses_vulcan_ammo(weapon_index)) { del_obj.contains_id = POW_VULCAN_AMMO; } else { del_obj.contains_id = POW_ENERGY; } } else { #if defined(DXX_BUILD_DESCENT_I) del_obj.contains_count = 0; #elif defined(DXX_BUILD_DESCENT_II) del_obj.contains_type = OBJ_POWERUP; del_obj.contains_id = POW_SHIELD_BOOST; #endif } } } else if (del_obj.contains_id == POW_QUAD_FIRE) { if ((player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS) || weapon_nearby(vcobjptridx, vcsegptr, del_obj, static_cast(del_obj.contains_id)) != nullptr) { if (d_rand() > 16384) { #if defined(DXX_BUILD_DESCENT_I) del_obj.contains_count = 1; #endif 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) del_obj.contains_type = OBJ_POWERUP; del_obj.contains_id = POW_SHIELD_BOOST; #endif } } } // 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 imobjptridx_t drop_powerup(const d_vclip_array &Vclip, int id, const unsigned num, const vms_vector &init_vel, const vms_vector &pos, const vmsegptridx_t segnum, const bool player) { imobjptridx_t objnum = object_none; unsigned count; for (count=0; count= MAX_NET_CREATE_OBJECTS) { con_printf(CON_URGENT, DXX_STRINGIZE_FL("%s", __LINE__, "unable to record network object; Net_create_loc=%u"), __FILE__, Net_create_loc); return object_none; } #if defined(DXX_BUILD_DESCENT_II) if ((Game_mode & GM_NETWORK) && Network_status == NETSTAT_ENDLEVEL) return object_none; #endif } const auto &&obj = obj_create(OBJ_POWERUP, id, segnum, pos, &vmd_identity_matrix, Powerup_info[id].size, object::control_type::powerup, object::movement_type::physics, RT_POWERUP); objnum = obj; if (objnum == object_none) { Int3(); return object_none; } #if defined(DXX_BUILD_DESCENT_II) if (player) obj->flags |= OF_PLAYER_DROPPED; #endif if (Game_mode & GM_MULTI) { Net_create_objnums[Net_create_loc++] = objnum; } // Give keys zero velocity so they can be tracked better in multi auto &object_velocity = obj->mtype.phys_info.velocity; if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD)) object_velocity = {}; else { object_velocity = init_vel; const auto random_velocity_adjustment = [old_mag, rand_scale]() { return fixmul(old_mag + F1_0 * 32, d_rand() * rand_scale - 16384 * rand_scale); }; object_velocity.x += random_velocity_adjustment(); object_velocity.y += random_velocity_adjustment(); object_velocity.z += random_velocity_adjustment(); } 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[get_powerup_id(obj)].vclip_num; obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time; obj->rtype.vclip_info.framenum = 0; switch (get_powerup_id(obj)) { 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; #if defined(DXX_BUILD_DESCENT_II) case POW_OMEGA_WEAPON: if (!player) obj->ctype.powerup_info.count = MAX_OMEGA_CHARGE; break; case POW_GAUSS_WEAPON: #endif case POW_VULCAN_WEAPON: if (!player) obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; 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; } } return objnum; } static imobjptridx_t drop_robot_egg(const int type, const int id, const unsigned num, const vms_vector &init_vel, const vms_vector &pos, const vmsegptridx_t segnum) { if (!num) return object_none; switch (type) { case OBJ_POWERUP: return drop_powerup(Vclip, id, num, init_vel, pos, segnum, false); case OBJ_ROBOT: break; default: con_printf(CON_URGENT, DXX_STRINGIZE_FL(__FILE__, __LINE__, "ignoring invalid object type; expected OBJ_POWERUP or OBJ_ROBOT, got type=%i, id=%i"), type, id); return object_none; } imobjptridx_t objnum = object_none; unsigned count; auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; for (count=0; countrtype.pobj_info.model_num = Robot_info[get_robot_id(obj)].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[get_robot_id(obj)].mass; obj->mtype.phys_info.drag = Robot_info[get_robot_id(obj)].drag; obj->mtype.phys_info.flags |= (PF_LEVELLING); obj->shields = Robot_info[get_robot_id(obj)].strength; ai_local *ailp = &obj->ctype.ai_info.ail; ailp->player_awareness_type = player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION; ailp->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; } #if defined(DXX_BUILD_DESCENT_II) // At JasenW's request, robots which contain robots // sometimes drop shields. if (d_rand() > 16384) drop_powerup(Vclip, POW_SHIELD_BOOST, 1, init_vel, pos, segnum, false); #endif return objnum; } #if defined(DXX_BUILD_DESCENT_II) static bool skip_create_egg_powerup(const object &player, powerup_type_t powerup) { fix current; auto &player_info = player.ctype.player_info; if (powerup == POW_SHIELD_BOOST) current = player.shields; else if (powerup == POW_ENERGY) current = player_info.energy; else return false; int limit; if (current >= i2f(150)) limit = 8192; else if (current >= i2f(100)) limit = 16384; else return false; return d_rand() > limit; } #endif imobjptridx_t object_create_robot_egg(const int type, const int id, const int num, const vms_vector &init_vel, const vms_vector &pos, const vmsegptridx_t segnum) { #if defined(DXX_BUILD_DESCENT_II) auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; if (!(Game_mode & GM_MULTI)) { if (type == OBJ_POWERUP) { if (skip_create_egg_powerup(get_local_plrobj(), static_cast(id))) return object_none; } } #endif return drop_robot_egg(type, id, num, init_vel, pos, segnum); } imobjptridx_t object_create_robot_egg(object &objp) { return object_create_robot_egg(objp.contains_type, objp.contains_id, objp.contains_count, objp.mtype.phys_info.velocity, objp.pos, vmsegptridx(objp.segnum)); } // ------------------------------------------------------------------------------------------------------- // Put count objects of type type (eg, powerup), id = id (eg, energy) into *objp, then drop them! Yippee! // Returns created object number. imobjptridx_t call_object_create_egg(const object_base &objp, const unsigned count, const int id) { if (count > 0) { return drop_powerup(Vclip, id, count, objp.mtype.phys_info.velocity, objp.pos, vmsegptridx(objp.segnum), true); } return object_none; } //what vclip does this explode with? int get_explosion_vclip(const object_base &obj, explosion_vclip_stage stage) { if (obj.type == OBJ_ROBOT) { const auto vclip_ptr = stage == explosion_vclip_stage::s0 ? &robot_info::exp1_vclip_num : &robot_info::exp2_vclip_num; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; const auto vclip_num = Robot_info[get_robot_id(obj)].*vclip_ptr; if (vclip_num > -1) return 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 static void explode_model(object_base &obj) { Assert(obj.render_type == RT_POLYOBJ); const auto poly_model_num = obj.rtype.pobj_info.model_num; const auto dying_model_num = Dying_modelnums[poly_model_num]; const auto model_num = (dying_model_num != -1) ? (obj.rtype.pobj_info.model_num = dying_model_num) : poly_model_num; auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models; const auto n_models = Polygon_models[model_num].n_models; if (n_models > 1) { for (unsigned i = 1; i < n_models; ++i) #if defined(DXX_BUILD_DESCENT_II) if (!(i == 5 && obj.type == OBJ_ROBOT && get_robot_id(obj) == 44)) //energy sucker energy part #endif object_create_debris(vmsegptridx, 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. static void maybe_delete_object(object_base &del_obj) { const auto dead_modelnum = Dead_modelnums[del_obj.rtype.pobj_info.model_num]; if (dead_modelnum != -1) { del_obj.rtype.pobj_info.model_num = dead_modelnum; 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(const vmobjptridx_t hitobj,fix delay_time) { if (hitobj->flags & OF_EXPLODING) return; if (delay_time) { //wait a little while before creating explosion //create a placeholder object to do the delay, with id==-1 auto obj = obj_create(OBJ_FIREBALL, -1, vmsegptridx(hitobj->segnum), hitobj->pos, &vmd_identity_matrix, 0, object::control_type::explosion, object::movement_type::None, RT_NONE); if (obj == object_none ) { maybe_delete_object(hitobj); //no explosion, die instantly Int3(); return; } //now set explosion-specific data obj->lifeleft = delay_time; obj->ctype.expl_info.delete_objnum = hitobj; obj->ctype.expl_info.delete_time = -1; obj->ctype.expl_info.spawn_time = 0; } else { int vclip_num; vclip_num = get_explosion_vclip(hitobj, explosion_vclip_stage::s0); imobjptr_t expl_obj = object_create_explosion(vmsegptridx(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_source==object::movement_type::physics) { expl_obj->movement_source = object::movement_type::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_source = object::control_type::None; //become inert while exploding } //do whatever needs to be done for this piece of debris for this frame void do_debris_frame(const vmobjptridx_t obj) { assert(obj->control_source == object::control_type::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) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto &vmobjptridx = Objects.vmptridx; assert(obj.control_source == object::control_type::explosion); auto &Robot_info = LevelSharedRobotInfoState.Robot_info; //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) { auto del_obj = vmobjptridx(obj.ctype.expl_info.delete_objnum); auto &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 != segment_none); const auto &&expl_obj = [&]{ const auto vclip_num = get_explosion_vclip(del_obj, explosion_vclip_stage::s1); #if defined(DXX_BUILD_DESCENT_II) if (del_obj->type == OBJ_ROBOT) { const auto &ri = Robot_info[get_robot_id(del_obj)]; if (ri.badass) return object_create_badass_explosion(object_none, vmsegptridx(del_obj->segnum), spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num, F1_0 * ri.badass, i2f(4) * ri.badass, i2f(35) * ri.badass, object_none); } #endif return object_create_explosion(vmsegptridx(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_robot_egg(del_obj); } else if ((del_obj->type == OBJ_ROBOT) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside this code!! auto &robptr = Robot_info[get_robot_id(del_obj)]; 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_robot_egg(del_obj); } } #if defined(DXX_BUILD_DESCENT_II) if (robot_is_thief(robptr)) drop_stolen_items(del_obj); else if (robot_is_companion(robptr)) { DropBuddyMarker(del_obj); } #endif } auto &robptr = Robot_info[get_robot_id(del_obj)]; if (robptr.exp2_sound_num > -1) digi_link_sound_to_pos(robptr.exp2_sound_num, vmsegptridx(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 //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)) { if (del_obj->movement_source == object::movement_type::physics) { expl_obj->movement_source = object::movement_type::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; } else { maybe_delete_object(del_obj); } } //See if we should delete an object if (obj.lifeleft <= obj.ctype.expl_info.delete_time) { const auto &&del_obj = vmobjptr(obj.ctype.expl_info.delete_objnum); obj.ctype.expl_info.delete_time = -1; maybe_delete_object(del_obj); } } #define EXPL_WALL_TIME UINT16_MAX #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) #define EXPL_WALL_FIREBALL_SIZE (0x48000*6/10) //smallest size #endif //explode the given wall void explode_wall(fvcvertptr &vcvertptr, const vcsegptridx_t segnum, const unsigned sidenum, wall &w) { if (w.flags & wall_flag::exploding) /* Already exploding */ return; w.explode_time_elapsed = 0; w.flags |= wall_flag::exploding; ++ Num_exploding_walls; //play one long sound for whole door wall explosion const auto &&pos = compute_center_point_on_side(vcvertptr, segnum, sidenum); digi_link_sound_to_pos( SOUND_EXPLODING_WALL,segnum, sidenum, pos, 0, F1_0 ); } unsigned do_exploding_wall_frame(wall &w1) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &WallAnims = GameSharedState.WallAnims; assert(w1.flags & wall_flag::exploding); fix w1_explode_time_elapsed = w1.explode_time_elapsed; const fix oldfrac = fixdiv(w1_explode_time_elapsed, EXPL_WALL_TIME); w1_explode_time_elapsed += FrameTime; if (w1_explode_time_elapsed > EXPL_WALL_TIME) w1_explode_time_elapsed = EXPL_WALL_TIME; w1.explode_time_elapsed = w1_explode_time_elapsed; const auto w1sidenum = w1.sidenum; const auto &&seg = vmsegptridx(w1.segnum); unsigned walls_updated = 0; if (w1_explode_time_elapsed > (EXPL_WALL_TIME * 3) / 4) { const auto &&csegp = seg.absolute_sibling(seg->shared_segment::children[w1sidenum]); const auto cside = find_connect_side(seg, csegp); const auto a = w1.clip_num; auto &wa = WallAnims[a]; const auto n = wa.num_frames; wall_set_tmap_num(wa, seg, w1sidenum, csegp, cside, n - 1); auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vmwallptr = Walls.vmptr; auto cwall_num = csegp->shared_segment::sides[cside].wall_num; if (cwall_num != wall_none) { auto &w2 = *vmwallptr(cwall_num); assert(&w1 != &w2); w2.flags |= wall_flag::blasted; assert((w1.flags & wall_flag::exploding) || (w2.flags & wall_flag::exploding)); if (w1_explode_time_elapsed >= EXPL_WALL_TIME && w2.flags & wall_flag::exploding) { w2.flags &= ~wall_flag::exploding; ++ walls_updated; } } else assert(w1.flags & wall_flag::exploding); w1.flags |= wall_flag::blasted; if (w1_explode_time_elapsed >= EXPL_WALL_TIME && w1.flags & wall_flag::exploding) { w1.flags &= ~wall_flag::exploding; ++ walls_updated; } Num_exploding_walls -= walls_updated; } const fix newfrac = fixdiv(w1_explode_time_elapsed, EXPL_WALL_TIME); const int old_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(oldfrac, oldfrac)); const int new_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(newfrac, newfrac)); if (old_count >= new_count) /* for loop would exit with zero iterations if this `if` is * true. Skip the setup for the loop in that case. */ return walls_updated; const auto vertnum_list = get_side_verts(seg, w1sidenum); auto &vcvertptr = Vertices.vcptr; auto &v0 = *vcvertptr(vertnum_list[0]); auto &v1 = *vcvertptr(vertnum_list[1]); auto &v2 = *vcvertptr(vertnum_list[2]); const auto &&vv0 = vm_vec_sub(v0, v1); const auto &&vv1 = vm_vec_sub(v2, v1); //now create all the next explosions auto &w1normal0 = seg->shared_segment::sides[w1sidenum].normals[0]; for (int e = old_count; e < new_count; ++e) { //calc expl position auto pos = vm_vec_scale_add(v1,vv0,d_rand() * 2); vm_vec_scale_add2(pos,vv1,d_rand() * 2); const fix 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, w1normal0, size * (EXPL_WALL_TOTAL_FIREBALLS - e) / EXPL_WALL_TOTAL_FIREBALLS); if (e & 3) //3 of 4 are normal object_create_explosion(seg, pos, size, VCLIP_SMALL_EXPLOSION); else object_create_badass_explosion(object_none, seg, pos, size, VCLIP_SMALL_EXPLOSION, i2f(4), // damage strength i2f(20), // damage radius i2f(50), // damage force object_none // parent id ); } return walls_updated; } #if defined(DXX_BUILD_DESCENT_II) //creates afterburner blobs behind the specified object void drop_afterburner_blobs(object &obj, int count, fix size_scale, fix lifetime) { auto pos_left = vm_vec_scale_add(obj.pos, obj.orient.fvec, -obj.size); vm_vec_scale_add2(pos_left, obj.orient.rvec, -obj.size/4); const auto pos_right = vm_vec_scale_add(pos_left, obj.orient.rvec, obj.size/2); if (count == 1) vm_vec_avg(pos_left, pos_left, pos_right); const auto &&objseg = Segments.vmptridx(obj.segnum); { const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos_left, objseg); if (segnum != segment_none) object_create_explosion(segnum, pos_left, size_scale, VCLIP_AFTERBURNER_BLOB ); } if (count > 1) { const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos_right, objseg); if (segnum != segment_none) { auto blob_obj = object_create_explosion(segnum, pos_right, size_scale, VCLIP_AFTERBURNER_BLOB ); if (lifetime != -1 && blob_obj != object_none) blob_obj->lifeleft = lifetime; } } } /* * reads n expl_wall structs from a PHYSFS_File and swaps if specified */ void expl_wall_read_n_swap(fvmwallptr &vmwallptr, PHYSFS_File *const fp, const int swap, const unsigned count) { assert(!Num_exploding_walls); unsigned num_exploding_walls = 0; /* Legacy versions of Descent always write a fixed number of * entries, even if some or all of those entries are empty. This * loop needs to count how many entries were valid, as well as load * them into the correct walls. */ for (unsigned i = count; i--;) { disk_expl_wall d; PHYSFS_read(fp, &d, sizeof(d), 1); if (swap) { d.segnum = SWAPINT(d.segnum); d.sidenum = SWAPINT(d.sidenum); d.time = SWAPINT(d.time); } const icsegidx_t dseg = d.segnum; if (dseg == segment_none) continue; range_for (auto &&wp, vmwallptr) { auto &w = *wp; if (w.segnum != dseg) continue; if (w.sidenum != d.sidenum) continue; w.flags |= wall_flag::exploding; w.explode_time_elapsed = d.time; ++ num_exploding_walls; break; } } Num_exploding_walls = num_exploding_walls; } void expl_wall_write(fvcwallptr &vcwallptr, PHYSFS_File *const fp) { const unsigned num_exploding_walls = Num_exploding_walls; PHYSFS_write(fp, &num_exploding_walls, sizeof(unsigned), 1); range_for (auto &&wp, vcwallptr) { auto &e = *wp; if (!(e.flags & wall_flag::exploding)) continue; disk_expl_wall d; d.segnum = e.segnum; d.sidenum = e.sidenum; d.time = e.explode_time_elapsed; PHYSFS_write(fp, &d, sizeof(d), 1); } } // ------------------------------------------------------------------------------------------------------ // Choose segment to recreate thief in. vmsegidx_t choose_thief_recreation_segment(fvcsegptr &vcsegptr, fvcwallptr &vcwallptr, const vcsegidx_t plrseg) { static constexpr std::integral_constant thief_max_depth{}; static constexpr std::integral_constant thief_min_depth{}; static_assert(thief_min_depth >= connected_segment_raw_distances::minimum_supported_max_depth); const connected_segment_raw_distances rd(vcsegptr, vcwallptr, thief_max_depth, plrseg); auto mrd = std::minstd_rand(d_rand()); /* connected_segment_raw_distances explicitly avoids reporting any * segment with a ->special of segment_special::controlcen, even if that * segment is in range. Therefore, any returned segment of the * appropriate distance is usable. */ static_assert(rd.count_segments_at_depth.valid_index(thief_max_depth)); static_assert(rd.count_segments_at_depth.valid_index(thief_min_depth + 1u)); for (const unsigned candidate_depth : xrange(thief_max_depth, thief_min_depth, xrange_descending())) { if (const auto sn = rd.scan_segment_depths(candidate_depth, mrd)) return *sn; } /* This can be reached if there are no segments found at any of the * acceptable depths. If the origin segment is in a small room with * no passable exits, this can happen. * * Give up and pick a completely random segment. This is compatible * with retail Descent 2. */ std::uniform_int_distribution uid(0u, Highest_segment_index); return uid(mrd); } #endif }