2396 lines
81 KiB
C
2396 lines
81 KiB
C
/* $Id: laser.c,v 1.1.1.1 2006/03/17 19:55:16 zicodxx 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.
|
|
*/
|
|
|
|
/*
|
|
*
|
|
* This will contain the laser code
|
|
*
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include <conf.h>
|
|
#endif
|
|
|
|
#ifdef RCS
|
|
char laser_rcsid[] = "$Id: laser.c,v 1.1.1.1 2006/03/17 19:55:16 zicodxx Exp $";
|
|
#endif
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <time.h>
|
|
|
|
#include "inferno.h"
|
|
#include "game.h"
|
|
#include "bm.h"
|
|
#include "object.h"
|
|
#include "laser.h"
|
|
#include "args.h"
|
|
#include "segment.h"
|
|
#include "fvi.h"
|
|
#include "segpoint.h"
|
|
#include "error.h"
|
|
#include "mono.h"
|
|
#include "key.h"
|
|
#include "texmap.h"
|
|
#include "textures.h"
|
|
#include "render.h"
|
|
#include "vclip.h"
|
|
#include "fireball.h"
|
|
#include "polyobj.h"
|
|
#include "robot.h"
|
|
#include "weapon.h"
|
|
#include "newdemo.h"
|
|
#include "timer.h"
|
|
#include "player.h"
|
|
#include "sounds.h"
|
|
#ifdef NETWORK
|
|
#include "network.h"
|
|
#endif
|
|
#include "ai.h"
|
|
#include "powerup.h"
|
|
#include "multi.h"
|
|
#include "physics.h"
|
|
#include "multi.h"
|
|
|
|
int Laser_rapid_fire = 0;
|
|
|
|
object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
|
|
int Guided_missile_sig[MAX_PLAYERS]={-1,-1,-1,-1,-1,-1,-1,-1};
|
|
|
|
int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2);
|
|
|
|
extern char Multi_is_guided;
|
|
extern char BounceCheat;
|
|
|
|
extern void newdemo_record_guided_end();
|
|
extern void newdemo_record_guided_start();
|
|
|
|
int find_homing_object(vms_vector *curpos, object *tracker);
|
|
|
|
//---------------------------------------------------------------------------------
|
|
// Called by render code.... determines if the laser is from a robot or the
|
|
// player and calls the appropriate routine.
|
|
|
|
void Laser_render(object *obj)
|
|
{
|
|
|
|
// Commented out by John (sort of, typed by Mike) on 6/8/94
|
|
#if 0
|
|
switch( obj->id ) {
|
|
case WEAPON_TYPE_WEAK_LASER:
|
|
case WEAPON_TYPE_STRONG_LASER:
|
|
case WEAPON_TYPE_CANNON_BALL:
|
|
case WEAPON_TYPE_MISSILE:
|
|
break;
|
|
default:
|
|
Error( "Invalid weapon type in Laser_render\n" );
|
|
}
|
|
#endif
|
|
|
|
switch( Weapon_info[obj->id].render_type ) {
|
|
case WEAPON_RENDER_LASER:
|
|
Int3(); // Not supported anymore!
|
|
//Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
|
|
break;
|
|
case WEAPON_RENDER_BLOB:
|
|
draw_object_blob(obj, Weapon_info[obj->id].bitmap );
|
|
break;
|
|
case WEAPON_RENDER_POLYMODEL:
|
|
break;
|
|
case WEAPON_RENDER_VCLIP:
|
|
Int3(); // Oops, not supported, type added by mk on 09/09/94, but not for lasers...
|
|
default:
|
|
Error( "Invalid weapon render type in Laser_render\n" );
|
|
}
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------
|
|
// Draws a texture-mapped laser bolt
|
|
|
|
//void Laser_draw_one( int objnum, grs_bitmap * bmp )
|
|
//{
|
|
// int t1, t2, t3;
|
|
// g3s_point p1, p2;
|
|
// object *obj;
|
|
// vms_vector start_pos,end_pos;
|
|
//
|
|
// obj = &Objects[objnum];
|
|
//
|
|
// start_pos = obj->pos;
|
|
// vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
|
|
//
|
|
// g3_rotate_point(&p1,&start_pos);
|
|
// g3_rotate_point(&p2,&end_pos);
|
|
//
|
|
// t1 = Lighting_on;
|
|
// t2 = Interpolation_method;
|
|
// t3 = Transparency_on;
|
|
//
|
|
// Lighting_on = 0;
|
|
// //Interpolation_method = 3; // Full perspective
|
|
// Interpolation_method = 1; // Linear
|
|
// Transparency_on = 1;
|
|
//
|
|
// //gr_setcolor( gr_getcolor(31,15,0));
|
|
// //g3_draw_line_ptrs(p1,p2);
|
|
// //g3_draw_rod(p1,0x2000,p2,0x2000);
|
|
// //g3_draw_rod(p1,Laser_width,p2,Laser_width);
|
|
// g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
|
|
// Lighting_on = t1;
|
|
// Interpolation_method = t2;
|
|
// Transparency_on = t3;
|
|
//
|
|
//}
|
|
|
|
// Changed by MK on 09/07/94
|
|
// I want you to be able to blow up your own bombs.
|
|
// AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
|
|
// Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
|
|
int laser_are_related( int o1, int o2 )
|
|
{
|
|
if ( (o1<0) || (o2<0) )
|
|
return 0;
|
|
|
|
// See if o2 is the parent of o1
|
|
if ( Objects[o1].type == OBJ_WEAPON )
|
|
if ( (Objects[o1].ctype.laser_info.parent_num==o2) && (Objects[o1].ctype.laser_info.parent_signature==Objects[o2].signature) )
|
|
{
|
|
// o1 is a weapon, o2 is the parent of 1, so if o1 is PROXIMITY_BOMB and o2 is player, they are related only if o1 < 2.0 seconds old
|
|
if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
|
|
(Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
|
|
(((Objects[o1].id == PROXIMITY_ID) || (Objects[o1].id == SUPERPROX_ID)) && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*4))) {
|
|
return 0;
|
|
} else
|
|
return 1;
|
|
}
|
|
|
|
// See if o1 is the parent of o2
|
|
if ( Objects[o2].type == OBJ_WEAPON )
|
|
{
|
|
if ( (Objects[o2].ctype.laser_info.parent_num==o1) && (Objects[o2].ctype.laser_info.parent_signature==Objects[o1].signature) )
|
|
{
|
|
// o2 is a weapon, o1 is the parent of 2, so if o2 is PROXIMITY_BOMB and o1 is player, they are related only if o1 < 2.0 seconds old
|
|
if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
|
|
(Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
|
|
(((Objects[o2].id == PROXIMITY_ID) || (Objects[o2].id == SUPERPROX_ID)) && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*4))) {
|
|
return 0;
|
|
} else
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// They must both be weapons
|
|
if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
|
|
return 0;
|
|
|
|
// Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
|
|
// See if they're siblings...
|
|
// MK: 06/08/95, Don't allow prox bombs to detonate for 3/4 second. Else too likely to get toasted by your own bomb if hit by opponent.
|
|
if ( Objects[o1].ctype.laser_info.parent_signature==Objects[o2].ctype.laser_info.parent_signature )
|
|
{
|
|
if (Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID || Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID) {
|
|
// If neither is older than 1/2 second, then can't blow up!
|
|
if ((GameTime > (Objects[o1].ctype.laser_info.creation_time + F1_0/2)) || (GameTime > (Objects[o2].ctype.laser_info.creation_time + F1_0/2)))
|
|
return 0;
|
|
else
|
|
return 1;
|
|
} else
|
|
return 1;
|
|
}
|
|
|
|
// Anything can cause a collision with a robot super prox mine.
|
|
if (Objects[o1].id == ROBOT_SUPERPROX_ID || Objects[o2].id == ROBOT_SUPERPROX_ID ||
|
|
Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID ||
|
|
Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID ||
|
|
Objects[o1].id == PMINE_ID || Objects[o2].id == PMINE_ID)
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
//--unused-- int Muzzle_scale=2;
|
|
int Laser_offset=0;
|
|
|
|
void do_muzzle_stuff(int segnum, vms_vector *pos)
|
|
{
|
|
Muzzle_data[Muzzle_queue_index].create_time = timer_get_fixed_seconds();
|
|
Muzzle_data[Muzzle_queue_index].segnum = segnum;
|
|
Muzzle_data[Muzzle_queue_index].pos = *pos;
|
|
Muzzle_queue_index++;
|
|
if (Muzzle_queue_index >= MUZZLE_QUEUE_MAX)
|
|
Muzzle_queue_index = 0;
|
|
}
|
|
|
|
//creates a weapon object
|
|
int create_weapon_object(int weapon_type,int segnum,vms_vector *position)
|
|
{
|
|
int rtype=-1;
|
|
fix laser_radius = -1;
|
|
int objnum;
|
|
object *obj;
|
|
|
|
switch( Weapon_info[weapon_type].render_type ) {
|
|
|
|
case WEAPON_RENDER_BLOB:
|
|
rtype = RT_LASER; // Render as a laser even if blob (see render code above for explanation)
|
|
laser_radius = Weapon_info[weapon_type].blob_size;
|
|
break;
|
|
case WEAPON_RENDER_POLYMODEL:
|
|
laser_radius = 0; // Filled in below.
|
|
rtype = RT_POLYOBJ;
|
|
break;
|
|
case WEAPON_RENDER_LASER:
|
|
Int3(); // Not supported anymore
|
|
break;
|
|
case WEAPON_RENDER_NONE:
|
|
rtype = RT_NONE;
|
|
laser_radius = F1_0;
|
|
break;
|
|
case WEAPON_RENDER_VCLIP:
|
|
rtype = RT_WEAPON_VCLIP;
|
|
laser_radius = Weapon_info[weapon_type].blob_size;
|
|
break;
|
|
default:
|
|
Error( "Invalid weapon render type in Laser_create_new\n" );
|
|
}
|
|
|
|
Assert(laser_radius != -1);
|
|
Assert(rtype != -1);
|
|
|
|
objnum = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
|
|
if (objnum == -1)
|
|
return -1;
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
|
|
obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
|
|
obj->size = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[obj->id].po_len_to_width_ratio);
|
|
}
|
|
|
|
obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
|
|
obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
|
|
vm_vec_zero(&obj->mtype.phys_info.thrust);
|
|
|
|
if (Weapon_info[weapon_type].bounce==1)
|
|
obj->mtype.phys_info.flags |= PF_BOUNCE;
|
|
|
|
if (Weapon_info[weapon_type].bounce==2 || BounceCheat)
|
|
obj->mtype.phys_info.flags |= PF_BOUNCE+PF_BOUNCES_TWICE;
|
|
|
|
|
|
return objnum;
|
|
}
|
|
|
|
extern int Doing_lighting_hack_flag;
|
|
|
|
// -------------------------------------------------------------------------------------------------------------------------------
|
|
// ***** HEY ARTISTS!! *****
|
|
// Here are the constants you're looking for! --MK
|
|
|
|
// Change the following constants to affect the look of the omega cannon.
|
|
// Changing these constants will not affect the damage done.
|
|
// WARNING: If you change DESIRED_OMEGA_DIST and MAX_OMEGA_BLOBS, you don't merely change the look of the cannon,
|
|
// you change its range. If you decrease DESIRED_OMEGA_DIST, you decrease how far the gun can fire.
|
|
#define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
|
|
#define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
|
|
#define DESIRED_OMEGA_DIST (F1_0*5) // This is the desired distance between blobs. For distances > MIN_OMEGA_BLOBS*DESIRED_OMEGA_DIST, but not very large, this will apply.
|
|
#define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
|
|
#define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
|
|
|
|
// Additionally, several constants which apply to homing objects in general control the behavior of the Omega Cannon.
|
|
// They are defined in laser.h. They are copied here for reference. These values are valid on 1/10/96:
|
|
// If you want the Omega Cannon view cone to be different than the Homing Missile viewcone, contact MK to make the change.
|
|
// (Unless you are a programmer, in which case, do it yourself!)
|
|
#define OMEGA_MIN_TRACKABLE_DOT (15*F1_0/16) // Larger values mean narrower cone. F1_0 means damn near impossible. 0 means 180 degree field of view.
|
|
#define OMEGA_MAX_TRACKABLE_DIST MAX_OMEGA_DIST // An object must be at least this close to be tracked.
|
|
|
|
// Note, you don't need to change these constants. You can control damage and energy consumption by changing the
|
|
// usual bitmaps.tbl parameters.
|
|
#define OMEGA_DAMAGE_SCALE 32 // Controls how much damage is done. This gets multiplied by FrameTime and then again by the damage specified in bitmaps.tbl in the $WEAPON line.
|
|
#define OMEGA_ENERGY_CONSUMPTION 16 // Controls how much energy is consumed. This gets multiplied by FrameTime and then again by the energy parameter from bitmaps.tbl.
|
|
// -------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
void delete_old_omega_blobs(object *parent_objp)
|
|
{
|
|
int i;
|
|
int parent_num;
|
|
int count = 0;
|
|
|
|
parent_num = parent_objp->ctype.laser_info.parent_num;
|
|
|
|
for (i=0; i<=Highest_object_index; i++)
|
|
if (Objects[i].type == OBJ_WEAPON)
|
|
if (Objects[i].id == OMEGA_ID)
|
|
if (Objects[i].ctype.laser_info.parent_num == parent_num) {
|
|
obj_delete(i);
|
|
count++;
|
|
}
|
|
|
|
mprintf((0, "%i Omega blobs deleted in frame %i\n", count, FrameCount));
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------
|
|
void create_omega_blobs(int firing_segnum, vms_vector *firing_pos, vms_vector *goal_pos, object *parent_objp)
|
|
{
|
|
int i, last_segnum, last_created_objnum = -1;
|
|
vms_vector vec_to_goal;
|
|
fix dist_to_goal;
|
|
int num_omega_blobs;
|
|
fix omega_blob_dist;
|
|
vms_vector omega_delta_vector;
|
|
vms_vector blob_pos, perturb_vec;
|
|
fix perturb_array[MAX_OMEGA_BLOBS];
|
|
|
|
if (Game_mode & GM_MULTI)
|
|
delete_old_omega_blobs(parent_objp);
|
|
|
|
vm_vec_sub(&vec_to_goal, goal_pos, firing_pos);
|
|
|
|
dist_to_goal = vm_vec_normalize_quick(&vec_to_goal);
|
|
|
|
if (dist_to_goal < MIN_OMEGA_BLOBS * MIN_OMEGA_DIST) {
|
|
omega_blob_dist = MIN_OMEGA_DIST;
|
|
num_omega_blobs = dist_to_goal/omega_blob_dist;
|
|
if (num_omega_blobs == 0)
|
|
num_omega_blobs = 1;
|
|
} else {
|
|
omega_blob_dist = DESIRED_OMEGA_DIST;
|
|
num_omega_blobs = dist_to_goal / omega_blob_dist;
|
|
if (num_omega_blobs > MAX_OMEGA_BLOBS) {
|
|
num_omega_blobs = MAX_OMEGA_BLOBS;
|
|
omega_blob_dist = dist_to_goal / num_omega_blobs;
|
|
} else if (num_omega_blobs < MIN_OMEGA_BLOBS) {
|
|
num_omega_blobs = MIN_OMEGA_BLOBS;
|
|
omega_blob_dist = dist_to_goal / num_omega_blobs;
|
|
}
|
|
}
|
|
|
|
omega_delta_vector = vec_to_goal;
|
|
vm_vec_scale(&omega_delta_vector, omega_blob_dist);
|
|
|
|
// Now, create all the blobs
|
|
blob_pos = *firing_pos;
|
|
last_segnum = firing_segnum;
|
|
|
|
// If nearby, don't perturb vector. If not nearby, start halfway out.
|
|
if (dist_to_goal < MIN_OMEGA_DIST*4) {
|
|
for (i=0; i<num_omega_blobs; i++)
|
|
perturb_array[i] = 0;
|
|
} else {
|
|
vm_vec_scale_add2(&blob_pos, &omega_delta_vector, F1_0/2); // Put first blob half way out.
|
|
for (i=0; i<num_omega_blobs/2; i++) {
|
|
perturb_array[i] = F1_0*i + F1_0/4;
|
|
perturb_array[num_omega_blobs-1-i] = F1_0*i;
|
|
}
|
|
}
|
|
|
|
// Create random perturbation vector, but favor _not_ going up in player's reference.
|
|
make_random_vector(&perturb_vec);
|
|
vm_vec_scale_add2(&perturb_vec, &parent_objp->orient.uvec, -F1_0/2);
|
|
|
|
Doing_lighting_hack_flag = 1; // Ugly, but prevents blobs which are probably outside the mine from killing framerate.
|
|
|
|
for (i=0; i<num_omega_blobs; i++) {
|
|
vms_vector temp_pos;
|
|
int blob_objnum, segnum;
|
|
|
|
// This will put the last blob right at the destination object, causing damage.
|
|
if (i == num_omega_blobs-1)
|
|
vm_vec_scale_add2(&blob_pos, &omega_delta_vector, 15*F1_0/32); // Move last blob another (almost) half section
|
|
|
|
// Every so often, re-perturb blobs
|
|
if ((i % 4) == 3) {
|
|
vms_vector temp_vec;
|
|
|
|
make_random_vector(&temp_vec);
|
|
vm_vec_scale_add2(&perturb_vec, &temp_vec, F1_0/4);
|
|
}
|
|
|
|
vm_vec_scale_add(&temp_pos, &blob_pos, &perturb_vec, perturb_array[i]);
|
|
|
|
segnum = find_point_seg(&temp_pos, last_segnum);
|
|
if (segnum != -1) {
|
|
object *objp;
|
|
|
|
last_segnum = segnum;
|
|
blob_objnum = obj_create(OBJ_WEAPON, OMEGA_ID, segnum, &temp_pos, NULL, 0, CT_WEAPON, MT_PHYSICS, RT_WEAPON_VCLIP );
|
|
if (blob_objnum == -1)
|
|
break;
|
|
|
|
last_created_objnum = blob_objnum;
|
|
|
|
objp = &Objects[blob_objnum];
|
|
|
|
objp->lifeleft = ONE_FRAME_TIME;
|
|
objp->mtype.phys_info.velocity = vec_to_goal;
|
|
|
|
// Only make the last one move fast, else multiple blobs might collide with target.
|
|
vm_vec_scale(&objp->mtype.phys_info.velocity, F1_0*4);
|
|
|
|
objp->size = Weapon_info[objp->id].blob_size;
|
|
|
|
objp->shields = fixmul(OMEGA_DAMAGE_SCALE*FrameTime, Weapon_info[objp->id].strength[Difficulty_level]);
|
|
|
|
objp->ctype.laser_info.parent_type = parent_objp->type;
|
|
objp->ctype.laser_info.parent_signature = parent_objp->signature;
|
|
objp->ctype.laser_info.parent_num = parent_objp-Objects;
|
|
objp->movement_type = MT_NONE; // Only last one moves, that will get bashed below.
|
|
|
|
}
|
|
|
|
vm_vec_add2(&blob_pos, &omega_delta_vector);
|
|
|
|
}
|
|
|
|
// Make last one move faster, but it's already moving at speed = F1_0*4.
|
|
if (last_created_objnum != -1) {
|
|
vm_vec_scale(&Objects[last_created_objnum].mtype.phys_info.velocity, Weapon_info[OMEGA_ID].speed[Difficulty_level]/4);
|
|
Objects[last_created_objnum].movement_type = MT_PHYSICS;
|
|
}
|
|
|
|
Doing_lighting_hack_flag = 0;
|
|
}
|
|
|
|
#define MIN_OMEGA_CHARGE (MAX_OMEGA_CHARGE/8)
|
|
#define OMEGA_CHARGE_SCALE 4 // FrameTime / OMEGA_CHARGE_SCALE added to Omega_charge every frame.
|
|
fix Omega_charge = MAX_OMEGA_CHARGE;
|
|
|
|
#define OMEGA_CHARGE_SCALE 4
|
|
|
|
int Last_omega_fire_frame=0;
|
|
|
|
// ---------------------------------------------------------------------------------
|
|
// Call this every frame to recharge the Omega Cannon.
|
|
void omega_charge_frame(void)
|
|
{
|
|
fix delta_charge, old_omega_charge;
|
|
|
|
if (Omega_charge == MAX_OMEGA_CHARGE)
|
|
return;
|
|
|
|
if (!(player_has_weapon(OMEGA_INDEX, 0) & HAS_WEAPON_FLAG))
|
|
return;
|
|
|
|
if (Player_is_dead)
|
|
return;
|
|
|
|
// Don't charge while firing.
|
|
if ((Last_omega_fire_frame == FrameCount) || (Last_omega_fire_frame == FrameCount-1))
|
|
return;
|
|
|
|
if (Players[Player_num].energy) {
|
|
fix energy_used;
|
|
|
|
old_omega_charge = Omega_charge;
|
|
Omega_charge += FrameTime/OMEGA_CHARGE_SCALE;
|
|
if (Omega_charge > MAX_OMEGA_CHARGE)
|
|
Omega_charge = MAX_OMEGA_CHARGE;
|
|
|
|
delta_charge = Omega_charge - old_omega_charge;
|
|
|
|
energy_used = fixmul(F1_0*190/17, delta_charge);
|
|
if (Difficulty_level < 2)
|
|
energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
|
|
|
|
Players[Player_num].energy -= energy_used;
|
|
if (Players[Player_num].energy < 0)
|
|
Players[Player_num].energy = 0;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// -- fix Last_omega_muzzle_flash_time;
|
|
|
|
// ---------------------------------------------------------------------------------
|
|
// *objp is the object firing the omega cannon
|
|
// *pos is the location from which the omega bolt starts
|
|
void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_objp)
|
|
{
|
|
int lock_objnum, firing_segnum;
|
|
vms_vector goal_pos;
|
|
int pnum = parent_objp->id;
|
|
static fix last_play_time=0;
|
|
|
|
if (pnum == Player_num) {
|
|
// If charge >= min, or (some charge and zero energy), allow to fire.
|
|
if (!((Omega_charge >= MIN_OMEGA_CHARGE) || (Omega_charge && !Players[pnum].energy))) {
|
|
obj_delete(weapon_objp-Objects);
|
|
return;
|
|
}
|
|
|
|
Omega_charge -= FrameTime;
|
|
if (Omega_charge < 0)
|
|
Omega_charge = 0;
|
|
|
|
// Ensure that the lightning cannon can be fired next frame.
|
|
Next_laser_fire_time = GameTime+1;
|
|
|
|
Last_omega_fire_frame = FrameCount;
|
|
}
|
|
|
|
weapon_objp->ctype.laser_info.parent_type = OBJ_PLAYER;
|
|
weapon_objp->ctype.laser_info.parent_num = Players[pnum].objnum;
|
|
weapon_objp->ctype.laser_info.parent_signature = Objects[Players[pnum].objnum].signature;
|
|
|
|
lock_objnum = find_homing_object(firing_pos, weapon_objp);
|
|
|
|
firing_segnum = find_point_seg(firing_pos, parent_objp->segnum);
|
|
|
|
// Play sound.
|
|
if (last_play_time + (F1_0/50) < GameTime || last_play_time > GameTime)
|
|
{
|
|
last_play_time = GameTime;
|
|
if ( parent_objp == Viewer )
|
|
digi_play_sample( Weapon_info[weapon_objp->id].flash_sound, F1_0 );
|
|
else
|
|
digi_link_sound_to_pos( Weapon_info[weapon_objp->id].flash_sound, weapon_objp->segnum, 0, &weapon_objp->pos, 0, F1_0 );
|
|
}
|
|
|
|
// -- if ((Last_omega_muzzle_flash_time + F1_0/4 < GameTime) || (Last_omega_muzzle_flash_time > GameTime)) {
|
|
// -- do_muzzle_stuff(firing_segnum, firing_pos);
|
|
// -- Last_omega_muzzle_flash_time = GameTime;
|
|
// -- }
|
|
|
|
// Delete the original object. Its only purpose in life was to determine which object to home in on.
|
|
obj_delete(weapon_objp-Objects);
|
|
|
|
// If couldn't lock on anything, fire straight ahead.
|
|
if (lock_objnum == -1) {
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
int fate;
|
|
vms_vector perturb_vec, perturbed_fvec;
|
|
|
|
make_random_vector(&perturb_vec);
|
|
vm_vec_scale_add(&perturbed_fvec, &parent_objp->orient.fvec, &perturb_vec, F1_0/16);
|
|
|
|
vm_vec_scale_add(&goal_pos, firing_pos, &perturbed_fvec, MAX_OMEGA_DIST);
|
|
fq.startseg = firing_segnum;
|
|
if (fq.startseg == -1) {
|
|
mprintf((1, "Trying to fire Omega Cannon, but gun is outside mine. Aborting!\n"));
|
|
return;
|
|
}
|
|
fq.p0 = firing_pos;
|
|
fq.p1 = &goal_pos;
|
|
fq.rad = 0;
|
|
fq.thisobjnum = parent_objp-Objects;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = FQ_IGNORE_POWERUPS | FQ_TRANSPOINT | FQ_CHECK_OBJS; //what about trans walls???
|
|
|
|
fate = find_vector_intersection(&fq, &hit_data);
|
|
if (fate != HIT_NONE) {
|
|
Assert(hit_data.hit_seg != -1); // How can this be? We went from inside the mine to outside without hitting anything?
|
|
goal_pos = hit_data.hit_pnt;
|
|
}
|
|
} else
|
|
goal_pos = Objects[lock_objnum].pos;
|
|
|
|
// This is where we create a pile of omega blobs!
|
|
create_omega_blobs(firing_segnum, firing_pos, &goal_pos, parent_objp);
|
|
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------
|
|
// Initializes a laser after Fire is pressed
|
|
// Returns object number.
|
|
int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int weapon_type, int make_sound )
|
|
{
|
|
int objnum;
|
|
object *obj;
|
|
fix parent_speed, weapon_speed;
|
|
fix volume;
|
|
fix laser_length=0;
|
|
|
|
Assert( weapon_type < N_weapon_types );
|
|
|
|
if ( (weapon_type<0) || (weapon_type>=N_weapon_types) )
|
|
weapon_type = 0;
|
|
|
|
// Don't let homing blobs make muzzle flash.
|
|
if (Objects[parent].type == OBJ_ROBOT)
|
|
do_muzzle_stuff(segnum, position);
|
|
|
|
objnum = create_weapon_object(weapon_type,segnum,position);
|
|
|
|
if ( objnum < 0 ) {
|
|
mprintf((1, "Can't create laser - Out of objects!\n" ));
|
|
return -1;
|
|
}
|
|
|
|
obj = &Objects[objnum];
|
|
|
|
// Do the special Omega Cannon stuff. Then return on account of everything that follows does
|
|
// not apply to the Omega Cannon.
|
|
if (weapon_type == OMEGA_ID) {
|
|
// Create orientation matrix for tracking purposes.
|
|
vm_vector_2_matrix( &obj->orient, direction, &Objects[parent].orient.uvec ,NULL);
|
|
|
|
if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
|
|
// Muzzle flash
|
|
if (Weapon_info[obj->id].flash_vclip > -1 )
|
|
object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
|
|
}
|
|
|
|
do_omega_stuff(&Objects[parent], position, obj);
|
|
|
|
return objnum;
|
|
}
|
|
|
|
if (Objects[parent].type == OBJ_PLAYER) {
|
|
if (weapon_type == FUSION_ID) {
|
|
|
|
if (Fusion_charge <= 0)
|
|
obj->ctype.laser_info.multiplier = F1_0;
|
|
else if (Fusion_charge <= 4*F1_0)
|
|
obj->ctype.laser_info.multiplier = F1_0 + Fusion_charge/2;
|
|
else
|
|
obj->ctype.laser_info.multiplier = 4*F1_0;
|
|
|
|
} else if ((weapon_type >= LASER_ID && weapon_type <= MAX_SUPER_LASER_LEVEL) && (Players[Objects[parent].id].flags & PLAYER_FLAGS_QUAD_LASERS))
|
|
obj->ctype.laser_info.multiplier = F1_0*3/4;
|
|
else if (weapon_type == GUIDEDMISS_ID) {
|
|
if (parent==Players[Player_num].objnum) {
|
|
Guided_missile[Player_num]= obj;
|
|
Guided_missile_sig[Player_num] = obj->signature;
|
|
if (Newdemo_state==ND_STATE_RECORDING)
|
|
newdemo_record_guided_start();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make children of smart bomb bounce so if they hit a wall right away, they
|
|
// won't detonate. The frame interval code will clear this bit after 1/2 second.
|
|
if ((weapon_type == PLAYER_SMART_HOMING_ID) || (weapon_type == SMART_MINE_HOMING_ID) || (weapon_type == ROBOT_SMART_HOMING_ID) || (weapon_type == ROBOT_SMART_MINE_HOMING_ID) || (weapon_type == EARTHSHAKER_MEGA_ID))
|
|
obj->mtype.phys_info.flags |= PF_BOUNCE;
|
|
|
|
if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL)
|
|
laser_length = Polygon_models[obj->rtype.pobj_info.model_num].rad * 2;
|
|
|
|
if (weapon_type == FLARE_ID)
|
|
obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
|
|
|
|
obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
|
|
|
|
// Fill in laser-specific data
|
|
|
|
obj->lifeleft = Weapon_info[obj->id].lifetime;
|
|
obj->ctype.laser_info.parent_type = Objects[parent].type;
|
|
obj->ctype.laser_info.parent_signature = Objects[parent].signature;
|
|
obj->ctype.laser_info.parent_num = parent;
|
|
|
|
// Assign parent type to highest level creator. This propagates parent type down from
|
|
// the original creator through weapons which create children of their own (ie, smart missile)
|
|
if (Objects[parent].type == OBJ_WEAPON) {
|
|
int highest_parent = parent;
|
|
int count;
|
|
|
|
count = 0;
|
|
while ((count++ < 10) && (Objects[highest_parent].type == OBJ_WEAPON)) {
|
|
int next_parent;
|
|
|
|
next_parent = Objects[highest_parent].ctype.laser_info.parent_num;
|
|
if (Objects[next_parent].signature != Objects[highest_parent].ctype.laser_info.parent_signature)
|
|
break; // Probably means parent was killed. Just continue.
|
|
|
|
if (next_parent == highest_parent) {
|
|
Int3(); // Hmm, object is parent of itself. This would seem to be bad, no?
|
|
break;
|
|
}
|
|
|
|
highest_parent = next_parent;
|
|
|
|
obj->ctype.laser_info.parent_num = highest_parent;
|
|
obj->ctype.laser_info.parent_type = Objects[highest_parent].type;
|
|
obj->ctype.laser_info.parent_signature = Objects[highest_parent].signature;
|
|
}
|
|
}
|
|
|
|
// Create orientation matrix so we can look from this pov
|
|
// Homing missiles also need an orientation matrix so they know if they can make a turn.
|
|
if ((obj->render_type == RT_POLYOBJ) || (Weapon_info[obj->id].homing_flag))
|
|
vm_vector_2_matrix( &obj->orient,direction, &Objects[parent].orient.uvec ,NULL);
|
|
|
|
if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
|
|
// Muzzle flash
|
|
if (Weapon_info[obj->id].flash_vclip > -1 )
|
|
object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
|
|
}
|
|
|
|
volume = F1_0;
|
|
if (Weapon_info[obj->id].flash_sound > -1 ) {
|
|
if (make_sound) {
|
|
if ( parent == (Viewer-Objects) ) {
|
|
if (weapon_type == VULCAN_ID) // Make your own vulcan gun 1/2 as loud.
|
|
volume = F1_0 / 2;
|
|
digi_play_sample( Weapon_info[obj->id].flash_sound, volume );
|
|
} else {
|
|
digi_link_sound_to_pos( Weapon_info[obj->id].flash_sound, obj->segnum, 0, &obj->pos, 0, volume );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fire the laser from the gun tip so that the back end of the laser bolt is at the gun tip.
|
|
// Move 1 frame, so that the end-tip of the laser is touching the gun barrel.
|
|
// This also jitters the laser a bit so that it doesn't alias.
|
|
// Don't do for weapons created by weapons.
|
|
if ((Objects[parent].type == OBJ_PLAYER) && (Weapon_info[weapon_type].render_type != WEAPON_RENDER_NONE) && (weapon_type != FLARE_ID)) {
|
|
vms_vector end_pos;
|
|
int end_segnum;
|
|
|
|
vm_vec_scale_add( &end_pos, &obj->pos, direction, Laser_offset+(laser_length/2) );
|
|
end_segnum = find_point_seg(&end_pos, obj->segnum);
|
|
if (end_segnum != obj->segnum) {
|
|
// mprintf(0, "Warning: Laser tip not in same segment as player.\n");
|
|
if (end_segnum != -1) {
|
|
obj->pos = end_pos;
|
|
obj_relink(obj-Objects, end_segnum);
|
|
} else
|
|
mprintf((0, "Warning: Laser tip outside mine. Laser not being moved to end of gun.\n"));
|
|
} else
|
|
obj->pos = end_pos;
|
|
}
|
|
|
|
// Here's where to fix the problem with objects which are moving backwards imparting higher velocity to their weaponfire.
|
|
// Find out if moving backwards.
|
|
if ((weapon_type == PROXIMITY_ID) || (weapon_type == SUPERPROX_ID)) {
|
|
parent_speed = vm_vec_mag_quick(&Objects[parent].mtype.phys_info.velocity);
|
|
if (vm_vec_dot(&Objects[parent].mtype.phys_info.velocity, &Objects[parent].orient.fvec) < 0)
|
|
parent_speed = -parent_speed;
|
|
} else
|
|
parent_speed = 0;
|
|
|
|
weapon_speed = Weapon_info[obj->id].speed[Difficulty_level];
|
|
if (Weapon_info[obj->id].speedvar != 128) {
|
|
fix randval;
|
|
|
|
// Get a scale factor between speedvar% and 1.0.
|
|
randval = F1_0 - ((d_rand() * Weapon_info[obj->id].speedvar) >> 6);
|
|
weapon_speed = fixmul(weapon_speed, randval);
|
|
}
|
|
|
|
// Ugly hack (too bad we're on a deadline), for homing missiles dropped by smart bomb, start them out slower.
|
|
if ((obj->id == PLAYER_SMART_HOMING_ID) || (obj->id == SMART_MINE_HOMING_ID) || (obj->id == ROBOT_SMART_HOMING_ID) || (obj->id == ROBOT_SMART_MINE_HOMING_ID) || (obj->id == EARTHSHAKER_MEGA_ID))
|
|
weapon_speed /= 4;
|
|
|
|
if (Weapon_info[obj->id].thrust != 0)
|
|
weapon_speed /= 2;
|
|
|
|
vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
|
|
|
|
// Set thrust
|
|
if (Weapon_info[weapon_type].thrust != 0) {
|
|
obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
|
|
vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent_speed));
|
|
}
|
|
|
|
if ((obj->type == OBJ_WEAPON) && (obj->id == FLARE_ID))
|
|
obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds
|
|
|
|
// mprintf( 0, "Weapon speed = %.1f (%.1f)\n", f2fl(Weapon_info[obj->id].speed[Difficulty_level] + parent_speed), f2fl(parent_speed) );
|
|
|
|
return objnum;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Calls Laser_create_new, but takes care of the segment and point computation for you.
|
|
int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound )
|
|
{
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
object *pobjp = &Objects[parent];
|
|
int fate;
|
|
|
|
// Find segment containing laser fire position. If the robot is straddling a segment, the position from
|
|
// which it fires may be in a different segment, which is bad news for find_vector_intersection. So, cast
|
|
// a ray from the object center (whose segment we know) to the laser position. Then, in the call to Laser_create_new
|
|
// use the data returned from this call to find_vector_intersection.
|
|
// Note that while find_vector_intersection is pretty slow, it is not terribly slow if the destination point is
|
|
// in the same segment as the source point.
|
|
|
|
fq.p0 = &pobjp->pos;
|
|
fq.startseg = pobjp->segnum;
|
|
fq.p1 = position;
|
|
fq.rad = 0;
|
|
fq.thisobjnum = pobjp-Objects;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS; //what about trans walls???
|
|
|
|
fate = find_vector_intersection(&fq, &hit_data);
|
|
if (fate != HIT_NONE || hit_data.hit_seg==-1) {
|
|
mprintf((1, "Warning: Laser from parent=%i stuck in wall or object, didn't fire!\n", parent));
|
|
return -1;
|
|
}
|
|
|
|
return Laser_create_new( direction, &hit_data.hit_pnt, hit_data.hit_seg, parent, weapon_type, make_sound );
|
|
|
|
}
|
|
|
|
int Muzzle_queue_index = 0;
|
|
|
|
muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Determine if two objects are on a line of sight. If so, return true, else return false.
|
|
// Calls fvi.
|
|
int object_to_object_visibility(object *obj1, object *obj2, int trans_type)
|
|
{
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
int fate;
|
|
|
|
fq.p0 = &obj1->pos;
|
|
fq.startseg = obj1->segnum;
|
|
fq.p1 = &obj2->pos;
|
|
fq.rad = 0x10;
|
|
fq.thisobjnum = obj1-Objects;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = trans_type;
|
|
|
|
fate = find_vector_intersection(&fq, &hit_data);
|
|
|
|
if (fate == HIT_WALL)
|
|
return 0;
|
|
else if (fate == HIT_NONE)
|
|
return 1;
|
|
else
|
|
Int3(); // Contact Mike: Oops, what happened? What is fate?
|
|
// 2 = hit object (impossible), 3 = bad starting point (bad)
|
|
|
|
return 0;
|
|
}
|
|
|
|
fix Min_trackable_dot = 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT; //MIN_TRACKABLE_DOT;
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
|
|
// In order for the object to be trackable, it must be within a reasonable turning radius for the missile
|
|
// and it must not be obstructed by a wall.
|
|
int object_is_trackable(int track_goal, object *tracker, fix *dot)
|
|
{
|
|
vms_vector vector_to_goal;
|
|
object *objp;
|
|
|
|
if (track_goal == -1)
|
|
return 0;
|
|
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
return 0;
|
|
|
|
objp = &Objects[track_goal];
|
|
|
|
// Don't track player if he's cloaked.
|
|
if ((track_goal == Players[Player_num].objnum) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
|
|
return 0;
|
|
|
|
// Can't track AI object if he's cloaked.
|
|
if (objp->type == OBJ_ROBOT) {
|
|
if (objp->ctype.ai_info.CLOAKED)
|
|
return 0;
|
|
// Your missiles don't track your escort.
|
|
if (Robot_info[objp->id].companion)
|
|
if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
|
|
return 0;
|
|
}
|
|
vm_vec_sub(&vector_to_goal, &objp->pos, &tracker->pos);
|
|
vm_vec_normalize_quick(&vector_to_goal);
|
|
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
|
|
|
|
if ((*dot < Min_trackable_dot) && (*dot > F1_0*9/10)) {
|
|
// -- mprintf((0, "."));
|
|
vm_vec_normalize(&vector_to_goal);
|
|
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
|
|
}
|
|
|
|
//mprintf((0, " OIT: dot=%5.2f ", f2fl(dot)));
|
|
|
|
// mprintf((0, "object_is_trackable: [%3i] %7.3f, min = %7.3f\n", track_goal, f2fl(dot), f2fl(Min_trackable_dot)));
|
|
|
|
if (*dot >= Min_trackable_dot) {
|
|
int rval;
|
|
// dot is in legal range, now see if object is visible
|
|
rval = object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
|
|
//mprintf((0, " TRACK "));
|
|
return rval;
|
|
} else {
|
|
//mprintf((0, " LOST! "));
|
|
return 0;
|
|
}
|
|
|
|
}
|
|
|
|
extern int Robots_kill_robots_cheat;
|
|
|
|
// --------------------------------------------------------------------------------------------
|
|
int call_find_homing_object_complete(object *tracker, vms_vector *curpos)
|
|
{
|
|
if (Game_mode & GM_MULTI) {
|
|
if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER) {
|
|
// It's fired by a player, so if robots present, track robot, else track player.
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
|
|
else
|
|
return find_homing_object_complete( curpos, tracker, OBJ_PLAYER, OBJ_ROBOT);
|
|
} else {
|
|
int goal2_type = -1;
|
|
|
|
if (Robots_kill_robots_cheat)
|
|
goal2_type = OBJ_ROBOT;
|
|
Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
|
|
return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, goal2_type);
|
|
}
|
|
} else
|
|
return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------
|
|
// Find object to home in on.
|
|
// Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
|
|
int find_homing_object(vms_vector *curpos, object *tracker)
|
|
{
|
|
int i;
|
|
fix max_dot = -F1_0*2;
|
|
int best_objnum = -1;
|
|
|
|
// Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
|
|
Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
|
|
|
|
// Find an object to track based on game mode (eg, whether in network play) and who fired it.
|
|
|
|
if (Game_mode & GM_MULTI)
|
|
return call_find_homing_object_complete(tracker, curpos);
|
|
else {
|
|
int cur_min_trackable_dot;
|
|
|
|
cur_min_trackable_dot = MIN_TRACKABLE_DOT;
|
|
if ((tracker->type == OBJ_WEAPON) && (tracker->id == OMEGA_ID))
|
|
cur_min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
|
|
|
|
// Not in network mode. If not fired by player, then track player.
|
|
if (tracker->ctype.laser_info.parent_num != Players[Player_num].objnum) {
|
|
if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
|
|
best_objnum = ConsoleObject - Objects;
|
|
} else {
|
|
int window_num = -1;
|
|
fix dist, max_trackable_dist;
|
|
|
|
// Find the window which has the forward view.
|
|
for (i=0; i<MAX_RENDERED_WINDOWS; i++)
|
|
if (Window_rendered_data[i].frame >= FrameCount-1)
|
|
if (Window_rendered_data[i].viewer == ConsoleObject)
|
|
if (!Window_rendered_data[i].rear_view) {
|
|
window_num = i;
|
|
break;
|
|
}
|
|
|
|
// Couldn't find suitable view from this frame, so do complete search.
|
|
if (window_num == -1) {
|
|
mprintf((0, "Note: Calling find_homing_object_complete because no suitable rendered window.\n"));
|
|
return call_find_homing_object_complete(tracker, curpos);
|
|
}
|
|
|
|
max_trackable_dist = MAX_TRACKABLE_DIST;
|
|
if (tracker->id == OMEGA_ID)
|
|
max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
|
|
|
|
// Not in network mode and fired by player.
|
|
for (i=Window_rendered_data[window_num].num_objects-1; i>=0; i--) {
|
|
fix dot; //, dist;
|
|
vms_vector vec_to_curobj;
|
|
int objnum = Window_rendered_data[window_num].rendered_objects[i];
|
|
object *curobjp = &Objects[objnum];
|
|
|
|
if (objnum == Players[Player_num].objnum)
|
|
continue;
|
|
|
|
// Can't track AI object if he's cloaked.
|
|
if (curobjp->type == OBJ_ROBOT) {
|
|
if (curobjp->ctype.ai_info.CLOAKED)
|
|
continue;
|
|
|
|
// Your missiles don't track your escort.
|
|
if (Robot_info[curobjp->id].companion)
|
|
if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
|
|
continue;
|
|
}
|
|
|
|
vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
|
|
dist = vm_vec_normalize_quick(&vec_to_curobj);
|
|
if (dist < max_trackable_dist) {
|
|
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
|
|
|
|
// mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
|
|
|
|
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
|
|
// to determine if an object is initially trackable. find_homing_object is called on subsequent
|
|
// frames to determine if the object remains trackable.
|
|
// mprintf((0, "find_homing_object: [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
|
|
if (dot > cur_min_trackable_dot) {
|
|
if (dot > max_dot) {
|
|
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
|
|
max_dot = dot;
|
|
best_objnum = objnum;
|
|
}
|
|
}
|
|
} else if (dot > F1_0 - (F1_0 - cur_min_trackable_dot)*2) {
|
|
vm_vec_normalize(&vec_to_curobj);
|
|
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
|
|
if (dot > cur_min_trackable_dot) {
|
|
if (dot > max_dot) {
|
|
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
|
|
max_dot = dot;
|
|
best_objnum = objnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// mprintf(0, "Selecting object #%i\n=n", best_objnum);
|
|
|
|
return best_objnum;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------
|
|
// Find object to home in on.
|
|
// Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
|
|
// Can track two kinds of objects. If you are only interested in one type, set track_obj_type2 to NULL
|
|
// Always track proximity bombs. --MK, 06/14/95
|
|
// Make homing objects not track parent's prox bombs.
|
|
int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2)
|
|
{
|
|
int objnum;
|
|
fix max_dot = -F1_0*2;
|
|
int best_objnum = -1;
|
|
fix max_trackable_dist;
|
|
fix min_trackable_dot;
|
|
|
|
// Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
|
|
Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
|
|
|
|
max_trackable_dist = MAX_TRACKABLE_DIST;
|
|
min_trackable_dot = MIN_TRACKABLE_DOT;
|
|
|
|
if (tracker->id == OMEGA_ID) {
|
|
max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
|
|
min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
|
|
}
|
|
|
|
for (objnum=0; objnum<=Highest_object_index; objnum++) {
|
|
int is_proximity = 0;
|
|
fix dot, dist;
|
|
vms_vector vec_to_curobj;
|
|
object *curobjp = &Objects[objnum];
|
|
|
|
if ((curobjp->type != track_obj_type1) && (curobjp->type != track_obj_type2))
|
|
{
|
|
if ((curobjp->type == OBJ_WEAPON) && ((curobjp->id == PROXIMITY_ID) || (curobjp->id == SUPERPROX_ID))) {
|
|
if (curobjp->ctype.laser_info.parent_signature != tracker->ctype.laser_info.parent_signature)
|
|
is_proximity = 1;
|
|
else
|
|
continue;
|
|
} else
|
|
continue;
|
|
}
|
|
|
|
if (objnum == tracker->ctype.laser_info.parent_num) // Don't track shooter
|
|
continue;
|
|
|
|
// Don't track cloaked players.
|
|
if (curobjp->type == OBJ_PLAYER)
|
|
{
|
|
if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
|
|
continue;
|
|
// Don't track teammates in team games
|
|
#ifdef NETWORK
|
|
if ((Game_mode & GM_TEAM) && (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) && (get_team(curobjp->id) == get_team(Objects[tracker->ctype.laser_info.parent_num].id)))
|
|
continue;
|
|
#endif
|
|
}
|
|
|
|
// Can't track AI object if he's cloaked.
|
|
if (curobjp->type == OBJ_ROBOT) {
|
|
if (curobjp->ctype.ai_info.CLOAKED)
|
|
continue;
|
|
|
|
// Your missiles don't track your escort.
|
|
if (Robot_info[curobjp->id].companion)
|
|
if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
|
|
continue;
|
|
}
|
|
|
|
vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
|
|
dist = vm_vec_mag_quick(&vec_to_curobj);
|
|
|
|
if (dist < max_trackable_dist) {
|
|
vm_vec_normalize_quick(&vec_to_curobj);
|
|
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
|
|
if (is_proximity)
|
|
dot = ((dot << 3) + dot) >> 3; // I suspect Watcom would be too stupid to figure out the obvious...
|
|
|
|
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
|
|
// to determine if an object is initially trackable. find_homing_object is called on subsequent
|
|
// frames to determine if the object remains trackable.
|
|
// mprintf((0, "fho_complete: [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
|
|
if (dot > min_trackable_dot) {
|
|
// mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
|
|
if (dot > max_dot) {
|
|
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
|
|
max_dot = dot;
|
|
best_objnum = objnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// -- mprintf((0, "Selecting object #%i in find_homing_object_complete\n\n", best_objnum));
|
|
|
|
return best_objnum;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------------
|
|
// See if legal to keep tracking currently tracked object. If not, see if another object is trackable. If not, return -1,
|
|
// else return object number of tracking object.
|
|
// Computes and returns a fairly precise dot product.
|
|
int track_track_goal(int track_goal, object *tracker, fix *dot)
|
|
{
|
|
// Every 8 frames for each object, scan all objects.
|
|
if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ FrameCount) % 8) != 0)) {
|
|
//mprintf((0, "ttg: QO"));
|
|
return track_goal;
|
|
} else if ((((tracker-Objects) ^ FrameCount) % 4) == 0) {
|
|
int rval = -2;
|
|
|
|
// If player fired missile, then search for an object, if not, then give up.
|
|
if (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) {
|
|
int goal_type;
|
|
|
|
if (track_goal == -1)
|
|
{
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_ROBOT, -1);
|
|
else if (Game_mode & GM_MULTI_ROBOTS) // Not cooperative, if robots, track either robot or player
|
|
rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
|
|
else // Not cooperative and no robots, track only a player
|
|
rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, -1);
|
|
}
|
|
else
|
|
rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
|
|
}
|
|
else
|
|
{
|
|
goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
|
|
if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
|
|
rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, -1);
|
|
else
|
|
rval = -1;
|
|
}
|
|
}
|
|
else {
|
|
int goal_type, goal2_type = -1;
|
|
|
|
if (Robots_kill_robots_cheat)
|
|
goal2_type = OBJ_ROBOT;
|
|
|
|
if (track_goal == -1)
|
|
rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, goal2_type);
|
|
else {
|
|
goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
|
|
rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, goal2_type);
|
|
}
|
|
}
|
|
|
|
Assert(rval != -2); // This means it never got set which is bad! Contact Mike.
|
|
return rval;
|
|
}
|
|
|
|
//if (track_goal != -1)
|
|
// mprintf((0, "Object %i not tracking anything.\n", tracker-Objects));
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-------------- Initializes a laser after Fire is pressed -----------------
|
|
|
|
void Laser_player_fire_spread_delay(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, fix delay_time, int make_sound, int harmless)
|
|
{
|
|
int LaserSeg, Fate;
|
|
vms_vector LaserPos, LaserDir;
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
vms_vector gun_point, *pnt;
|
|
vms_matrix m;
|
|
int objnum;
|
|
|
|
create_awareness_event(obj, PA_WEAPON_WALL_COLLISION);
|
|
|
|
// Find the initial position of the laser
|
|
pnt = &Player_ship->gun_points[gun_num];
|
|
|
|
vm_copy_transpose_matrix(&m,&obj->orient);
|
|
vm_vec_rotate(&gun_point,pnt,&m);
|
|
|
|
vm_vec_add(&LaserPos,&obj->pos,&gun_point);
|
|
|
|
// If supposed to fire at a delayed time (delay_time), then move this point backwards.
|
|
if (delay_time)
|
|
vm_vec_scale_add2(&LaserPos, &obj->orient.fvec, -fixmul(delay_time, Weapon_info[laser_type].speed[Difficulty_level]));
|
|
|
|
// do_muzzle_stuff(obj, &Pos);
|
|
|
|
//--------------- Find LaserPos and LaserSeg ------------------
|
|
fq.p0 = &obj->pos;
|
|
fq.startseg = obj->segnum;
|
|
fq.p1 = &LaserPos;
|
|
fq.rad = 0x10;
|
|
fq.thisobjnum = obj-Objects;
|
|
fq.ignore_obj_list = NULL;
|
|
fq.flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS;
|
|
|
|
Fate = find_vector_intersection(&fq, &hit_data);
|
|
|
|
LaserSeg = hit_data.hit_seg;
|
|
|
|
if (LaserSeg == -1) //some sort of annoying error
|
|
return;
|
|
|
|
//SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
|
|
if ( vm_vec_dist_quick(&LaserPos, &obj->pos) > 0x50000 )
|
|
return;
|
|
|
|
if (Fate==HIT_WALL) {
|
|
if (delay_time)
|
|
mprintf((0, "Your DELAYED laser is stuck thru a wall!\n" ));
|
|
else
|
|
mprintf((0, "Your laser is stuck thru a wall!\n" ));
|
|
return;
|
|
}
|
|
|
|
if (Fate==HIT_OBJECT) {
|
|
// if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
|
|
// Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
|
|
mprintf((0, "Your laser is stuck in an object!\n" ));
|
|
// if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
|
|
// return;
|
|
//as of 12/6/94, we don't care if the laser is stuck in an object. We
|
|
//just fire away normally
|
|
}
|
|
|
|
// Now, make laser spread out.
|
|
LaserDir = obj->orient.fvec;
|
|
if ((spreadr != 0) || (spreadu != 0)) {
|
|
vm_vec_scale_add2(&LaserDir, &obj->orient.rvec, spreadr);
|
|
vm_vec_scale_add2(&LaserDir, &obj->orient.uvec, spreadu);
|
|
}
|
|
|
|
objnum = Laser_create_new( &LaserDir, &LaserPos, LaserSeg, obj-Objects, laser_type, make_sound );
|
|
|
|
// Omega cannon is a hack, not surprisingly. Don't want to do the rest of this stuff.
|
|
if (laser_type == OMEGA_ID)
|
|
return;
|
|
|
|
if (objnum == -1)
|
|
return;
|
|
|
|
#ifdef NETWORK
|
|
if (laser_type==GUIDEDMISS_ID && Multi_is_guided) {
|
|
mprintf ((0,"Guided missile %s activated!\n",Players[obj->id].callsign));
|
|
Guided_missile[obj->id]=&Objects[objnum];
|
|
}
|
|
|
|
Multi_is_guided=0;
|
|
#endif
|
|
|
|
if (laser_type == CONCUSSION_ID ||
|
|
laser_type == HOMING_ID ||
|
|
laser_type == SMART_ID ||
|
|
laser_type == MEGA_ID ||
|
|
laser_type == FLASH_ID ||
|
|
//laser_type == GUIDEDMISS_ID ||
|
|
//laser_type == SUPERPROX_ID ||
|
|
laser_type == MERCURY_ID ||
|
|
laser_type == EARTHSHAKER_ID)
|
|
if (Missile_viewer == NULL && obj->id==Player_num)
|
|
Missile_viewer = &Objects[objnum];
|
|
|
|
// If this weapon is supposed to be silent, set that bit!
|
|
if (!make_sound)
|
|
Objects[objnum].flags |= OF_SILENT;
|
|
|
|
// If this weapon is supposed to be silent, set that bit!
|
|
if (harmless)
|
|
Objects[objnum].flags |= OF_HARMLESS;
|
|
|
|
// If the object firing the laser is the player, then indicate the laser object so robots can dodge.
|
|
// New by MK on 6/8/95, don't let robots evade proximity bombs, thereby decreasing uselessness of bombs.
|
|
if ((obj == ConsoleObject) && ((Objects[objnum].id != PROXIMITY_ID) && (Objects[objnum].id != SUPERPROX_ID)))
|
|
Player_fired_laser_this_frame = objnum;
|
|
|
|
if (Weapon_info[laser_type].homing_flag) {
|
|
if (obj == ConsoleObject)
|
|
{
|
|
Objects[objnum].ctype.laser_info.track_goal = find_homing_object(&LaserPos, &Objects[objnum]);
|
|
#ifdef NETWORK
|
|
Network_laser_track = Objects[objnum].ctype.laser_info.track_goal;
|
|
#endif
|
|
}
|
|
#ifdef NETWORK
|
|
else // Some other player shot the homing thing
|
|
{
|
|
Assert(Game_mode & GM_MULTI);
|
|
Objects[objnum].ctype.laser_info.track_goal = Network_laser_track;
|
|
}
|
|
#endif
|
|
// mprintf((0, "Selecting object #%i in find_homing_object_complete\n", Network_laser_track));
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless)
|
|
{
|
|
Laser_player_fire_spread_delay(obj, laser_type, gun_num, spreadr, spreadu, 0, make_sound, harmless);
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
void Laser_player_fire(object *obj, int laser_type, int gun_num, int make_sound, int harmless)
|
|
{
|
|
Laser_player_fire_spread(obj, laser_type, gun_num, 0, 0, make_sound, harmless);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
void Flare_create(object *obj)
|
|
{
|
|
fix energy_usage;
|
|
|
|
energy_usage = Weapon_info[FLARE_ID].energy_usage;
|
|
|
|
if (Difficulty_level < 2)
|
|
energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4);
|
|
|
|
// MK, 11/04/95: Allowed to fire flare even if no energy.
|
|
// -- if (Players[Player_num].energy >= energy_usage) {
|
|
Players[Player_num].energy -= energy_usage;
|
|
|
|
if (Players[Player_num].energy <= 0) {
|
|
Players[Player_num].energy = 0;
|
|
// -- auto_select_weapon(0);
|
|
}
|
|
|
|
Laser_player_fire( obj, FLARE_ID, 6, 1, 0);
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI) {
|
|
Network_laser_fired = 1;
|
|
Network_laser_gun = FLARE_ADJUST;
|
|
Network_laser_flags = 0;
|
|
Network_laser_level = 0;
|
|
}
|
|
#endif
|
|
// -- }
|
|
|
|
}
|
|
|
|
#define HOMING_MISSILE_SCALE 16
|
|
|
|
//--------------------------------------------------------------------
|
|
// Set object *objp's orientation to (or towards if I'm ambitious) its velocity.
|
|
void homing_missile_turn_towards_velocity(object *objp, vms_vector *norm_vel)
|
|
{
|
|
vms_vector new_fvec;
|
|
|
|
new_fvec = *norm_vel;
|
|
|
|
vm_vec_scale(&new_fvec, FrameTime * HOMING_MISSILE_SCALE);
|
|
vm_vec_add2(&new_fvec, &objp->orient.fvec);
|
|
vm_vec_normalize_quick(&new_fvec);
|
|
|
|
// if ((norm_vel->x == 0) && (norm_vel->y == 0) && (norm_vel->z == 0))
|
|
// return;
|
|
|
|
vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, NULL);
|
|
}
|
|
|
|
// *a hack, because weapons must have physics; at least missiles must
|
|
// *that this subroutine would be easy in use, here is used turn radius, and not something else
|
|
// *give here normalized vectors; returns normalized vector too
|
|
void Laser_TurnSpeedLimit(vms_vector* vec_forward, vms_vector* vec_to_target, fix speed, fix turn_radius)
|
|
{
|
|
fixang allowed_angle;
|
|
fixang angle_delta;
|
|
fix temp;
|
|
fix circle_length;
|
|
vms_matrix view_mat;
|
|
vms_matrix rot_mat;
|
|
|
|
// get allowed angle
|
|
circle_length = (fix)(turn_radius * 2 * 3.14159);
|
|
// get gone distance
|
|
temp = fixmul(speed, FrameTime);
|
|
// look, which angle such distance will be on the circle
|
|
temp = fixdiv(temp, circle_length);
|
|
// however it will be, but not too much, for this one frame
|
|
|
|
allowed_angle = temp <= 0x1000 ? temp : 0x1000; // 0x1000: not more that 90 / 4 degrees
|
|
|
|
angle_delta = vm_vec_delta_ang_norm (vec_forward, vec_to_target, NULL);
|
|
|
|
if (angle_delta && angle_delta > allowed_angle)
|
|
{
|
|
vms_angvec tangles;
|
|
vms_matrix new_orient;
|
|
|
|
// imagine view matrix (which will not have anything common with real view matrix of weapon)
|
|
// matrix must be such, that we would rotate (home) at right side
|
|
view_mat.fvec = *vec_forward;
|
|
vm_vec_crossprod (&view_mat.uvec, vec_forward, vec_to_target);
|
|
vm_vec_normalize (&view_mat.uvec);
|
|
vm_vec_crossprod (&view_mat.rvec, &view_mat.uvec, vec_forward);
|
|
vm_vec_normalize (&view_mat.rvec);
|
|
|
|
tangles.p = 0;
|
|
// turn to the right, as we were arranged above
|
|
tangles.h = allowed_angle;
|
|
tangles.b = 0;
|
|
|
|
// copied from 'do_physics_sim_rot ()'
|
|
vm_angles_2_matrix (&rot_mat, &tangles);
|
|
vm_matrix_x_matrix (&new_orient, &view_mat, &rot_mat);
|
|
*vec_forward = new_orient.fvec;
|
|
}
|
|
else
|
|
// time was enough to finish homing turn till the end
|
|
*vec_forward = *vec_to_target;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
//sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
|
|
void Laser_do_weapon_sequence(object *obj)
|
|
{
|
|
Assert(obj->control_type == CT_WEAPON);
|
|
|
|
// Ok, this is a big hack by MK.
|
|
// If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME
|
|
if (obj->lifeleft == ONE_FRAME_TIME) {
|
|
if (Game_mode & GM_MULTI)
|
|
obj->lifeleft = OMEGA_MULTI_LIFELEFT;
|
|
else
|
|
obj->lifeleft = 0;
|
|
obj->render_type = RT_NONE;
|
|
}
|
|
|
|
if (obj->lifeleft < 0 ) { // We died of old age
|
|
obj->flags |= OF_SHOULD_BE_DEAD;
|
|
if ( Weapon_info[obj->id].damage_radius )
|
|
explode_badass_weapon(obj,&obj->pos);
|
|
return;
|
|
}
|
|
|
|
//delete weapons that are not moving
|
|
if ( !((FrameCount ^ obj->signature) & 3) &&
|
|
(obj->id != FLARE_ID) &&
|
|
(Weapon_info[obj->id].speed[Difficulty_level] > 0) &&
|
|
(vm_vec_mag_quick(&obj->mtype.phys_info.velocity) < F2_0)) {
|
|
obj_delete(obj-Objects);
|
|
return;
|
|
}
|
|
|
|
if ( obj->id == FUSION_ID ) { //always set fusion weapon to max vel
|
|
|
|
vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
|
|
|
|
vm_vec_scale(&obj->mtype.phys_info.velocity, Weapon_info[obj->id].speed[Difficulty_level]);
|
|
}
|
|
|
|
// -- // The Super Spreadfire (Helix) blobs travel in a sinusoidal path. That is accomplished
|
|
// -- // by modifying velocity (direction) in the frame interval.
|
|
// -- if (obj->id == SSPREADFIRE_ID) {
|
|
// -- fix age, sinval, cosval;
|
|
// -- vms_vector p, newp;
|
|
// -- fix speed;
|
|
// --
|
|
// -- speed = vm_vec_mag_quick(&obj->phys_info.velocity);
|
|
// --
|
|
// -- age = Weapon_info[obj->id].lifetime - obj->lifeleft;
|
|
// --
|
|
// -- fix_fast_sincos(age, &sinval, &cosval);
|
|
// --
|
|
// -- // Note: Below code assumes x=1, y=0. Need to scale this for values around a circle for 5 helix positions.
|
|
// -- p.x = cosval << 3;
|
|
// -- p.y = sinval << 3;
|
|
// -- p.z = 0;
|
|
// --
|
|
// -- vm_vec_rotate(&newp, &p, &obj->orient);
|
|
// --
|
|
// -- vm_vec_add(&goal_point, &obj->pos, &newp);
|
|
// --
|
|
// -- vm_vec_sub(&vec_to_goal, &goal_point, obj
|
|
// -- }
|
|
|
|
|
|
// For homing missiles, turn towards target. (unless it's the guided missile)
|
|
if (Weapon_info[obj->id].homing_flag && !(obj->id==GUIDEDMISS_ID && obj->ctype.laser_info.parent_type==OBJ_PLAYER && obj==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id] && obj->signature==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id]->signature))
|
|
{
|
|
vms_vector vector_to_object, temp_vec;
|
|
fix dot=F1_0;
|
|
fix speed, max_speed;
|
|
|
|
// For first 1/2 second of life, missile flies straight.
|
|
if (obj->ctype.laser_info.creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime) {
|
|
|
|
int track_goal = obj->ctype.laser_info.track_goal;
|
|
|
|
//mprintf((0, "%5i: mtd=%5.2f", FrameCount, f2fl(Min_trackable_dot)));
|
|
|
|
// If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
|
|
if ((obj->id == ROBOT_SMART_MINE_HOMING_ID) || (obj->id == ROBOT_SMART_HOMING_ID) || (obj->id == SMART_MINE_HOMING_ID) || (obj->id == PLAYER_SMART_HOMING_ID) || (obj->id == EARTHSHAKER_MEGA_ID)) {
|
|
// if (obj->mtype.phys_info.flags & PF_BOUNCE) mprintf(0, "Debouncing smart child %i\n", obj-Objects);
|
|
obj->mtype.phys_info.flags &= ~PF_BOUNCE;
|
|
}
|
|
|
|
// Make sure the object we are tracking is still trackable.
|
|
track_goal = track_track_goal(track_goal, obj, &dot);
|
|
|
|
//mprintf((0, " after ttg=%3i ", track_goal));
|
|
|
|
if (track_goal == Players[Player_num].objnum) {
|
|
fix dist_to_player;
|
|
|
|
dist_to_player = vm_vec_dist_quick(&obj->pos, &Objects[track_goal].pos);
|
|
if ((dist_to_player < Players[Player_num].homing_object_dist) || (Players[Player_num].homing_object_dist < 0))
|
|
Players[Player_num].homing_object_dist = dist_to_player;
|
|
|
|
}
|
|
|
|
if (track_goal != -1) {
|
|
if (!GameArg.SysLegacyHomers)
|
|
{
|
|
fix turn_radius;
|
|
|
|
turn_radius = 0x0018 * F1_0;
|
|
|
|
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
|
|
|
|
// we need normalized exact vectors here
|
|
vm_vec_normalize (&vector_to_object);
|
|
temp_vec = obj->mtype.phys_info.velocity;
|
|
// gives magnitude
|
|
speed = vm_vec_normalize (&temp_vec);
|
|
// homing missile speeds : insane - 0x005a
|
|
max_speed = Weapon_info[obj->id].speed[Difficulty_level];
|
|
|
|
if (speed+F1_0 < max_speed)
|
|
{
|
|
speed += fixmul(max_speed, FrameTime/2);
|
|
if (speed > max_speed)
|
|
speed = max_speed;
|
|
}
|
|
|
|
dot = vm_vec_dot(&temp_vec, &vector_to_object);
|
|
|
|
Laser_TurnSpeedLimit(&temp_vec, &vector_to_object, speed, turn_radius);
|
|
obj->mtype.phys_info.velocity = temp_vec;
|
|
// orient it directly by movement vector
|
|
if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
|
|
vm_vector_2_matrix (&obj->orient, &temp_vec, NULL, NULL);
|
|
// apply speed
|
|
vm_vec_scale (&temp_vec, speed);
|
|
obj->mtype.phys_info.velocity = temp_vec;
|
|
|
|
|
|
// Subtract off life proportional to amount turned.
|
|
// For hardest turn, it will lose 2 seconds per second.
|
|
{
|
|
fix lifelost, absdot;
|
|
|
|
absdot = abs(F1_0 - dot);
|
|
|
|
lifelost = fixmul(absdot*32, FrameTime);
|
|
}
|
|
} else {
|
|
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
|
|
|
|
vm_vec_normalize_quick(&vector_to_object);
|
|
temp_vec = obj->mtype.phys_info.velocity;
|
|
speed = vm_vec_normalize_quick(&temp_vec);
|
|
max_speed = Weapon_info[obj->id].speed[Difficulty_level];
|
|
if (speed+F1_0 < max_speed) {
|
|
speed += fixmul(max_speed, FrameTime/2);
|
|
if (speed > max_speed)
|
|
speed = max_speed;
|
|
}
|
|
|
|
// -- dot = vm_vec_dot(&temp_vec, &vector_to_object);
|
|
//mprintf((0, " dot=%5.2f ", f2fl(dot)));
|
|
vm_vec_add2(&temp_vec, &vector_to_object);
|
|
// The boss' smart children track better...
|
|
if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
|
|
vm_vec_add2(&temp_vec, &vector_to_object);
|
|
vm_vec_normalize_quick(&temp_vec);
|
|
obj->mtype.phys_info.velocity = temp_vec;
|
|
vm_vec_scale(&obj->mtype.phys_info.velocity, speed);
|
|
|
|
// Subtract off life proportional to amount turned.
|
|
// For hardest turn, it will lose 2 seconds per second.
|
|
{
|
|
fix lifelost, absdot;
|
|
|
|
absdot = abs(F1_0 - dot);
|
|
|
|
lifelost = fixmul(absdot*32, FrameTime);
|
|
obj->lifeleft -= lifelost;
|
|
// -- mprintf((0, "Missile %3i, dot = %7.3f life lost = %7.3f, life left = %7.3f\n", obj-Objects, f2fl(dot), f2fl(lifelost), f2fl(obj->lifeleft)));
|
|
}
|
|
|
|
// Only polygon objects have visible orientation, so only they should turn.
|
|
if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
|
|
homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
|
|
}
|
|
}
|
|
}
|
|
|
|
//mprintf((0, "\n"));
|
|
}
|
|
|
|
// Make sure weapon is not moving faster than allowed speed.
|
|
{
|
|
fix weapon_speed;
|
|
|
|
weapon_speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
|
|
if (weapon_speed > Weapon_info[obj->id].speed[Difficulty_level]) {
|
|
// Only slow down if not allowed to move. Makes sense, huh? Allows proxbombs to get moved by physics force. --MK, 2/13/96
|
|
if (Weapon_info[obj->id].speed[Difficulty_level]) {
|
|
fix scale_factor;
|
|
|
|
scale_factor = fixdiv(Weapon_info[obj->id].speed[Difficulty_level], weapon_speed);
|
|
vm_vec_scale(&obj->mtype.phys_info.velocity, scale_factor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fix Last_laser_fired_time = 0;
|
|
|
|
extern int Player_fired_laser_this_frame;
|
|
|
|
int Zbonkers = 0;
|
|
|
|
// --------------------------------------------------------------------------------------------------
|
|
// Assumption: This is only called by the actual console player, not for network players
|
|
|
|
int do_laser_firing_player(void)
|
|
{
|
|
player *plp = &Players[Player_num];
|
|
fix energy_used;
|
|
int ammo_used,primary_ammo;
|
|
int weapon_index;
|
|
int rval = 0;
|
|
int nfires = 1;
|
|
fix addval;
|
|
static int Spreadfire_toggle=0;
|
|
static int Helix_orientation = 0;
|
|
|
|
if (Player_is_dead)
|
|
return 0;
|
|
|
|
weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
|
|
energy_used = Weapon_info[weapon_index].energy_usage;
|
|
if (Primary_weapon == OMEGA_INDEX)
|
|
energy_used = 0; // Omega consumes energy when recharging, not when firing.
|
|
|
|
if (Difficulty_level < 2)
|
|
energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
|
|
|
|
// MK, 01/26/96, Helix use 2x energy in multiplayer. bitmaps.tbl parm should have been reduced for single player.
|
|
if (weapon_index == HELIX_INDEX)
|
|
if (Game_mode & GM_MULTI)
|
|
energy_used *= 2;
|
|
|
|
ammo_used = Weapon_info[weapon_index].ammo_usage;
|
|
|
|
addval = 2*FrameTime;
|
|
if (addval > F1_0)
|
|
addval = F1_0;
|
|
|
|
if ((Last_laser_fired_time + 2*FrameTime < GameTime) || (GameTime < Last_laser_fired_time))
|
|
Next_laser_fire_time = GameTime;
|
|
|
|
Last_laser_fired_time = GameTime;
|
|
|
|
primary_ammo = (Primary_weapon == GAUSS_INDEX)?(plp->primary_ammo[VULCAN_INDEX]):(plp->primary_ammo[Primary_weapon]);
|
|
|
|
if (!((plp->energy >= energy_used) && (primary_ammo >= ammo_used)))
|
|
auto_select_weapon(0); // Make sure the player can fire from this weapon.
|
|
|
|
if (Zbonkers) {
|
|
Zbonkers = 0;
|
|
GameTime = 0;
|
|
}
|
|
|
|
while (Next_laser_fire_time <= GameTime) {
|
|
if ((plp->energy >= energy_used) && (primary_ammo >= ammo_used)) {
|
|
int laser_level, flags;
|
|
|
|
//mprintf(0, ".");
|
|
if (Laser_rapid_fire!=0xBADA55)
|
|
Next_laser_fire_time += Weapon_info[weapon_index].fire_wait;
|
|
else
|
|
Next_laser_fire_time += F1_0/25;
|
|
|
|
laser_level = Players[Player_num].laser_level;
|
|
|
|
flags = 0;
|
|
|
|
if (Primary_weapon == SPREADFIRE_INDEX) {
|
|
if (Spreadfire_toggle)
|
|
flags |= LASER_SPREADFIRE_TOGGLED;
|
|
Spreadfire_toggle = !Spreadfire_toggle;
|
|
}
|
|
|
|
if (Primary_weapon == HELIX_INDEX) {
|
|
Helix_orientation++;
|
|
flags |= ((Helix_orientation & LASER_HELIX_MASK) << LASER_HELIX_SHIFT);
|
|
}
|
|
|
|
if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
flags |= LASER_QUAD;
|
|
|
|
rval += do_laser_firing(Players[Player_num].objnum, Primary_weapon, laser_level, flags, nfires);
|
|
|
|
plp->energy -= (energy_used * rval) / Weapon_info[weapon_index].fire_count;
|
|
if (plp->energy < 0)
|
|
plp->energy = 0;
|
|
|
|
if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
|
|
if (ammo_used > plp->primary_ammo[VULCAN_INDEX])
|
|
plp->primary_ammo[VULCAN_INDEX] = 0;
|
|
else
|
|
plp->primary_ammo[VULCAN_INDEX] -= ammo_used;
|
|
}
|
|
|
|
auto_select_weapon(0); // Make sure the player can fire from this weapon.
|
|
|
|
} else {
|
|
auto_select_weapon(0); // Make sure the player can fire from this weapon.
|
|
Next_laser_fire_time = GameTime; // Prevents shots-to-fire from building up.
|
|
break; // Couldn't fire weapon, so abort.
|
|
}
|
|
}
|
|
//mprintf(0, " fires = %i\n", rval);
|
|
|
|
Global_laser_firing_count = 0;
|
|
|
|
return rval;
|
|
}
|
|
|
|
// -- #define MAX_LIGHTNING_DISTANCE (F1_0*300)
|
|
// -- #define MAX_LIGHTNING_BLOBS 16
|
|
// -- #define LIGHTNING_BLOB_DISTANCE (MAX_LIGHTNING_DISTANCE/MAX_LIGHTNING_BLOBS)
|
|
// --
|
|
// -- #define LIGHTNING_BLOB_ID 13
|
|
// --
|
|
// -- #define LIGHTNING_TIME (F1_0/4)
|
|
// -- #define LIGHTNING_DELAY (F1_0/8)
|
|
// --
|
|
// -- int Lightning_gun_num = 1;
|
|
// --
|
|
// -- fix Lightning_start_time = -F1_0*10, Lightning_last_time;
|
|
// --
|
|
// -- // --------------------------------------------------------------------------------------------------
|
|
// -- // Return -1 if failed to create at least one blob. Else return index of last blob created.
|
|
// -- int create_lightning_blobs(vms_vector *direction, vms_vector *start_pos, int start_segnum, int parent)
|
|
// -- {
|
|
// -- int i;
|
|
// -- fvi_query fq;
|
|
// -- fvi_info hit_data;
|
|
// -- vms_vector end_pos;
|
|
// -- vms_vector norm_dir;
|
|
// -- int fate;
|
|
// -- int num_blobs;
|
|
// -- vms_vector tvec;
|
|
// -- fix dist_to_hit_point;
|
|
// -- vms_vector point_pos, delta_pos;
|
|
// -- int objnum;
|
|
// -- vms_vector *gun_pos;
|
|
// -- vms_matrix m;
|
|
// -- vms_vector gun_pos2;
|
|
// --
|
|
// -- if (Players[Player_num].energy > F1_0)
|
|
// -- Players[Player_num].energy -= F1_0;
|
|
// --
|
|
// -- if (Players[Player_num].energy <= F1_0) {
|
|
// -- Players[Player_num].energy = 0;
|
|
// -- auto_select_weapon(0);
|
|
// -- return -1;
|
|
// -- }
|
|
// --
|
|
// -- norm_dir = *direction;
|
|
// --
|
|
// -- vm_vec_normalize_quick(&norm_dir);
|
|
// -- vm_vec_scale_add(&end_pos, start_pos, &norm_dir, MAX_LIGHTNING_DISTANCE);
|
|
// --
|
|
// -- fq.p0 = start_pos;
|
|
// -- fq.startseg = start_segnum;
|
|
// -- fq.p1 = &end_pos;
|
|
// -- fq.rad = 0;
|
|
// -- fq.thisobjnum = parent;
|
|
// -- fq.ignore_obj_list = NULL;
|
|
// -- fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
|
|
// --
|
|
// -- fate = find_vector_intersection(&fq, &hit_data);
|
|
// -- if (hit_data.hit_seg == -1) {
|
|
// -- mprintf((1, "Warning: Lightning bolt has hit seg of -1.\n"));
|
|
// -- return -1;
|
|
// -- }
|
|
// --
|
|
// -- dist_to_hit_point = vm_vec_mag(vm_vec_sub(&tvec, &hit_data.hit_pnt, start_pos));
|
|
// -- num_blobs = dist_to_hit_point/LIGHTNING_BLOB_DISTANCE;
|
|
// --
|
|
// -- if (num_blobs > MAX_LIGHTNING_BLOBS)
|
|
// -- num_blobs = MAX_LIGHTNING_BLOBS;
|
|
// --
|
|
// -- if (num_blobs < MAX_LIGHTNING_BLOBS/4)
|
|
// -- num_blobs = MAX_LIGHTNING_BLOBS/4;
|
|
// --
|
|
// -- // Find the initial position of the laser
|
|
// -- gun_pos = &Player_ship->gun_points[Lightning_gun_num];
|
|
// -- vm_copy_transpose_matrix(&m,&Objects[parent].orient);
|
|
// -- vm_vec_rotate(&gun_pos2, gun_pos, &m);
|
|
// -- vm_vec_add(&point_pos, &Objects[parent].pos, &gun_pos2);
|
|
// --
|
|
// -- delta_pos = norm_dir;
|
|
// -- vm_vec_scale(&delta_pos, dist_to_hit_point/num_blobs);
|
|
// --
|
|
// -- for (i=0; i<num_blobs; i++) {
|
|
// -- int point_seg;
|
|
// -- object *obj;
|
|
// --
|
|
// -- vm_vec_add2(&point_pos, &delta_pos);
|
|
// -- point_seg = find_point_seg(&point_pos, start_segnum);
|
|
// -- if (point_seg == -1) // Hey, we thought we were creating points on a line, but we left the mine!
|
|
// -- continue;
|
|
// --
|
|
// -- objnum = Laser_create_new( direction, &point_pos, point_seg, parent, LIGHTNING_BLOB_ID, 0 );
|
|
// --
|
|
// -- if ( objnum < 0 ) {
|
|
// -- mprintf((1, "Can't create lightning blob - Out of objects!\n" ));
|
|
// -- Int3();
|
|
// -- return -1;
|
|
// -- }
|
|
// --
|
|
// -- obj = &Objects[objnum];
|
|
// --
|
|
// -- digi_play_sample( Weapon_info[obj->id].flash_sound, F1_0 );
|
|
// --
|
|
// -- // -- vm_vec_scale( &obj->mtype.phys_info.velocity, F1_0/2);
|
|
// --
|
|
// -- obj->lifeleft = (LIGHTNING_TIME + LIGHTNING_DELAY)/2;
|
|
// --
|
|
// -- }
|
|
// --
|
|
// -- return objnum;
|
|
// --
|
|
// -- }
|
|
// --
|
|
// -- // --------------------------------------------------------------------------------------------------
|
|
// -- // Lightning Cannon.
|
|
// -- // While being fired, creates path of blobs forward from player until it hits something.
|
|
// -- // Up to MAX_LIGHTNING_BLOBS blobs, spaced LIGHTNING_BLOB_DISTANCE units apart.
|
|
// -- // When the player releases the firing key, the blobs move forward.
|
|
// -- void lightning_frame(void)
|
|
// -- {
|
|
// -- if ((GameTime - Lightning_start_time < LIGHTNING_TIME) && (GameTime - Lightning_start_time > 0)) {
|
|
// -- if (GameTime - Lightning_last_time > LIGHTNING_DELAY) {
|
|
// -- create_lightning_blobs(&ConsoleObject->orient.fvec, &ConsoleObject->pos, ConsoleObject->segnum, ConsoleObject-Objects);
|
|
// -- Lightning_last_time = GameTime;
|
|
// -- }
|
|
// -- }
|
|
// -- }
|
|
|
|
// --------------------------------------------------------------------------------------------------
|
|
// Object "objnum" fires weapon "weapon_num" of level "level". (Right now (9/24/94) level is used only for type 0 laser.
|
|
// Flags are the player flags. For network mode, set to 0.
|
|
// It is assumed that this is a player object (as in multiplayer), and therefore the gun positions are known.
|
|
// Returns number of times a weapon was fired. This is typically 1, but might be more for low frame rates.
|
|
// More than one shot is fired with a pseudo-delay so that players on show machines can fire (for themselves
|
|
// or other players) often enough for things like the vulcan cannon.
|
|
int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires)
|
|
{
|
|
object *objp = &Objects[objnum];
|
|
|
|
switch (weapon_num) {
|
|
case LASER_INDEX: {
|
|
int weapon_num;
|
|
|
|
Laser_offset = ((F1_0*2)*(d_rand()%8))/8;
|
|
|
|
if (level <= MAX_LASER_LEVEL)
|
|
weapon_num = LASER_ID + level;
|
|
else
|
|
weapon_num = SUPER_LASER_ID + (level-MAX_LASER_LEVEL-1);
|
|
|
|
Laser_player_fire( objp, weapon_num, 0, 1, 0);
|
|
Laser_player_fire( objp, weapon_num, 1, 0, 0);
|
|
|
|
if (flags & LASER_QUAD) {
|
|
// hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
|
|
Laser_player_fire( objp, weapon_num, 2, 0, 0);
|
|
Laser_player_fire( objp, weapon_num, 3, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
case VULCAN_INDEX: {
|
|
// Only make sound for 1/4 of vulcan bullets.
|
|
int make_sound = 1;
|
|
//if (d_rand() > 24576)
|
|
// make_sound = 1;
|
|
Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, make_sound, 0);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
|
|
if (nfires > 2) {
|
|
Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case SPREADFIRE_INDEX:
|
|
if (flags & LASER_SPREADFIRE_TOGGLED) {
|
|
Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, F1_0/16, 0, 0, 0);
|
|
Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, -F1_0/16, 0, 0, 0);
|
|
Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
|
|
} else {
|
|
Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, F1_0/16, 0, 0);
|
|
Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, -F1_0/16, 0, 0);
|
|
Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
|
|
}
|
|
break;
|
|
|
|
case PLASMA_INDEX:
|
|
Laser_player_fire( objp, PLASMA_ID, 0, 1, 0);
|
|
Laser_player_fire( objp, PLASMA_ID, 1, 0, 0);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread_delay( objp, PLASMA_ID, 0, 0, 0, FrameTime/2, 1, 0);
|
|
Laser_player_fire_spread_delay( objp, PLASMA_ID, 1, 0, 0, FrameTime/2, 0, 0);
|
|
}
|
|
break;
|
|
|
|
case FUSION_INDEX: {
|
|
vms_vector force_vec;
|
|
|
|
// mprintf((0, "Fusion multiplier %f.\n", f2fl(Fusion_charge)));
|
|
|
|
Laser_player_fire( objp, FUSION_ID, 0, 1, 0);
|
|
Laser_player_fire( objp, FUSION_ID, 1, 1, 0);
|
|
|
|
flags = (sbyte)(Fusion_charge >> 12);
|
|
|
|
Fusion_charge = 0;
|
|
|
|
force_vec.x = -(objp->orient.fvec.x << 7);
|
|
force_vec.y = -(objp->orient.fvec.y << 7);
|
|
force_vec.z = -(objp->orient.fvec.z << 7);
|
|
phys_apply_force(objp, &force_vec);
|
|
|
|
force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
|
|
force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
|
|
force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
|
|
phys_apply_rot(objp, &force_vec);
|
|
|
|
}
|
|
break;
|
|
case SUPER_LASER_INDEX: {
|
|
int super_level = 3; //make some new kind of laser eventually
|
|
Laser_player_fire( objp, super_level, 0, 1, 0);
|
|
Laser_player_fire( objp, super_level, 1, 0, 0);
|
|
|
|
if (flags & LASER_QUAD) {
|
|
// hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
|
|
Laser_player_fire( objp, super_level, 2, 0, 0);
|
|
Laser_player_fire( objp, super_level, 3, 0, 0);
|
|
}
|
|
break;
|
|
}
|
|
case GAUSS_INDEX: {
|
|
// Only make sound for 1/4 of vulcan bullets.
|
|
int make_sound = 1;
|
|
//if (d_rand() > 24576)
|
|
// make_sound = 1;
|
|
|
|
Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, 0);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
|
|
if (nfires > 2) {
|
|
Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case HELIX_INDEX: {
|
|
int helix_orient;
|
|
fix spreadr,spreadu;
|
|
helix_orient = (flags >> LASER_HELIX_SHIFT) & LASER_HELIX_MASK;
|
|
switch(helix_orient) {
|
|
|
|
case 0: spreadr = F1_0/16; spreadu = 0; break; // Vertical
|
|
case 1: spreadr = F1_0/17; spreadu = F1_0/42; break; // 22.5 degrees
|
|
case 2: spreadr = F1_0/22; spreadu = F1_0/22; break; // 45 degrees
|
|
case 3: spreadr = F1_0/42; spreadu = F1_0/17; break; // 67.5 degrees
|
|
case 4: spreadr = 0; spreadu = F1_0/16; break; // 90 degrees
|
|
case 5: spreadr = -F1_0/42; spreadu = F1_0/17; break; // 112.5 degrees
|
|
case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
|
|
case 7: spreadr = -F1_0/17; spreadu = F1_0/42; break; // 157.5 degrees
|
|
default:
|
|
Error("Invalid helix_orientation value %x\n",helix_orient);
|
|
}
|
|
|
|
Laser_player_fire_spread( objp, HELIX_ID, 6, 0, 0, 1, 0);
|
|
Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr, spreadu, 0, 0);
|
|
Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr, -spreadu, 0, 0);
|
|
Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr*2, spreadu*2, 0, 0);
|
|
Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr*2, -spreadu*2, 0, 0);
|
|
break;
|
|
}
|
|
|
|
case PHOENIX_INDEX:
|
|
Laser_player_fire( objp, PHOENIX_ID, 0, 1, 0);
|
|
Laser_player_fire( objp, PHOENIX_ID, 1, 0, 0);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread_delay( objp, PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, 0);
|
|
Laser_player_fire_spread_delay( objp, PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, 0);
|
|
}
|
|
break;
|
|
|
|
case OMEGA_INDEX:
|
|
Laser_player_fire( objp, OMEGA_ID, 1, 1, 0);
|
|
break;
|
|
|
|
default:
|
|
Int3(); // Contact Yuan: Unknown Primary weapon type, setting to 0.
|
|
Primary_weapon = 0;
|
|
}
|
|
|
|
// Set values to be recognized during comunication phase, if we are the
|
|
// one shooting
|
|
#ifdef NETWORK
|
|
if ((Game_mode & GM_MULTI) && (objnum == Players[Player_num].objnum))
|
|
{
|
|
// mprintf((0, "Flags on fire: %d.\n", flags));
|
|
Network_laser_fired = nfires;
|
|
Network_laser_gun = weapon_num;
|
|
Network_laser_flags = flags;
|
|
Network_laser_level = level;
|
|
}
|
|
#endif
|
|
|
|
return nfires;
|
|
}
|
|
|
|
#define MAX_SMART_DISTANCE (F1_0*150)
|
|
#define MAX_OBJDISTS 30
|
|
|
|
// -------------------------------------------------------------------------------------------
|
|
// if goal_obj == -1, then create random vector
|
|
int create_homing_missile(object *objp, int goal_obj, int objtype, int make_sound)
|
|
{
|
|
int objnum;
|
|
vms_vector vector_to_goal;
|
|
vms_vector random_vector;
|
|
//vms_vector goal_pos;
|
|
|
|
if (goal_obj == -1) {
|
|
make_random_vector(&vector_to_goal);
|
|
} else {
|
|
vm_vec_normalized_dir_quick(&vector_to_goal, &Objects[goal_obj].pos, &objp->pos);
|
|
make_random_vector(&random_vector);
|
|
vm_vec_scale_add2(&vector_to_goal, &random_vector, F1_0/4);
|
|
vm_vec_normalize_quick(&vector_to_goal);
|
|
}
|
|
|
|
// Create a vector towards the goal, then add some noise to it.
|
|
objnum = Laser_create_new(&vector_to_goal, &objp->pos, objp->segnum, objp-Objects, objtype, make_sound);
|
|
if (objnum == -1)
|
|
return -1;
|
|
|
|
// Fixed to make sure the right person gets credit for the kill
|
|
|
|
// Objects[objnum].ctype.laser_info.parent_num = objp->ctype.laser_info.parent_num;
|
|
// Objects[objnum].ctype.laser_info.parent_type = objp->ctype.laser_info.parent_type;
|
|
// Objects[objnum].ctype.laser_info.parent_signature = objp->ctype.laser_info.parent_signature;
|
|
|
|
Objects[objnum].ctype.laser_info.track_goal = goal_obj;
|
|
|
|
return objnum;
|
|
}
|
|
|
|
extern void blast_nearby_glass(object *objp, fix damage);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create the children of a smart bomb, which is a bunch of homing missiles.
|
|
void create_smart_children(object *objp, int num_smart_children)
|
|
{
|
|
int parent_type, parent_num;
|
|
int make_sound;
|
|
int numobjs=0;
|
|
int objlist[MAX_OBJDISTS];
|
|
int blob_id;
|
|
|
|
if (objp->type == OBJ_WEAPON) {
|
|
parent_type = objp->ctype.laser_info.parent_type;
|
|
parent_num = objp->ctype.laser_info.parent_num;
|
|
} else if (objp->type == OBJ_ROBOT) {
|
|
parent_type = OBJ_ROBOT;
|
|
parent_num = objp-Objects;
|
|
} else {
|
|
Int3(); // Hey, what kind of object is this!?
|
|
parent_type = 0;
|
|
parent_num = 0;
|
|
}
|
|
|
|
if (objp->id == EARTHSHAKER_ID)
|
|
blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level]);
|
|
|
|
// -- DEBUG --
|
|
if ((objp->type == OBJ_WEAPON) && ((objp->id == SMART_ID) || (objp->id == SUPERPROX_ID) || (objp->id == ROBOT_SUPERPROX_ID) || (objp->id == EARTHSHAKER_ID)))
|
|
Assert(Weapon_info[objp->id].children != -1);
|
|
// -- DEBUG --
|
|
|
|
if (((objp->type == OBJ_WEAPON) && (Weapon_info[objp->id].children != -1)) || (objp->type == OBJ_ROBOT)) {
|
|
int i, objnum;
|
|
|
|
if (Game_mode & GM_MULTI)
|
|
d_srand(8321L);
|
|
|
|
for (objnum=0; objnum<=Highest_object_index; objnum++) {
|
|
object *curobjp = &Objects[objnum];
|
|
|
|
if ((((curobjp->type == OBJ_ROBOT) && (!curobjp->ctype.ai_info.CLOAKED)) || (curobjp->type == OBJ_PLAYER)) && (objnum != parent_num)) {
|
|
fix dist;
|
|
|
|
if (curobjp->type == OBJ_PLAYER)
|
|
{
|
|
if ((parent_type == OBJ_PLAYER) && (Game_mode & GM_MULTI_COOP))
|
|
continue;
|
|
#ifdef NETWORK
|
|
if ((Game_mode & GM_TEAM) && (get_team(curobjp->id) == get_team(Objects[parent_num].id)))
|
|
continue;
|
|
#endif
|
|
|
|
if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
|
|
continue;
|
|
}
|
|
|
|
// Robot blobs can't track robots.
|
|
if (curobjp->type == OBJ_ROBOT) {
|
|
if (parent_type == OBJ_ROBOT)
|
|
continue;
|
|
|
|
// Your shots won't track the buddy.
|
|
if (parent_type == OBJ_PLAYER)
|
|
if (Robot_info[curobjp->id].companion)
|
|
continue;
|
|
}
|
|
|
|
dist = vm_vec_dist_quick(&objp->pos, &curobjp->pos);
|
|
if (dist < MAX_SMART_DISTANCE) {
|
|
int oovis;
|
|
|
|
oovis = object_to_object_visibility(objp, curobjp, FQ_TRANSWALL);
|
|
|
|
if (oovis) { //object_to_object_visibility(objp, curobjp, FQ_TRANSWALL)) {
|
|
objlist[numobjs] = objnum;
|
|
numobjs++;
|
|
if (numobjs >= MAX_OBJDISTS) {
|
|
mprintf((0, "Warning -- too many objects near smart bomb explosion. See laser.c.\n"));
|
|
numobjs = MAX_OBJDISTS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get type of weapon for child from parent.
|
|
if (objp->type == OBJ_WEAPON) {
|
|
blob_id = Weapon_info[objp->id].children;
|
|
Assert(blob_id != -1); // Hmm, missing data in bitmaps.tbl. Need "children=NN" parameter.
|
|
} else {
|
|
Assert(objp->type == OBJ_ROBOT);
|
|
blob_id = ROBOT_SMART_HOMING_ID;
|
|
}
|
|
|
|
// -- //determine what kind of blob to drop
|
|
// -- // Note: parent_type is not the type of the weapon's parent. It is actually the type of the weapon's
|
|
// -- // earliest ancestor. This deals with the issue of weapons spewing weapons which spew weapons.
|
|
// -- switch (parent_type) {
|
|
// -- case OBJ_WEAPON:
|
|
// -- Int3(); // Should this ever happen?
|
|
// -- switch (objp->id) {
|
|
// -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
|
|
// -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
|
|
// -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
|
|
// -- default: Int3(); //bogus id for weapon
|
|
// -- }
|
|
// -- break;
|
|
// -- case OBJ_PLAYER:
|
|
// -- switch (objp->id) {
|
|
// -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
|
|
// -- case ROBOT_SUPERPROX_ID: Int3(); break;
|
|
// -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
|
|
// -- case SMART_ID: blob_id = PLAYER_SMART_HOMING_ID; break;
|
|
// -- default: Int3(); //bogus id for weapon
|
|
// -- }
|
|
// -- break;
|
|
// -- case OBJ_ROBOT:
|
|
// -- switch (objp->id) {
|
|
// -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
|
|
// -- // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
|
|
// -- case SMART_ID: blob_id = ROBOT_SMART_HOMING_ID; break;
|
|
// -- default: blob_id = ROBOT_SMART_HOMING_ID; break;
|
|
// -- }
|
|
// -- break;
|
|
// -- default: Int3(); //bogus type for parent object
|
|
// -- }
|
|
|
|
make_sound = 1;
|
|
for (i=0; i<num_smart_children; i++) {
|
|
int objnum;
|
|
objnum = (numobjs==0)?-1:objlist[(d_rand() * numobjs) >> 15];
|
|
create_homing_missile(objp, objnum, blob_id, make_sound);
|
|
make_sound = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
int Missile_gun = 0;
|
|
|
|
//give up control of the guided missile
|
|
void release_guided_missile(int player_num)
|
|
{
|
|
if (player_num == Player_num)
|
|
{
|
|
if (Guided_missile[player_num]==NULL)
|
|
return;
|
|
|
|
Missile_viewer = Guided_missile[player_num];
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_guided_info (Guided_missile[Player_num],1);
|
|
#endif
|
|
if (Newdemo_state==ND_STATE_RECORDING)
|
|
newdemo_record_guided_end();
|
|
}
|
|
|
|
Guided_missile[player_num] = NULL;
|
|
}
|
|
|
|
int Proximity_dropped=0,Smartmines_dropped=0;
|
|
|
|
// -------------------------------------------------------------------------------------------
|
|
//parameter determines whether or not to do autoselect if have run out of ammo
|
|
//this is needed because if you drop a bomb with the B key, you don't want
|
|
//want to autoselect if the bomb isn't actually selected.
|
|
void do_missile_firing(int do_autoselect)
|
|
{
|
|
int gun_flag=0;
|
|
|
|
Assert(Secondary_weapon < MAX_SECONDARY_WEAPONS);
|
|
|
|
if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
|
|
release_guided_missile(Player_num);
|
|
Next_missile_fire_time = GameTime + Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_wait;
|
|
return;
|
|
}
|
|
|
|
if (!Player_is_dead && (Players[Player_num].secondary_ammo[Secondary_weapon] > 0)) {
|
|
|
|
int weapon_id,weapon_gun;
|
|
|
|
Players[Player_num].secondary_ammo[Secondary_weapon]--;
|
|
|
|
weapon_id = Secondary_weapon_to_weapon_info[Secondary_weapon];
|
|
|
|
if (Laser_rapid_fire!=0xBADA55)
|
|
Next_missile_fire_time = GameTime + Weapon_info[weapon_id].fire_wait;
|
|
else
|
|
Next_missile_fire_time = GameTime + F1_0/25;
|
|
|
|
weapon_gun = Secondary_weapon_to_gun_num[Secondary_weapon];
|
|
|
|
if (weapon_gun==4) { //alternate left/right
|
|
weapon_gun += (gun_flag = (Missile_gun & 1));
|
|
Missile_gun++;
|
|
}
|
|
|
|
Laser_player_fire( ConsoleObject, weapon_id, weapon_gun, 1, 0);
|
|
|
|
if (Secondary_weapon == PROXIMITY_INDEX) {
|
|
if (++Proximity_dropped == 4) {
|
|
Proximity_dropped = 0;
|
|
#ifdef NETWORK
|
|
maybe_drop_net_powerup(POW_PROXIMITY_WEAPON);
|
|
#endif
|
|
}
|
|
}
|
|
else if (Secondary_weapon == SMART_MINE_INDEX) {
|
|
if (++Smartmines_dropped == 4) {
|
|
Smartmines_dropped = 0;
|
|
#ifdef NETWORK
|
|
maybe_drop_net_powerup(POW_SMART_MINE);
|
|
#endif
|
|
}
|
|
}
|
|
#ifdef NETWORK
|
|
else if (Secondary_weapon != CONCUSSION_INDEX)
|
|
maybe_drop_net_powerup(Secondary_weapon_to_powerup[Secondary_weapon]);
|
|
#endif
|
|
|
|
if (Secondary_weapon == MEGA_INDEX || Secondary_weapon == SMISSILE5_INDEX) {
|
|
vms_vector force_vec;
|
|
|
|
force_vec.x = -(ConsoleObject->orient.fvec.x << 7);
|
|
force_vec.y = -(ConsoleObject->orient.fvec.y << 7);
|
|
force_vec.z = -(ConsoleObject->orient.fvec.z << 7);
|
|
phys_apply_force(ConsoleObject, &force_vec);
|
|
|
|
force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
|
|
force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
|
|
force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
|
|
phys_apply_rot(ConsoleObject, &force_vec);
|
|
}
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
Network_laser_fired = 1; //how many
|
|
Network_laser_gun = Secondary_weapon + MISSILE_ADJUST;
|
|
Network_laser_flags = gun_flag;
|
|
Network_laser_level = 0;
|
|
}
|
|
#endif
|
|
|
|
if (do_autoselect)
|
|
auto_select_weapon(1); //select next missile, if this one out of ammo
|
|
}
|
|
}
|
|
|