/* $Id: fireball.c,v 1.6 2004-11-19 19:18:42 schaffner Exp $ */ /* 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 * */ #ifdef HAVE_CONFIG_H #include #endif #include #include #include #include "error.h" #include "fix.h" #include "vecmat.h" #include "gr.h" #include "3d.h" #include "inferno.h" #include "object.h" #include "vclip.h" #include "game.h" #include "mono.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" #ifdef NETWORK #include "network.h" #endif #include "gameseq.h" #include "physics.h" #include "scores.h" #include "laser.h" #include "wall.h" #ifdef NETWORK #include "multi.h" #endif #include "endlevel.h" #include "timer.h" #include "fuelcen.h" #include "cntrlcen.h" #include "gameseg.h" #include "automap.h" #define EXPLOSION_SCALE (F1_0*5/2) //explosion is the obj size times this fix Flash_effect=0; //--unused-- ubyte Frame_processed[MAX_OBJECTS]; int PK1=1, PK2=8; object *object_create_explosion_sub(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent ) { int objnum; object *obj; objnum = obj_create( OBJ_FIREBALL,vclip_type,segnum,position,&vmd_identity_matrix,size, CT_EXPLOSION,MT_NONE,RT_FIREBALL); if (objnum < 0 ) { mprintf((1, "Can't create object in object_create_explosion_sub.\n")); return NULL; } obj = &Objects[objnum]; //mprintf( 0, "Fireball created at %d, %d, %d\n", obj->pos.x, obj->pos.y, obj->pos.z ); //now set explosion-specific data obj->lifeleft = Vclip[vclip_type ].play_time; obj->ctype.expl_info.spawn_time = -1; obj->ctype.expl_info.delete_objnum = -1; obj->ctype.expl_info.delete_time = -1; if (maxdamage > 0) { fix dist, force; vms_vector pos_hit, vforce; fix damage; int i; object * obj0p = &Objects[0]; // -- now legal for badass explosions on a wall. Assert(objp != NULL); for (i=0; i<=Highest_object_index; i++ ) { // Weapons used to be affected by badass explosions, but this introduces serious problems. // When a smart bomb blows up, if one of its children goes right towards a nearby wall, it will // blow up, blowing up all the children. So I remove it. MK, 09/11/94 if ( (obj0p!=objp) && !(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) && ((Objects[parent].type != OBJ_ROBOT) || (Objects[parent].id != obj0p->id))))) { dist = vm_vec_dist_quick( &obj0p->pos, &obj->pos ); // Make damage be from 'maxdamage' to 0.0, where 0.0 is 'maxdistance' away; if ( dist < maxdistance ) { if (object_to_object_visibility(obj, obj0p, FQ_TRANSWALL)) { damage = maxdamage - fixmuldiv( dist, maxdamage, maxdistance ); force = maxforce - fixmuldiv( dist, maxforce, maxdistance ); // Find the force vector on the object vm_vec_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 ) { 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; case OBJ_ROBOT: { phys_apply_force(obj0p,&vforce); // If not a boss, stun for 2 seconds at 32 force, 1 second at 16 force if ((objp != NULL) && (!Robot_info[obj0p->id].boss_flag) && (Weapon_info[objp->id].flash)) { 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--; } // 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 (Robot_info[obj0p->id].boss_flag) if (Boss_invulnerable_matter[Robot_info[obj0p->id].boss_flag-BOSS_D2]) damage /= 4; if (apply_damage_to_robot(obj0p, damage, parent)) if ((objp != NULL) && (parent == Players[Player_num].objnum)) add_points_to_score(Robot_info[obj0p->id].score_value); } if ((objp != NULL) && (Robot_info[obj0p->id].companion) && (!Weapon_info[objp->id].flash)) { int i, count; char ouch_str[6*4 + 2]; count = f2i(damage/8); if (count > 4) count = 4; else if (count <= 0) count = 1; ouch_str[0] = 0; for (i=0; ishields >= 0 ) { apply_damage_to_controlcen(obj0p, damage, parent ); } break; case OBJ_PLAYER: { object * killer=NULL; vms_vector vforce2; // Hack! Warning! Test code! if ((objp != NULL) && Weapon_info[objp->id].flash && obj0p->id==Player_num) { 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)); mprintf((0, "force = %7.3f, adding %i\n", f2fl(force), PK1 + f2i(PK2*force))); } } if ((objp != NULL) && (Game_mode & GM_MULTI) && (objp->type == OBJ_PLAYER)) { killer = objp; } vforce2 = vforce; if (parent > -1 ) { killer = &Objects[parent]; if (killer != ConsoleObject) // if someone else whacks you, cut force by 2x vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2; } vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2; phys_apply_force(obj0p,&vforce); phys_apply_rot(obj0p,&vforce2); if (Difficulty_level == 0) damage /= 4; if ( obj0p->shields >= 0 ) apply_damage_to_player(obj0p, killer, damage ); } break; default: Int3(); // Illegal object type } // end switch } else { ; // mprintf((0, "No badass: robot=%2i, dist=%7.3f, maxdistance=%7.3f .\n", i, f2fl(dist), f2fl(maxdistance))); } // end if (object_to_object_visibility... } // end if (dist < maxdistance) } obj0p++; } // end for } // end if (maxdamage... // mprintf(0, "\n"); return obj; } object *object_create_muzzle_flash(short segnum, vms_vector * position, fix size, int vclip_type ) { return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 ); } object *object_create_explosion(short segnum, vms_vector * position, fix size, int vclip_type ) { return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 ); } object *object_create_badass_explosion(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent ) { object *rval; rval = object_create_explosion_sub(objp, segnum, position, size, vclip_type, maxdamage, maxdistance, maxforce, parent ); if ((objp != NULL) && (objp->type == OBJ_WEAPON)) create_smart_children(objp, NUM_SMART_CHILDREN); // -- if (objp->type == OBJ_ROBOT) // -- if (Robot_info[objp->id].smart_blobs) // -- create_smart_children(objp, Robot_info[objp->id].smart_blobs); return rval; } //blows up a badass weapon, creating the badass explosion //return the explosion object object *explode_badass_weapon(object *obj,vms_vector *pos) { weapon_info *wi = &Weapon_info[obj->id]; Assert(wi->damage_radius); if ((obj->id == EARTHSHAKER_ID) || (obj->id == ROBOT_EARTHSHAKER_ID)) smega_rock_stuff(); digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, obj-Objects, 0, F1_0); return object_create_badass_explosion(obj, obj->segnum, pos, wi->impact_size, wi->robot_hit_vclip, wi->strength[Difficulty_level], wi->damage_radius,wi->strength[Difficulty_level], obj->ctype.laser_info.parent_num); } object *explode_badass_object(object *objp, fix damage, fix distance, fix force) { object *rval; rval = object_create_badass_explosion(objp, objp->segnum, &objp->pos, objp->size, get_explosion_vclip(objp, 0), damage, distance, force, objp-Objects); if (rval) digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, rval-Objects, 0, F1_0); return (rval); } //blows up the player with a badass explosion //return the explosion object object *explode_badass_player(object *objp) { return explode_badass_object(objp, F1_0*50, F1_0*40, F1_0*150); } #define DEBRIS_LIFE (f1_0 * 2) //lifespan in seconds object *object_create_debris(object *parent, int subobj_num) { int objnum; object *obj; polymodel *po; Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER) ); objnum = obj_create(OBJ_DEBRIS,0,parent->segnum,&parent->pos, &parent->orient,Polygon_models[parent->rtype.pobj_info.model_num].submodel_rads[subobj_num], CT_DEBRIS,MT_PHYSICS,RT_POLYOBJ); if ((objnum < 0 ) && (Highest_object_index >= MAX_OBJECTS-1)) { mprintf((1, "Can't create object in object_create_debris.\n")); // Int3(); // this happens often and is normal :-) return NULL; } if ( objnum < 0 ) return NULL; // Not enough debris slots! obj = &Objects[objnum]; Assert(subobj_num < 32); //Set polygon-object-specific data obj->rtype.pobj_info.model_num = parent->rtype.pobj_info.model_num; obj->rtype.pobj_info.subobj_flags = 1<rtype.pobj_info.tmap_override = parent->rtype.pobj_info.tmap_override; //Set physics data for this object po = &Polygon_models[obj->rtype.pobj_info.model_num]; obj->mtype.phys_info.velocity.x = RAND_MAX/2 - d_rand(); obj->mtype.phys_info.velocity.y = RAND_MAX/2 - d_rand(); obj->mtype.phys_info.velocity.z = 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() / 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); vm_vec_make(&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; return obj; } void draw_fireball(object *obj) { //mprintf( 0, "[Drawing obj %d type %d fireball size %x]\n", obj-Objects, obj->id, obj->size ); if ( obj->lifeleft > 0 ) draw_vclip_object(obj,obj->lifeleft,0, obj->id); } // -------------------------------------------------------------------------------------------------------------------- // Return true if there is a door here and it is openable // It is assumed that the player has all keys. int door_is_openable_by_player(segment *segp, int sidenum) { int wall_num, wall_type; wall_num = segp->sides[sidenum].wall_num; wall_type = Walls[wall_num].type; if (wall_num == -1) return 0; // no wall here. // Can't open locked doors. if (((wall_type == WALL_DOOR) && (Walls[wall_num].flags & WALL_DOOR_LOCKED)) || (wall_type == WALL_CLOSED)) return 0; return 1; } #define QUEUE_SIZE 64 // -------------------------------------------------------------------------------------------------------------------- // Return a segment %i segments away from initial segment. // Returns -1 if can't find a segment that distance away. int pick_connected_segment(object *objp, int max_depth) { int i; int cur_depth; int start_seg; int head, tail; int seg_queue[QUEUE_SIZE*2]; sbyte visited[MAX_SEGMENTS]; sbyte depth[MAX_SEGMENTS]; sbyte side_rand[MAX_SIDES_PER_SEGMENT]; // mprintf((0, "Finding a segment %i segments away from segment %i: ", max_depth, objp->segnum)); start_seg = objp->segnum; head = 0; tail = 0; seg_queue[head++] = start_seg; memset(visited, 0, Highest_segment_index+1); memset(depth, 0, Highest_segment_index+1); cur_depth = 0; for (i=0; i> 15; temp = side_rand[ind1]; side_rand[ind1] = side_rand[i]; side_rand[i] = temp; } while (tail != head) { int sidenum, count; segment *segp; int ind1, ind2, temp; if (cur_depth >= max_depth) { // mprintf((0, "selected segment %i\n", seg_queue[tail])); 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; countsides[snrand].wall_num; sidenum++; if (((wall_num == -1) && (segp->children[snrand] > -1)) || door_is_openable_by_player(segp, snrand)) { if (visited[segp->children[snrand]] == 0) { seg_queue[head++] = segp->children[snrand]; visited[segp->children[snrand]] = 1; depth[segp->children[snrand]] = cur_depth+1; head &= QUEUE_SIZE-1; if (head > tail) { if (head == tail + QUEUE_SIZE-1) Int3(); // queue overflow. Make it bigger! } else if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1) Int3(); // queue overflow. Make it bigger! } } } if ((seg_queue[tail] < 0) || (seg_queue[tail] > Highest_segment_index)) { // -- Int3(); // Something bad has happened. Queue is trashed. --MK, 12/13/94 return -1; } cur_depth = depth[seg_queue[tail]]; } mprintf((0, "...failed at depth %i, returning -1\n", cur_depth)); return -1; } #ifdef NETWORK #define BASE_NET_DROP_DEPTH 8 // ------------------------------------------------------------------------------------------------------ // Choose segment to drop a powerup in. // For all active net players, try to create a N segment path from the player. If possible, return that // segment. If not possible, try another player. After a few tries, use a random segment. // Don't drop if control center in segment. int choose_drop_segment() { int pnum = 0; int segnum = -1; int cur_drop_depth; int count; int player_seg; vms_vector tempv,*player_pos; mprintf((0,"choose_drop_segment:")); d_srand(timer_get_fixed_seconds()); cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15); player_pos = &Objects[Players[Player_num].objnum].pos; player_seg = Objects[Players[Player_num].objnum].segnum; while ((segnum == -1) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) { pnum = (d_rand() * N_players) >> 15; count = 0; while ((count < N_players) && ((Players[pnum].connected == 0) || (pnum==Player_num) || ((Game_mode & (GM_TEAM|GM_CAPTURE)) && (get_team(pnum)==get_team(Player_num))))) { pnum = (pnum+1)%N_players; count++; } if (count == N_players) { //if can't valid non-player person, use the player pnum = Player_num; //mprintf((1, "Warning: choose_drop_segment: Couldn't find legal drop segment because no connected players.\n")); //return (d_rand() * Highest_segment_index) >> 15; } segnum = pick_connected_segment(&Objects[Players[pnum].objnum], cur_drop_depth); mprintf((0," %d",segnum)); if (segnum == -1) { cur_drop_depth--; continue; } if (Segment2s[segnum].special == SEGMENT_IS_CONTROLCEN) {segnum = -1; mprintf((0,"C")); } else { //don't drop in any children of control centers int i; for (i=0;i<6;i++) { int ch = Segments[segnum].children[i]; if (IS_CHILD(ch) && Segment2s[ch].special == SEGMENT_IS_CONTROLCEN) { mprintf((0,"c")); segnum = -1; break; } } } //bail if not far enough from original position if (segnum != -1) { 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) { mprintf((0,"D")); segnum = -1; } } cur_drop_depth--; } if (segnum != -1) mprintf((0," dist=%x\n",find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG))); if (segnum == -1) { mprintf((1, "Warning: Unable to find a connected segment. Picking a random one.\n")); return (d_rand() * Highest_segment_index) >> 15; } else return segnum; } #endif // NETWORK #ifdef NETWORK // ------------------------------------------------------------------------------------------------------ // Drop cloak powerup if in a network game. extern char PowerupsInMine[],MaxPowerupsAllowed[]; void maybe_drop_net_powerup(int powerup_type) { if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) { int segnum, objnum; vms_vector new_pos; if (Game_mode & GM_NETWORK) { if (PowerupsInMine[powerup_type]>=MaxPowerupsAllowed[powerup_type]) return; } if (Control_center_destroyed || Endlevel_sequence) return; segnum = choose_drop_segment(); //--old-- segnum = (d_rand() * Highest_segment_index) >> 15; //--old-- Assert((segnum >= 0) && (segnum <= Highest_segment_index)); //--old-- if (segnum < 0) //--old-- segnum = -segnum; //--old-- while (segnum > Highest_segment_index) //--old-- segnum /= 2; Net_create_loc = 0; objnum = call_object_create_egg(&Objects[Players[Player_num].objnum], 1, OBJ_POWERUP, powerup_type); if (objnum < 0) return; pick_random_point_in_seg(&new_pos, segnum); multi_send_create_powerup(powerup_type, segnum, objnum, &new_pos); Objects[objnum].pos = new_pos; vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity); obj_relink(objnum, segnum); object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE ); // mprintf(0, "Creating net powerup in segment %i at %7.3f %7.3f %7.3f\n", segnum, f2fl(new_pos.x), f2fl(new_pos.y), f2fl(new_pos.z)); } } #endif // ------------------------------------------------------------------------------------------------------ // Return true if current segment contains some object. int segment_contains_object(int obj_type, int obj_id, int segnum) { int objnum; if (segnum == -1) return 0; objnum = Segments[segnum].objects; while (objnum != -1) if ((Objects[objnum].type == obj_type) && (Objects[objnum].id == obj_id)) return 1; else objnum = Objects[objnum].next; return 0; } // ------------------------------------------------------------------------------------------------------ int object_nearby_aux(int segnum, int object_type, int object_id, int depth) { int i; if (depth == 0) return 0; if (segment_contains_object(object_type, object_id, segnum)) return 1; for (i=0; isegnum, 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)) { mprintf((0, "Bashing cloak into nothing because there's one nearby.\n")); del_obj->contains_count = 0; } return; } switch (del_obj->contains_id) { case POW_VULCAN_WEAPON: weapon_index = VULCAN_INDEX; break; case POW_GAUSS_WEAPON: weapon_index = GAUSS_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; 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; } // Don't drop vulcan ammo if player maxed out. if (((weapon_index == VULCAN_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX)) del_obj->contains_count = 0; else if (((weapon_index == GAUSS_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX)) del_obj->contains_count = 0; else if (weapon_index != -1) { if ((player_has_weapon(weapon_index, 0) & HAS_WEAPON_FLAG) || weapon_nearby(del_obj, del_obj->contains_id)) { if (d_rand() > 16384) { del_obj->contains_type = OBJ_POWERUP; if (weapon_index == VULCAN_INDEX) { del_obj->contains_id = POW_VULCAN_AMMO; } else if (weapon_index == GAUSS_INDEX) { del_obj->contains_id = POW_VULCAN_AMMO; } else { del_obj->contains_id = POW_ENERGY; } } else { del_obj->contains_type = OBJ_POWERUP; del_obj->contains_id = POW_SHIELD_BOOST; } } } else if (del_obj->contains_id == POW_QUAD_FIRE) if ((Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) || weapon_nearby(del_obj, del_obj->contains_id)) { if (d_rand() > 16384) { del_obj->contains_type = OBJ_POWERUP; del_obj->contains_id = POW_ENERGY; } else { del_obj->contains_type = OBJ_POWERUP; del_obj->contains_id = POW_SHIELD_BOOST; } } // 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) ) { mprintf((0, "Converting energy powerup to nothing because robot %i gated in by boss.\n", del_obj-Objects)); 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; } } int drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, int segnum) { int objnum=-1; object *obj; vms_vector new_velocity, new_pos; fix old_mag; int count; switch (type) { case OBJ_POWERUP: for (count=0; count= 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; #ifdef NETWORK if (Game_mode & GM_MULTI) { if (Net_create_loc >= MAX_NET_CREATE_OBJECTS) { mprintf( (1, "Not enough slots to drop all powerups!\n" )); return (-1); } if ((Game_mode & GM_NETWORK) && Network_status == NETSTAT_ENDLEVEL) return (-1); } #endif objnum = obj_create( type, id, segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP); if (objnum < 0 ) { mprintf((1, "Can't create object in object_create_egg. Aborting.\n")); Int3(); return objnum; } #ifdef NETWORK if (Game_mode & GM_MULTI) { Net_create_objnums[Net_create_loc++] = objnum; } #endif obj = &Objects[objnum]; obj->mtype.phys_info.velocity = new_velocity; // mprintf(0, "Created powerup, object #%i, velocity = %7.3f %7.3f %7.3f\n", objnum, f2fl(new_velocity.x), f2fl(new_velocity.y), f2fl(new_velocity.z)); // mprintf(0, " pos = x=%d y=%d z=%d\n", obj->pos.x, obj->pos.y, obj->pos.z); obj->mtype.phys_info.drag = 512; //1024; obj->mtype.phys_info.mass = F1_0; obj->mtype.phys_info.flags = PF_BOUNCE; obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num; obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time; obj->rtype.vclip_info.framenum = 0; switch (obj->id) { case POW_MISSILE_1: case POW_MISSILE_4: case POW_SHIELD_BOOST: case POW_ENERGY: obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds) if (Game_mode & GM_MULTI) obj->lifeleft /= 2; break; default: // if (Game_mode & GM_MULTI) // obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds) break; } } break; case OBJ_ROBOT: for (count=0; countid].flags & RIF_BIG_RADIUS) //@@ obj->size = (obj->size*3)/2; //Set polygon-object-specific data obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num; obj->rtype.pobj_info.subobj_flags = 0; //set Physics info obj->mtype.phys_info.velocity = new_velocity; obj->mtype.phys_info.mass = Robot_info[obj->id].mass; obj->mtype.phys_info.drag = Robot_info[obj->id].drag; obj->mtype.phys_info.flags |= (PF_LEVELLING); obj->shields = Robot_info[obj->id].strength; obj->ctype.ai_info.behavior = AIB_NORMAL; Ai_local_info[obj-Objects].player_awareness_type = PA_WEAPON_ROBOT_COLLISION; Ai_local_info[obj-Objects].player_awareness_time = F1_0*3; obj->ctype.ai_info.CURRENT_STATE = AIS_LOCK; obj->ctype.ai_info.GOAL_STATE = AIS_LOCK; obj->ctype.ai_info.REMOTE_OWNER = -1; } // 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); 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. int object_create_egg(object *objp) { int rval; 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) { mprintf((0, "Not dropping shield!\n")); return -1; } } else if (Players[Player_num].shields >= i2f(150)) { if (d_rand() > 8192) { mprintf((0, "Not dropping shield!\n")); return -1; } } } else if (objp->contains_id == POW_ENERGY) { if (Players[Player_num].energy >= i2f(100)) { if (d_rand() > 16384) { mprintf((0, "Not dropping energy!\n")); return -1; } } else if (Players[Player_num].energy >= i2f(150)) { if (d_rand() > 8192) { mprintf((0, "Not dropping energy!\n")); return -1; } } } } } rval = drop_powerup(objp->contains_type, objp->contains_id, objp->contains_count, &objp->mtype.phys_info.velocity, &objp->pos, objp->segnum); if (rval != -1) { if ((objp->type == OBJ_PLAYER) && (objp->id == Player_num)) Objects[rval].flags |= OF_PLAYER_DROPPED; if (objp->type == OBJ_ROBOT && objp->contains_type==OBJ_POWERUP) { if (objp->contains_id==POW_VULCAN_WEAPON || objp->contains_id==POW_GAUSS_WEAPON) Objects[rval].ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; else if (objp->contains_id==POW_OMEGA_WEAPON) Objects[rval].ctype.powerup_info.count = MAX_OMEGA_CHARGE; } } 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. int call_object_create_egg(object *objp, int count, int type, int id) { // -- if (!(Game_mode & GM_MULTI) && (objp == ConsoleObject)) // -- if (d_rand() < 32767/6) { // -- Items_destroyed++; // -- return -1; // -- } if (count > 0) { objp->contains_count = count; objp->contains_type = type; objp->contains_id = id; return object_create_egg(objp); } return -1; } //what vclip does this explode with? int get_explosion_vclip(object *obj,int stage) { if (obj->type==OBJ_ROBOT) { if (stage==0 && Robot_info[obj->id].exp1_vclip_num>-1) return Robot_info[obj->id].exp1_vclip_num; else if (stage==1 && Robot_info[obj->id].exp2_vclip_num>-1) return Robot_info[obj->id].exp2_vclip_num; } else if (obj->type==OBJ_PLAYER && Player_ship->expl_vclip_num>-1) return Player_ship->expl_vclip_num; return VCLIP_SMALL_EXPLOSION; //default } //blow up a polygon model void explode_model(object *obj) { Assert(obj->render_type == RT_POLYOBJ); if (Dying_modelnums[obj->rtype.pobj_info.model_num] != -1) obj->rtype.pobj_info.model_num = Dying_modelnums[obj->rtype.pobj_info.model_num]; if (Polygon_models[obj->rtype.pobj_info.model_num].n_models > 1) { int i; for (i=1;irtype.pobj_info.model_num].n_models;i++) if (!(obj->type == OBJ_ROBOT && obj->id == 44 && i == 5)) //energy sucker energy part object_create_debris(obj,i); //make parent object only draw center part obj->rtype.pobj_info.subobj_flags=1; } } //if the object has a destroyed model, switch to it. Otherwise, delete it. void maybe_delete_object(object *del_obj) { if (Dead_modelnums[del_obj->rtype.pobj_info.model_num] != -1) { del_obj->rtype.pobj_info.model_num = Dead_modelnums[del_obj->rtype.pobj_info.model_num]; del_obj->flags |= OF_DESTROYED; } else { //normal, multi-stage explosion if (del_obj->type == OBJ_PLAYER) del_obj->render_type = RT_NONE; else del_obj->flags |= OF_SHOULD_BE_DEAD; } } // ------------------------------------------------------------------------------------------------------- //blow up an object. Takes the object to destroy, and the point of impact void explode_object(object *hitobj,fix delay_time) { if (hitobj->flags & OF_EXPLODING) return; if (delay_time) { //wait a little while before creating explosion int objnum; object *obj; //create a placeholder object to do the delay, with id==-1 objnum = obj_create( OBJ_FIREBALL,-1,hitobj->segnum,&hitobj->pos,&vmd_identity_matrix,0, CT_EXPLOSION,MT_NONE,RT_NONE); if (objnum < 0 ) { maybe_delete_object(hitobj); //no explosion, die instantly mprintf((1,"Couldn't start explosion, deleting object now\n")); Int3(); return; } obj = &Objects[objnum]; //now set explosion-specific data obj->lifeleft = delay_time; obj->ctype.expl_info.delete_objnum = hitobj-Objects; #ifndef NDEBUG if (obj->ctype.expl_info.delete_objnum < 0) Int3(); // See Rob! #endif obj->ctype.expl_info.delete_time = -1; obj->ctype.expl_info.spawn_time = 0; } else { object *expl_obj; int vclip_num; vclip_num = get_explosion_vclip(hitobj,0); expl_obj = object_create_explosion(hitobj->segnum, &hitobj->pos, fixmul(hitobj->size,EXPLOSION_SCALE), vclip_num ); if (! expl_obj) { maybe_delete_object(hitobj); //no explosion, die instantly mprintf((0,"Couldn't start explosion, deleting object now\n")); return; } //don't make debris explosions have physics, because they often //happen when the debris has hit the wall, so the fireball is trying //to move into the wall, which shows off FVI problems. if (hitobj->type!=OBJ_DEBRIS && hitobj->movement_type==MT_PHYSICS) { expl_obj->movement_type = MT_PHYSICS; expl_obj->mtype.phys_info = hitobj->mtype.phys_info; } if (hitobj->render_type==RT_POLYOBJ && hitobj->type!=OBJ_DEBRIS) explode_model(hitobj); maybe_delete_object(hitobj); } hitobj->flags |= OF_EXPLODING; //say that this is blowing up hitobj->control_type = CT_NONE; //become inert while exploding } //do whatever needs to be done for this piece of debris for this frame void do_debris_frame(object *obj) { Assert(obj->control_type == CT_DEBRIS); if (obj->lifeleft < 0) explode_object(obj,0); } extern void drop_stolen_items(object *objp); //do whatever needs to be done for this explosion for this frame void do_explosion_sequence(object *obj) { Assert(obj->control_type == CT_EXPLOSION); //mprintf( 0, "Object %d life left is %d\n", obj-Objects, obj->lifeleft ); //See if we should die of old age if (obj->lifeleft <= 0 ) { // We died of old age obj->flags |= OF_SHOULD_BE_DEAD; obj->lifeleft = 0; } //See if we should create a secondary explosion if (obj->lifeleft <= obj->ctype.expl_info.spawn_time) { object *expl_obj,*del_obj; int vclip_num; vms_vector *spawn_pos; if ((obj->ctype.expl_info.delete_objnum < 0) || (obj->ctype.expl_info.delete_objnum > Highest_object_index)) { mprintf((0, "Illegal value for delete_objnum in fireball.c\n")); Int3(); // get Rob, please... thanks return; } del_obj = &Objects[obj->ctype.expl_info.delete_objnum]; spawn_pos = &del_obj->pos; if (!((del_obj->type==OBJ_ROBOT || del_obj->type==OBJ_CLUTTER || del_obj->type==OBJ_CNTRLCEN || del_obj->type == OBJ_PLAYER) && (del_obj->segnum != -1))) { Int3(); //pretty bad return; } vclip_num = get_explosion_vclip(del_obj,1); if (del_obj->type == OBJ_ROBOT && Robot_info[del_obj->id].badass) expl_obj = object_create_badass_explosion( NULL, 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, -1 ); else 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!! robot_info *robptr = &Robot_info[del_obj->id]; if (robptr->contains_count) { if (((d_rand() * 16) >> 15) < robptr->contains_prob) { del_obj->contains_count = ((d_rand() * robptr->contains_count) >> 15) + 1; del_obj->contains_type = robptr->contains_type; del_obj->contains_id = robptr->contains_id; maybe_replace_powerup_with_energy(del_obj); object_create_egg(del_obj); } } if (robptr->thief) drop_stolen_items(del_obj); if (robptr->companion) { DropBuddyMarker(del_obj); } } if ( Robot_info[del_obj->id].exp2_sound_num > -1 ) digi_link_sound_to_pos( Robot_info[del_obj->id].exp2_sound_num, del_obj->segnum, 0, spawn_pos, 0, F1_0 ); //PLAY_SOUND_3D( Robot_info[del_obj->id].exp2_sound_num, spawn_pos, del_obj->segnum ); // mprintf( 0, "Spawned an explosion of type %d\n", Robot_info[del_obj->id].exp2_vclip_num ); //mprintf( 0, "Object %d spawned.\n", obj-Objects ); //mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z ); //mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z ); //mprintf( 0, "Spawned exp at %d,%d,%d\n", expl_obj->pos.x, expl_obj->pos.y, expl_obj->pos.z ); 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 (expl_obj) { if (del_obj->movement_type == MT_PHYSICS) { expl_obj->movement_type = MT_PHYSICS; expl_obj->mtype.phys_info = del_obj->mtype.phys_info; } expl_obj->ctype.expl_info.delete_time = expl_obj->lifeleft/2; expl_obj->ctype.expl_info.delete_objnum = del_obj-Objects; #ifndef NDEBUG if (obj->ctype.expl_info.delete_objnum < 0) Int3(); // See Rob! #endif } else { maybe_delete_object(del_obj); mprintf((0,"Couldn't create secondary explosion, deleting object now\n")); } } //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 #define EXPL_WALL_FIREBALL_SIZE (0x48000*6/10) //smallest size expl_wall expl_wall_list[MAX_EXPLODING_WALLS]; void init_exploding_walls() { int i; for (i=0;i EXPL_WALL_TIME) expl_wall_list[i].time = EXPL_WALL_TIME; if (expl_wall_list[i].time>(EXPL_WALL_TIME*3)/4) { segment *seg,*csegp; int cside,a,n; seg = &Segments[segnum]; a = Walls[seg->sides[sidenum].wall_num].clip_num; n = WallAnims[a].num_frames; csegp = &Segments[seg->children[sidenum]]; cside = find_connect_side(seg, csegp); wall_set_tmap_num(seg,sidenum,csegp,cside,a,n-1); 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; // mprintf(0,"Creating %d new explosions\n",new_count-old_count); //now create all the next explosions for (e=old_count;e= EXPL_WALL_TIME) expl_wall_list[i].segnum = -1; //flag this slot as free } } } //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; int segnum; 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 = find_point_seg(&pos_left, obj->segnum); if (segnum != -1) object_create_explosion(segnum, &pos_left, size_scale, VCLIP_AFTERBURNER_BLOB ); if (count > 1) { segnum = find_point_seg(&pos_right, obj->segnum); if (segnum != -1) { object *blob_obj; blob_obj = object_create_explosion(segnum, &pos_right, size_scale, VCLIP_AFTERBURNER_BLOB ); if (lifetime != -1) blob_obj->lifeleft = lifetime; } } }