/* * 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 "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 "newmenu.h" #include "gameseq.h" #include "physics.h" #include "scores.h" #include "laser.h" #include "wall.h" #include "multi.h" #include "endlevel.h" #include "timer.h" #include "fuelcen.h" #include "playsave.h" #include "cntrlcen.h" #include "gameseg.h" #include "automap.h" #include "byteutil.h" #include "compiler-range_for.h" #include "highest_valid.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 //--unused-- ubyte Frame_processed[MAX_OBJECTS]; namespace dsx { #if defined(DXX_BUILD_DESCENT_II) fix Flash_effect=0; static const int PK1=1, PK2=8; #endif static objptridx_t object_create_explosion_sub(const objptridx_t objp, const vsegptridx_t segnum, const vms_vector &position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, const cobjptridx_t parent ) { auto obj = obj_create( OBJ_FIREBALL,vclip_type,segnum,position,&vmd_identity_matrix,size, CT_EXPLOSION,MT_NONE,RT_FIREBALL); if (obj == object_none) { return obj; } //now set explosion-specific data obj->lifeleft = Vclip[vclip_type ].play_time; obj->ctype.expl_info.spawn_time = -1; obj->ctype.expl_info.delete_objnum = object_none; obj->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(objp != NULL); range_for (const auto &&obj0p, highest_valid(vobjptridx)) { // 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 defined(DXX_BUILD_DESCENT_I) if ( (obj0p->type == OBJ_CNTRLCEN) || (obj0p->type==OBJ_PLAYER) || ( obj0p->type == OBJ_ROBOT && parent != object_none && (parent->type != OBJ_ROBOT || get_robot_id(parent) != obj0p->id) ) ) #elif defined(DXX_BUILD_DESCENT_II) if ( !(obj0p==objp) && !(obj0p->flags&OF_SHOULD_BE_DEAD) && ((obj0p->type==OBJ_WEAPON && (is_proximity_bomb_or_smart_mine_or_placed_mine(get_weapon_id(obj0p)))) || (obj0p->type == OBJ_CNTRLCEN) || (obj0p->type==OBJ_PLAYER) || ( obj0p->type == OBJ_ROBOT && parent != object_none && (parent->type != OBJ_ROBOT || get_robot_id(parent) != obj0p->id) ) )) #endif { const auto dist = vm_vec_dist_quick( obj0p->pos, obj->pos ); // Make damage be from 'maxdamage' to 0.0, where 0.0 is 'maxdistance' away; if ( dist < maxdistance ) { if (object_to_object_visibility(obj, obj0p, FQ_TRANSWALL)) { damage = maxdamage - fixmuldiv( dist, maxdamage, maxdistance ); force = maxforce - fixmuldiv( dist, maxforce, maxdistance ); // Find the force vector on the object vm_vec_normalized_dir_quick( vforce, obj0p->pos, obj->pos ); vm_vec_scale(vforce, force ); // Find where the point of impact is... ( pos_hit ) vm_vec_scale(vm_vec_sub(pos_hit, obj->pos, obj0p->pos), fixdiv(obj0p->size, obj0p->size + dist)); switch ( obj0p->type ) { #if defined(DXX_BUILD_DESCENT_II) case OBJ_WEAPON: phys_apply_force(obj0p,vforce); if (is_proximity_bomb_or_smart_mine(get_weapon_id(obj0p))) { //prox bombs have chance of blowing up if (fixmul(dist,force) > i2f(8000)) { obj0p->flags |= OF_SHOULD_BE_DEAD; explode_badass_weapon(obj0p, obj0p->pos); } } break; #endif case OBJ_ROBOT: { phys_apply_force(obj0p,vforce); #if defined(DXX_BUILD_DESCENT_II) // If not a boss, stun for 2 seconds at 32 force, 1 second at 16 force if ((objp != object_none) && (!Robot_info[get_robot_id(obj0p)].boss_flag) && (Weapon_info[get_weapon_id(objp)].flash)) { ai_static *aip = &obj0p->ctype.ai_info; int force_val = f2i(fixdiv(vm_vec_mag_quick(vforce) * Weapon_info[get_weapon_id(objp)].flash, FrameTime)/128) + 2; if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < F1_0) { aip->SKIP_AI_COUNT += force_val; obj0p->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16; obj0p->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16; obj0p->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16; obj0p->mtype.phys_info.flags |= PF_USES_THRUST; //@@if (Robot_info[obj0p->id].companion) //@@ buddy_message("Daisy, Daisy, Give me..."); } else aip->SKIP_AI_COUNT--; } #endif // When a robot gets whacked by a badass force, he looks towards it because robots tend to get blasted from behind. { vms_vector neg_vforce; neg_vforce.x = vforce.x * -2 * (7 - Difficulty_level)/8; neg_vforce.y = vforce.y * -2 * (7 - Difficulty_level)/8; neg_vforce.z = vforce.z * -2 * (7 - Difficulty_level)/8; phys_apply_rot(obj0p,neg_vforce); } if ( obj0p->shields >= 0 ) { #if defined(DXX_BUILD_DESCENT_II) const auto &robot_info = Robot_info[get_robot_id(obj0p)]; if (robot_info.boss_flag >= BOSS_D2 && Boss_invulnerable_matter[robot_info.boss_flag - BOSS_D2]) damage /= 4; #endif if (apply_damage_to_robot(obj0p, damage, parent)) if ((objp != object_none) && (parent == get_local_player().objnum)) add_points_to_score(Robot_info[get_robot_id(obj0p)].score_value); } #if defined(DXX_BUILD_DESCENT_II) if (objp != object_none && Robot_info[get_robot_id(obj0p)].companion && !Weapon_info[get_weapon_id(objp)].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 && obj0p->shields >= 0) { apply_damage_to_controlcen(obj0p, damage, parent ); } break; case OBJ_PLAYER: { cobjptridx_t killer = object_none; vms_vector vforce2; #if defined(DXX_BUILD_DESCENT_II) // Hack! Warning! Test code! if (objp != object_none && Weapon_info[get_weapon_id(objp)].flash && get_player_id(obj0p) == Player_num) { int fe; fe = min(F1_0 * 4, force*Weapon_info[get_weapon_id(objp)].flash / 32); // For four seconds or less if (objp->ctype.laser_info.parent_signature == ConsoleObject->signature) { fe /= 2; force /= 2; } if (force > F1_0) { Flash_effect = fe; PALETTE_FLASH_ADD(PK1 + f2i(PK2*force), PK1 + f2i(PK2*force), PK1 + f2i(PK2*force)); } } #endif if ((objp != object_none) && (Game_mode & GM_MULTI) && (objp->type == OBJ_PLAYER)) { killer = objp; } 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(obj0p,vforce); phys_apply_rot(obj0p,vforce2); #if defined(DXX_BUILD_DESCENT_II) if (Difficulty_level == 0) damage /= 4; #endif if ( obj0p->shields >= 0 ) apply_damage_to_player(obj0p, 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; } void object_create_muzzle_flash(const vsegptridx_t segnum, const vms_vector &position, fix size, int vclip_type ) { object_create_explosion_sub(object_none, segnum, position, size, vclip_type, 0, 0, 0, object_none ); } objptridx_t object_create_explosion(const vsegptridx_t segnum, const vms_vector &position, fix size, int vclip_type ) { return object_create_explosion_sub(object_none, segnum, position, size, vclip_type, 0, 0, 0, object_none ); } objptridx_t object_create_badass_explosion(const objptridx_t objp, const vsegptridx_t segnum, const vms_vector &position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, const cobjptridx_t parent ) { const objptridx_t rval = object_create_explosion_sub(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 vobjptridx_t obj,const vms_vector &pos) { 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); 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], objptridx(obj->ctype.laser_info.parent_num)); } static void explode_badass_object(const vobjptridx_t objp, fix damage, fix distance, fix force) { const objptridx_t rval = object_create_badass_explosion(objp, 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); } //blows up the player with a badass explosion //return the explosion object void explode_badass_player(const vobjptridx_t objp) { explode_badass_object(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(const vobjptr_t parent, int subobj_num) { Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER) ); auto obj = 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 ((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 vobjptridx_t obj) { if ( obj->lifeleft > 0 ) draw_vclip_object(obj,obj->lifeleft,0, get_fireball_id(obj)); } // -------------------------------------------------------------------------------------------------------------------- // Return true if there is a door here and it is openable // It is assumed that the player has all keys. static int door_is_openable_by_player(const vcsegptr_t segp, int sidenum) { int wall_type; auto wall_num = segp->sides[sidenum].wall_num; wall_type = Walls[wall_num].type; if (wall_num == wall_none) 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. segidx_t pick_connected_segment(const vcobjptr_t objp, int max_depth) { using std::swap; int i; int cur_depth; int start_seg; int head, tail; array seg_queue{}; sbyte depth[MAX_SEGMENTS]; sbyte side_rand[MAX_SIDES_PER_SEGMENT]; visited_segment_bitarray_t visited; memset(depth, 0, Highest_segment_index+1); start_seg = objp->segnum; head = 0; tail = 0; seg_queue[head++] = start_seg; cur_depth = 0; for (i=0; i> 15; swap(side_rand[ind1], side_rand[i]); } while (tail != head) { int sidenum, count; int ind1, ind2; if (cur_depth >= max_depth) { return seg_queue[tail]; } const auto &&segp = vcsegptr(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; swap(side_rand[ind1], side_rand[ind2]); count = 0; for (sidenum=ind1; countsides[snrand].wall_num; sidenum++; if ((wall_num == wall_none || door_is_openable_by_player(segp, snrand)) && IS_CHILD(segp->children[snrand])) { if (!visited[segp->children[snrand]]) { seg_queue[head++] = segp->children[snrand]; visited[segp->children[snrand]] = true; 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] > Highest_segment_index) { // -- Int3(); // Something bad has happened. Queue is trashed. --MK, 12/13/94 return segment_none; } cur_depth = depth[seg_queue[tail]]; } return segment_none; } #if defined(DXX_BUILD_DESCENT_I) #define BASE_NET_DROP_DEPTH 10 #elif defined(DXX_BUILD_DESCENT_II) #define BASE_NET_DROP_DEPTH 8 #endif // ------------------------------------------------------------------------------------------------------ // Choose segment to drop a powerup in. // For all active net players, try to create a N segment path from the player. If possible, return that // segment. If not possible, try another player. After a few tries, use a random segment. // Don't drop if control center in segment. static segnum_t choose_drop_segment() { playernum_t pnum = 0; int cur_drop_depth; int count; vms_vector *player_pos; d_srand((fix)timer_query()); cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15); player_pos = &get_local_plrobj().pos; const auto player_seg = get_local_plrobj().segnum; segnum_t segnum = segment_none; while ((segnum == segment_none) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) { pnum = (d_rand() * N_players) >> 15; count = 0; #if defined(DXX_BUILD_DESCENT_I) while ((count < N_players) && ((Players[pnum].connected == CONNECT_DISCONNECTED) || (pnum==Player_num))) #elif defined(DXX_BUILD_DESCENT_II) while ((count < N_players) && ((Players[pnum].connected == CONNECT_DISCONNECTED) || (pnum==Player_num) || ((Game_mode & (GM_TEAM|GM_CAPTURE)) && (get_team(pnum)==get_team(Player_num))))) #endif { pnum = (pnum+1)%N_players; count++; } if (count == N_players) { //if can't valid non-player person, use the player pnum = Player_num; } segnum = pick_connected_segment(vcobjptr(Players[pnum].objnum), cur_drop_depth); if (segnum == segment_none) { cur_drop_depth--; continue; } if (Segments[segnum].special == SEGMENT_IS_CONTROLCEN) { segnum = segment_none; } else { //don't drop in any children of control centers int i; for (i=0;i<6;i++) { auto ch = Segments[segnum].children[i]; if (IS_CHILD(ch) && Segments[ch].special == SEGMENT_IS_CONTROLCEN) { segnum = segment_none; break; } } } //bail if not far enough from original position if (segnum != segment_none) { const auto &&tempv = compute_segment_center(vcsegptr(segnum)); if (find_connected_distance(*player_pos,player_seg,tempv,segnum,-1,WID_FLY_FLAG) < i2f(20)*cur_drop_depth) { segnum = segment_none; } } cur_drop_depth--; } if (segnum == segment_none) { cur_drop_depth = BASE_NET_DROP_DEPTH; while (cur_drop_depth > 0 && segnum == segment_none) // before dropping in random segment, try to find ANY segment which is connected to the player responsible for the drop so object will not spawn in inaccessible areas { segnum = pick_connected_segment(vcobjptr(get_local_player().objnum), --cur_drop_depth); if (segnum != segment_none && vcsegptr(segnum)->special == SEGMENT_IS_CONTROLCEN) segnum = segment_none; } return ((segnum == segment_none)?((d_rand() * Highest_segment_index) >> 15):segnum); // basically it should be impossible segnum == -1 now... but oh well... } else return segnum; } // ------------------------------------------------------------------------------------------------------ // Drop cloak powerup if in a network game. void maybe_drop_net_powerup(powerup_type_t powerup_type) { if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) { if (Game_mode & GM_NETWORK) { if (!PowerupCaps.can_add_powerup(powerup_type)) return; } if (Control_center_destroyed || (Network_status == NETSTAT_ENDLEVEL)) return; //--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(vobjptr(get_local_player().objnum), 1, OBJ_POWERUP, powerup_type); if (objnum == object_none) return; const auto &&segnum = choose_drop_segment(); const auto &&new_pos = pick_random_point_in_seg(vcsegptr(segnum)); multi_send_create_powerup(powerup_type, segnum, objnum, new_pos); objnum->pos = new_pos; vm_vec_zero(objnum->mtype.phys_info.velocity); obj_relink(objnum, segnum); object_create_explosion(segnum, new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE ); } } // ------------------------------------------------------------------------------------------------------ // Return true if current segment contains some object. static csegptr_t segment_contains_powerup(const vcsegptr_t segnum, const powerup_type_t obj_id) { range_for (const auto objp, objects_in(segnum)) if (objp->type == OBJ_POWERUP && get_powerup_id(objp) == obj_id) return segnum; return segment_none; } // ------------------------------------------------------------------------------------------------------ static csegptr_t powerup_nearby_aux(const vcsegptr_t segnum, powerup_type_t object_id, uint_fast32_t depth) { if (auto r = segment_contains_powerup(segnum, object_id)) return r; if (! -- depth) return segment_none; range_for (const auto seg2, segnum->children) { if (seg2 != segment_none) if (auto r = powerup_nearby_aux(vcsegptr(seg2), object_id, depth)) return r; } return segment_none; } // ------------------------------------------------------------------------------------------------------ // Return true if some powerup is nearby (within 3 segments). static csegptr_t weapon_nearby(const vobjptr_t objp, powerup_type_t weapon_id) { return powerup_nearby_aux(vcsegptr(objp->segnum), weapon_id, 2); } // ------------------------------------------------------------------------------------------------------ void maybe_replace_powerup_with_energy(const vobjptr_t 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, static_cast(del_obj->contains_id)) != nullptr) { del_obj->contains_count = 0; } return; } switch (del_obj->contains_id) { 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. if ((weapon_index_uses_vulcan_ammo(weapon_index) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (get_local_player_vulcan_ammo() >= VULCAN_AMMO_MAX)) del_obj->contains_count = 0; else if (weapon_index != -1) { if (player_has_primary_weapon(weapon_index).has_weapon() || weapon_nearby(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 ((get_local_player_flags() & PLAYER_FLAGS_QUAD_LASERS) || weapon_nearby(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 objptridx_t drop_powerup(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, const vsegptridx_t segnum) { objptridx_t objnum = object_none; vms_vector new_pos; 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; if (Game_mode & GM_MULTI) { if (Net_create_loc >= MAX_NET_CREATE_OBJECTS) { return object_none; } #if defined(DXX_BUILD_DESCENT_II) if ((Game_mode & GM_NETWORK) && Network_status == NETSTAT_ENDLEVEL) return object_none; #endif } auto obj = obj_create( OBJ_POWERUP, id, segnum, new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP); objnum = obj; if (objnum == object_none ) { Int3(); return objnum; } if (Game_mode & GM_MULTI) { Net_create_objnums[Net_create_loc++] = objnum; } obj->mtype.phys_info.velocity = new_velocity; obj->mtype.phys_info.drag = 512; //1024; obj->mtype.phys_info.mass = F1_0; obj->mtype.phys_info.flags = PF_BOUNCE; 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; 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; 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; obj->ctype.ai_info.behavior = ai_behavior::AIB_NORMAL; 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(OBJ_POWERUP, POW_SHIELD_BOOST, 1, init_vel, pos, segnum); #endif break; default: Error("Error: Illegal type (%i) in object spawning.\n", type); } return objnum; } #if defined(DXX_BUILD_DESCENT_II) static bool skip_create_egg_powerup(powerup_type_t powerup) { fix current; if (powerup == POW_SHIELD_BOOST) current = get_local_player_shields(); else if (powerup == POW_ENERGY) current = get_local_player_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 // ---------------------------------------------------------------------------- // Returns created object number. // If object dropped by player, set flag. static objptridx_t object_create_player_egg(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, const vsegptridx_t segnum) { const auto rval = drop_powerup(type, id, num, init_vel, pos, segnum); #if defined(DXX_BUILD_DESCENT_II) if (rval != object_none) rval->flags |= OF_PLAYER_DROPPED; #endif return rval; } objptridx_t object_create_robot_egg(int type, int id, int num, const vms_vector &init_vel, const vms_vector &pos, const vsegptridx_t segnum) { #if defined(DXX_BUILD_DESCENT_II) if (!(Game_mode & GM_MULTI)) { if (type == OBJ_POWERUP) { if (skip_create_egg_powerup(static_cast(id))) return object_none; } } #endif const auto rval = drop_powerup(type, id, num, init_vel, pos, segnum); #if defined(DXX_BUILD_DESCENT_II) if (rval != object_none) { if (type == OBJ_POWERUP) { if (id == POW_VULCAN_WEAPON || id == POW_GAUSS_WEAPON) rval->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; else if (id == POW_OMEGA_WEAPON) rval->ctype.powerup_info.count = MAX_OMEGA_CHARGE; } } #endif return rval; } objptridx_t object_create_robot_egg(const vobjptr_t objp) { return object_create_robot_egg(objp->contains_type, objp->contains_id, objp->contains_count, objp->mtype.phys_info.velocity, objp->pos, objp->segnum); } // -- 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. objptridx_t call_object_create_egg(const vobjptr_t objp, int count, int type, int id) { if (count > 0) { return object_create_player_egg(type, id, count, objp->mtype.phys_info.velocity, objp->pos, objp->segnum); } return object_none; } //what vclip does this explode with? int get_explosion_vclip(const vcobjptr_t 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; 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(const vobjptr_t 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; 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(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(const vobjptr_t 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(const vobjptridx_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,hitobj->segnum,hitobj->pos,&vmd_identity_matrix,0, CT_EXPLOSION,MT_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); auto expl_obj = object_create_explosion(hitobj->segnum, hitobj->pos, fixmul(hitobj->size,EXPLOSION_SCALE), vclip_num ); if (! expl_obj) { maybe_delete_object(hitobj); //no explosion, die instantly return; } //don't make debris explosions have physics, because they often //happen when the debris has hit the wall, so the fireball is trying //to move into the wall, which shows off FVI problems. if (hitobj->type!=OBJ_DEBRIS && hitobj->movement_type==MT_PHYSICS) { expl_obj->movement_type = MT_PHYSICS; expl_obj->mtype.phys_info = hitobj->mtype.phys_info; } if (hitobj->render_type==RT_POLYOBJ && hitobj->type!=OBJ_DEBRIS) explode_model(hitobj); maybe_delete_object(hitobj); } hitobj->flags |= OF_EXPLODING; //say that this is blowing up hitobj->control_type = CT_NONE; //become inert while exploding } //do whatever needs to be done for this piece of debris for this frame void do_debris_frame(const vobjptridx_t obj) { Assert(obj->control_type == CT_DEBRIS); if (obj->lifeleft < 0) explode_object(obj,0); } //do whatever needs to be done for this explosion for this frame void do_explosion_sequence(const vobjptr_t obj) { Assert(obj->control_type == CT_EXPLOSION); //See if we should die of old age if (obj->lifeleft <= 0 ) { // We died of old age obj->flags |= OF_SHOULD_BE_DEAD; obj->lifeleft = 0; } //See if we should create a secondary explosion if (obj->lifeleft <= obj->ctype.expl_info.spawn_time) { auto del_obj = vobjptridx(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, 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(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!! robot_info *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); if (robot_is_companion(robptr)) { DropBuddyMarker(del_obj); } #endif } const robot_info *robptr = &Robot_info[get_robot_id(del_obj)]; if ( robptr->exp2_sound_num > -1 ) digi_link_sound_to_pos( robptr->exp2_sound_num, del_obj->segnum, 0, spawn_pos, 0, F1_0 ); //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_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; } 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 = vobjptr(obj->ctype.expl_info.delete_objnum); obj->ctype.expl_info.delete_time = -1; maybe_delete_object(del_obj); } } #define EXPL_WALL_TIME (f1_0) #define EXPL_WALL_TOTAL_FIREBALLS 32 #if defined(DXX_BUILD_DESCENT_I) #define EXPL_WALL_FIREBALL_SIZE 0x48000 //smallest size #elif defined(DXX_BUILD_DESCENT_II) #define EXPL_WALL_FIREBALL_SIZE (0x48000*6/10) //smallest size #endif } namespace dcx { array expl_wall_list; void init_exploding_walls() { range_for (auto &i, expl_wall_list) i.segnum = segment_none; } } namespace dsx { //explode the given wall void explode_wall(const vsegptridx_t segnum,int sidenum) { //find a free slot const auto e = end(expl_wall_list); const auto predicate = [](expl_wall &w) { return w.segnum == segment_none; }; const auto i = std::find_if(begin(expl_wall_list), e, predicate); if (i == e) { //didn't find slot. Int3(); return; } auto &w = *i; w.segnum = segnum; w.sidenum = sidenum; w.time = 0; //play one long sound for whole door wall explosion const auto pos = compute_center_point_on_side(segnum,sidenum); digi_link_sound_to_pos( SOUND_EXPLODING_WALL,segnum, sidenum, pos, 0, F1_0 ); } //handle walls for this frame //note: this wall code assumes the wall is not triangulated void do_exploding_wall_frame() { range_for (auto &i, expl_wall_list) { auto segnum = i.segnum; if (segnum != segment_none) { int sidenum = i.sidenum; fix oldfrac,newfrac; int old_count,new_count,e; //n, oldfrac = fixdiv(i.time,EXPL_WALL_TIME); i.time += FrameTime; if (i.time > EXPL_WALL_TIME) i.time = EXPL_WALL_TIME; const auto seg = vsegptridx(segnum); if (i.time>(EXPL_WALL_TIME*3)/4) { int a,n; a = Walls[seg->sides[sidenum].wall_num].clip_num; n = WallAnims[a].num_frames; const auto &&csegp = seg.absolute_sibling(seg->children[sidenum]); auto 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(i.time,EXPL_WALL_TIME); old_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(oldfrac,oldfrac)); new_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(newfrac,newfrac)); //n = new_count - old_count; //now create all the next explosions for (e=old_count;esides[sidenum].normals[0], size * (EXPL_WALL_TOTAL_FIREBALLS - e) / EXPL_WALL_TOTAL_FIREBALLS); if (e & 3) //3 of 4 are normal object_create_explosion(i.segnum,pos,size,VCLIP_SMALL_EXPLOSION); else object_create_badass_explosion( object_none, i.segnum, pos, size, VCLIP_SMALL_EXPLOSION, i2f(4), // damage strength i2f(20), // damage radius i2f(50), // damage force object_none // parent id ); } if (i.time >= EXPL_WALL_TIME) i.segnum = segment_none; //flag this slot as free } } } #if defined(DXX_BUILD_DESCENT_II) //creates afterburner blobs behind the specified object void drop_afterburner_blobs(const vobjptr_t 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); auto segnum = find_point_seg(pos_left, obj->segnum); if (segnum != segment_none) object_create_explosion(segnum, pos_left, size_scale, VCLIP_AFTERBURNER_BLOB ); if (count > 1) { segnum = find_point_seg(pos_right, obj->segnum); if (segnum != segment_none) { 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(PHYSFS_file *fp, int swap, partial_range_t r) { range_for (auto &e, r) { 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); } e.segnum = d.segnum; e.sidenum = d.sidenum; e.time = d.time; } } #endif }