dxx-rebirth/main/fireball.c

1214 lines
36 KiB
C

/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code for rendering & otherwise dealing with explosions
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "error.h"
#include "3d.h"
#include "inferno.h"
#include "object.h"
#include "vclip.h"
#include "game.h"
#include "polyobj.h"
#include "sounds.h"
#include "player.h"
#include "gauges.h"
#include "powerup.h"
#include "bm.h"
#include "ai.h"
#include "weapon.h"
#include "fireball.h"
#include "collide.h"
#include "newmenu.h"
#include "gameseq.h"
#include "physics.h"
#include "scores.h"
#include "laser.h"
#include "wall.h"
#include "multi.h"
#include "endlevel.h"
#include "timer.h"
#include "fuelcen.h"
#include "cntrlcen.h"
#include "gameseg.h"
#define EXPLOSION_SCALE fl2f(2.5) //explosion is the obj size times this
//--unused-- ubyte Frame_processed[MAX_OBJECTS];
object *object_create_explosion_sub(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent )
{
int objnum;
object *obj;
objnum = obj_create( OBJ_FIREBALL,vclip_type,segnum,position,&vmd_identity_matrix,size,
CT_EXPLOSION,MT_NONE,RT_FIREBALL);
if (objnum < 0 ) {
return NULL;
}
obj = &Objects[objnum];
//now set explosion-specific data
obj->lifeleft = Vclip[vclip_type ].play_time;
obj->ctype.expl_info.spawn_time = -1;
obj->ctype.expl_info.delete_objnum = -1;
obj->ctype.expl_info.delete_time = -1;
if (maxdamage > 0) {
fix dist, force;
vms_vector pos_hit, vforce;
fix damage;
int i;
object * obj0p = &Objects[0];
// -- now legal for badass explosions on a wall. Assert(objp != NULL);
for (i=0; i<=Highest_object_index; i++ ) {
sbyte parent_check = 0;
// Weapons used to be affected by badass explosions, but this introduces serious problems.
// When a smart bomb blows up, if one of its children goes right towards a nearby wall, it will
// blow up, blowing up all the children. So I remove it. MK, 09/11/94
if (parent != -1)
if ((Objects[parent].type != OBJ_ROBOT) || (Objects[parent].id != obj0p->id))
parent_check = 1;
if ( (obj0p->type == OBJ_CNTRLCEN) || (obj0p->type==OBJ_PLAYER) || ((obj0p->type==OBJ_ROBOT) && parent_check)) {
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_sub( &vforce, &obj0p->pos, &obj->pos );
vm_vec_normalize_quick(&vforce);
vm_vec_scale(&vforce, force );
// Find where the point of impact is... ( pos_hit )
vm_vec_scale(vm_vec_sub(&pos_hit, &obj->pos, &obj0p->pos), fixdiv(obj0p->size, obj0p->size + dist));
switch ( obj0p->type ) {
case OBJ_ROBOT:
phys_apply_force(obj0p,&vforce);
// 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 (apply_damage_to_robot(obj0p, damage, parent))
if ((objp != NULL) && (parent == Players[Player_num].objnum))
add_points_to_score(Robot_info[obj0p->id].score_value);
}
break;
case OBJ_CNTRLCEN:
if ( obj0p->shields >= 0 ) {
apply_damage_to_controlcen(obj0p, damage, parent );
}
break;
case OBJ_PLAYER: {
object * killer=NULL;
vms_vector vforce2;
if ((objp != NULL) && (Game_mode & GM_MULTI) && (objp->type == OBJ_PLAYER)) {
killer = objp;
}
vforce2 = vforce;
if (parent > -1 ) {
killer = &Objects[parent];
if (killer != ConsoleObject) // if someone else whacks you, cut force by 2x
vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2;
}
vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2;
phys_apply_force(obj0p,&vforce);
phys_apply_rot(obj0p,&vforce2);
if ( obj0p->shields >= 0 )
apply_damage_to_player(obj0p, killer, damage, 0 );
}
break;
default:
Int3(); // Illegal object type
} // end switch
} else {
;
} // end if (object_to_object_visibility...
} // end if (dist < maxdistance)
}
obj0p++;
} // end for
} // end if (maxdamage...
return obj;
}
object *object_create_muzzle_flash(short segnum, vms_vector * position, fix size, int vclip_type )
{
return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
}
object *object_create_explosion(short segnum, vms_vector * position, fix size, int vclip_type )
{
return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
}
object *object_create_badass_explosion(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent )
{
object *rval;
rval = object_create_explosion_sub(objp, segnum, position, size, vclip_type, maxdamage, maxdistance, maxforce, parent );
if ((objp != NULL) && (objp->type == OBJ_WEAPON))
create_smart_children(objp);
return rval;
}
//blows up a badass weapon, creating the badass explosion
//return the explosion object
object *explode_badass_weapon(object *obj)
{
weapon_info *wi = &Weapon_info[obj->id];
Assert(wi->damage_radius);
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, obj-Objects, 0, F1_0);
return object_create_badass_explosion( obj, obj->segnum, &obj->pos,
wi->impact_size,
wi->robot_hit_vclip,
wi->strength[Difficulty_level],
wi->damage_radius,wi->strength[Difficulty_level],
obj->ctype.laser_info.parent_num);
}
//blows up the player with a badass explosion
//return the explosion object
object *explode_badass_player(object *objp)
{
object *rval;
rval = object_create_badass_explosion(objp, objp->segnum, &objp->pos, objp->size,
get_explosion_vclip(objp, 0),
F1_0*50, F1_0*40, F1_0*150,
objp-Objects);
if (rval)
digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, rval-Objects, 0, F1_0);
return (rval);
}
#define DEBRIS_LIFE (f1_0 * (PERSISTENT_DEBRIS?60:2)) //lifespan in seconds
object *object_create_debris(object *parent, int subobj_num)
{
int objnum;
object *obj;
Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER) );
objnum = obj_create(OBJ_DEBRIS,0,parent->segnum,&parent->pos,
&parent->orient,Polygon_models[parent->rtype.pobj_info.model_num].submodel_rads[subobj_num],
CT_DEBRIS,MT_PHYSICS,RT_POLYOBJ);
if ((objnum < 0 ) && (Highest_object_index >= MAX_OBJECTS-1)) {
Int3();
return NULL;
}
if ( objnum < 0 )
return NULL; // Not enough debris slots!
obj = &Objects[objnum];
Assert(subobj_num < 32);
//Set polygon-object-specific data
obj->rtype.pobj_info.model_num = parent->rtype.pobj_info.model_num;
obj->rtype.pobj_info.subobj_flags = 1<<subobj_num;
obj->rtype.pobj_info.tmap_override = parent->rtype.pobj_info.tmap_override;
//Set physics data for this object
obj->mtype.phys_info.velocity.x = D_RAND_MAX/2 - d_rand();
obj->mtype.phys_info.velocity.y = D_RAND_MAX/2 - d_rand();
obj->mtype.phys_info.velocity.z = D_RAND_MAX/2 - d_rand();
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);
vm_vec_make(&obj->mtype.phys_info.rotvel, d_rand() + 0x1000, d_rand()*2 + 0x4000, d_rand()*3 + 0x2000);
vm_vec_zero(&obj->mtype.phys_info.rotthrust);
obj->lifeleft = 3*DEBRIS_LIFE/4 + fixmul(d_rand(), DEBRIS_LIFE); // Some randomness, so they don't all go away at the same time.
obj->mtype.phys_info.mass = fixmuldiv(parent->mtype.phys_info.mass,obj->size,parent->size);
obj->mtype.phys_info.drag = 0; //fl2f(0.2); //parent->mtype.phys_info.drag;
if (PERSISTENT_DEBRIS)
{
obj->mtype.phys_info.flags |= PF_BOUNCE;
obj->mtype.phys_info.drag = 128;
}
return obj;
}
void draw_fireball(object *obj)
{
if ( obj->lifeleft > 0 )
draw_vclip_object(obj,obj->lifeleft,0, obj->id);
}
// --------------------------------------------------------------------------------------------------------------------
// Return true if there is a door here and it is openable
// It is assumed that the player has all keys.
int door_is_openable_by_player(segment *segp, int sidenum)
{
int wall_num, wall_type;
wall_num = segp->sides[sidenum].wall_num;
wall_type = Walls[wall_num].type;
if (wall_num == -1)
return 0; // no wall here.
// Can't open locked doors.
if (((wall_type == WALL_DOOR) && (Walls[wall_num].flags & WALL_DOOR_LOCKED)) || (wall_type == WALL_CLOSED))
return 0;
return 1;
}
#define QUEUE_SIZE 64
// --------------------------------------------------------------------------------------------------------------------
// Return a segment %i segments away from initial segment.
// Returns -1 if can't find a segment that distance away.
int pick_connected_segment(object *objp, int max_depth)
{
int i;
int cur_depth;
int start_seg;
int head, tail;
int seg_queue[QUEUE_SIZE*2];
sbyte visited[MAX_SEGMENTS];
sbyte depth[MAX_SEGMENTS];
sbyte side_rand[MAX_SIDES_PER_SEGMENT];
memset(visited, 0, Highest_segment_index+1);
memset(depth, 0, Highest_segment_index+1);
memset(seg_queue,0,QUEUE_SIZE*2);
start_seg = objp->segnum;
head = 0;
tail = 0;
seg_queue[head++] = start_seg;
cur_depth = 0;
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
side_rand[i] = i;
while (tail != head) {
int sidenum;
segment *segp;
sbyte ind1, ind2, temp;
if (cur_depth >= max_depth) {
return seg_queue[tail];
}
segp = &Segments[seg_queue[tail++]];
tail &= QUEUE_SIZE-1;
// to make random, switch a pair of entries in side_rand.
ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
ind2 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
temp = side_rand[ind1];
side_rand[ind1] = side_rand[ind2];
side_rand[ind2] = temp;
for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
int snrand = side_rand[sidenum];
int wall_num = segp->sides[snrand].wall_num;
if ((wall_num == -1 || door_is_openable_by_player(segp, snrand)) && segp->children[snrand] > -1)
{
if (visited[segp->children[snrand]] == 0) {
seg_queue[head++] = segp->children[snrand];
visited[segp->children[snrand]] = 1;
depth[segp->children[snrand]] = cur_depth+1;
head &= QUEUE_SIZE-1;
if (head > tail) {
if (head == tail + QUEUE_SIZE-1)
Int3(); // queue overflow. Make it bigger!
} else
if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
Int3(); // queue overflow. Make it bigger!
}
}
}
if ((seg_queue[tail] < 0) || (seg_queue[tail] > Highest_segment_index)) {
// -- Int3(); // Something bad has happened. Queue is trashed. --MK, 12/13/94
return -1;
}
cur_depth = depth[seg_queue[tail]];
}
return -1;
}
#define BASE_NET_DROP_DEPTH 10
// ------------------------------------------------------------------------------------------------------
// Choose segment to drop a powerup in.
// For all active net players, try to create a N segment path from the player. If possible, return that
// segment. If not possible, try another player. After a few tries, use a random segment.
// Don't drop if control center in segment.
int choose_drop_segment()
{
int pnum = 0;
int segnum = -1;
int cur_drop_depth;
int count;
int player_seg;
vms_vector tempv,*player_pos;
d_srand((fix)timer_query());
cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15);
player_pos = &Objects[Players[Player_num].objnum].pos;
player_seg = Objects[Players[Player_num].objnum].segnum;
while ((segnum == -1) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) {
pnum = (d_rand() * N_players) >> 15;
count = 0;
while ((count < N_players) && ((Players[pnum].connected == CONNECT_DISCONNECTED) || (pnum==Player_num))) {
pnum = (pnum+1)%N_players;
count++;
}
if (count == N_players) {
//if can't valid non-player person, use the player
pnum = Player_num;
}
segnum = pick_connected_segment(&Objects[Players[pnum].objnum], cur_drop_depth);
if (segnum == -1)
{
cur_drop_depth--;
continue;
}
if (Segments[segnum].special == SEGMENT_IS_CONTROLCEN)
{segnum = -1;}
else { //don't drop in any children of control centers
int i;
for (i=0;i<6;i++) {
int ch = Segments[segnum].children[i];
if (IS_CHILD(ch) && Segments[ch].special == SEGMENT_IS_CONTROLCEN) {
segnum = -1;
break;
}
}
}
//bail if not far enough from original position
if (segnum != -1) {
compute_segment_center(&tempv, &Segments[segnum]);
if (find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG) < i2f(20)*cur_drop_depth) {
segnum = -1;
}
}
cur_drop_depth--;
}
if (segnum == -1) {
cur_drop_depth = BASE_NET_DROP_DEPTH;
while (cur_drop_depth > 0 && segnum == -1) // before dropping in random segment, try to find ANY segment which is connected to the player responsible for the drop so object will not spawn in inaccessible areas
{
segnum = pick_connected_segment(&Objects[Players[Player_num].objnum], --cur_drop_depth);
if (Segments[segnum].special == SEGMENT_IS_CONTROLCEN)
segnum = -1;
}
return ((segnum == -1)?((d_rand() * Highest_segment_index) >> 15):segnum); // basically it should be impossible segnum == -1 now... but oh well...
} else
return segnum;
}
extern char PowerupsInMine[],MaxPowerupsAllowed[];
// ------------------------------------------------------------------------------------------------------
// Drop cloak powerup if in a network game.
void maybe_drop_net_powerup(int powerup_type)
{
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
int segnum, objnum;
vms_vector new_pos;
if (Game_mode & GM_NETWORK)
{
if (PowerupsInMine[powerup_type]>=MaxPowerupsAllowed[powerup_type])
return;
}
if (Control_center_destroyed || Endlevel_sequence)
return;
segnum = choose_drop_segment();
//--old-- segnum = (d_rand() * Highest_segment_index) >> 15;
//--old-- Assert((segnum >= 0) && (segnum <= Highest_segment_index));
//--old-- if (segnum < 0)
//--old-- segnum = -segnum;
//--old-- while (segnum > Highest_segment_index)
//--old-- segnum /= 2;
Net_create_loc = 0;
objnum = call_object_create_egg(&Objects[Players[Player_num].objnum], 1, OBJ_POWERUP, powerup_type);
if (objnum < 0)
return;
#ifndef SHAREWARE
pick_random_point_in_seg(&new_pos, segnum);
#else
compute_segment_center(&new_pos, &Segments[segnum]);
#endif
multi_send_create_powerup(powerup_type, segnum, objnum, &new_pos);
Objects[objnum].pos = new_pos;
vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
obj_relink(objnum, segnum);
object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE );
}
}
// ------------------------------------------------------------------------------------------------------
// Return true if current segment contains some object.
int segment_contains_object(int obj_type, int obj_id, int segnum)
{
int objnum;
if (segnum == -1)
return 0;
objnum = Segments[segnum].objects;
while (objnum != -1)
if ((Objects[objnum].type == obj_type) && (Objects[objnum].id == obj_id))
return 1;
else
objnum = Objects[objnum].next;
return 0;
}
// ------------------------------------------------------------------------------------------------------
int object_nearby_aux(int segnum, int object_type, int object_id, int depth)
{
int i;
if (depth == 0)
return 0;
if (segment_contains_object(object_type, object_id, segnum))
return 1;
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
int seg2 = Segments[segnum].children[i];
if (seg2 != -1)
if (object_nearby_aux(seg2, object_type, object_id, depth-1))
return 1;
}
return 0;
}
// ------------------------------------------------------------------------------------------------------
// Return true if some powerup is nearby (within 3 segments).
int weapon_nearby(object *objp, int weapon_id)
{
return object_nearby_aux(objp->segnum, OBJ_POWERUP, weapon_id, 3);
}
// ------------------------------------------------------------------------------------------------------
void maybe_replace_powerup_with_energy(object *del_obj)
{
int weapon_index=-1;
if (del_obj->contains_type != OBJ_POWERUP)
return;
if (del_obj->contains_id == POW_CLOAK) {
if (weapon_nearby(del_obj, del_obj->contains_id)) {
del_obj->contains_count = 0;
}
return;
}
switch (del_obj->contains_id) {
case POW_VULCAN_WEAPON: weapon_index = VULCAN_INDEX; break;
case POW_SPREADFIRE_WEAPON: weapon_index = SPREADFIRE_INDEX; break;
#ifndef SHAREWARE
case POW_PLASMA_WEAPON: weapon_index = PLASMA_INDEX; break;
case POW_FUSION_WEAPON: weapon_index = FUSION_INDEX; break;
#endif
}
// Don't drop vulcan ammo if player maxed out.
if (((weapon_index == VULCAN_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX))
del_obj->contains_count = 0;
else if (weapon_index != -1) {
if ((player_has_weapon(weapon_index, 0) & HAS_WEAPON_FLAG) || weapon_nearby(del_obj, del_obj->contains_id)) {
if (d_rand() > 16384) {
del_obj->contains_count = 1;
del_obj->contains_type = OBJ_POWERUP;
if (weapon_index == VULCAN_INDEX) {
del_obj->contains_id = POW_VULCAN_AMMO;
} else {
del_obj->contains_id = POW_ENERGY;
}
} else
del_obj->contains_count = 0;
}
} else if (del_obj->contains_id == POW_QUAD_FIRE)
if ((Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) || weapon_nearby(del_obj, del_obj->contains_id)) {
if (d_rand() > 16384) {
del_obj->contains_count = 1;
del_obj->contains_type = OBJ_POWERUP;
del_obj->contains_id = POW_ENERGY;
} else
del_obj->contains_count = 0;
}
// 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;
}
}
// ------------------------------------------------------------------------------------------------------
// Returns created object number.
int object_create_egg(object *objp)
{
int objnum=0, count;
object *obj;
vms_vector new_velocity, new_pos;
fix old_mag;
switch (objp->contains_type) {
case OBJ_POWERUP:
for (count=0; count<objp->contains_count; count++) {
int rand_scale;
new_velocity = objp->mtype.phys_info.velocity;
old_mag = vm_vec_mag_quick(&objp->mtype.phys_info.velocity);
// We want powerups to move more in network mode.
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) {
rand_scale = 4;
// extra life powerups are converted to invulnerability in multiplayer, for what is an extra life, anyway?
if (objp->contains_id == POW_EXTRA_LIFE)
objp->contains_id = POW_INVULNERABILITY;
} else
rand_scale = 2;
new_velocity.x += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
new_velocity.y += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
new_velocity.z += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
// Give keys zero velocity so they can be tracked better in multi
if ((Game_mode & GM_MULTI) && (objp->contains_id >= POW_KEY_BLUE) && (objp->contains_id <= POW_KEY_GOLD))
vm_vec_zero(&new_velocity);
new_pos = objp->pos;
// new_pos.x += (d_rand()-16384)*8;
// new_pos.y += (d_rand()-16384)*8;
// new_pos.z += (d_rand()-16384)*8;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
{
return (-1);
}
}
#endif
objnum = obj_create( objp->contains_type, objp->contains_id, objp->segnum, &new_pos, &vmd_identity_matrix, Powerup_info[objp->contains_id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
if (objnum < 0 ) {
Int3();
return objnum;
}
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
Net_create_objnums[Net_create_loc++] = objnum;
}
#endif
obj = &Objects[objnum];
obj->mtype.phys_info.velocity = new_velocity;
obj->mtype.phys_info.drag = 512; //1024;
obj->mtype.phys_info.mass = F1_0;
obj->mtype.phys_info.flags = PF_BOUNCE;
obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
obj->rtype.vclip_info.framenum = 0;
switch (obj->id) {
case POW_MISSILE_1:
case POW_MISSILE_4:
case POW_SHIELD_BOOST:
case POW_ENERGY:
obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
if (Game_mode & GM_MULTI)
obj->lifeleft /= 2;
break;
default:
// if (Game_mode & GM_MULTI)
// obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
break;
}
}
break;
case OBJ_ROBOT:
for (count=0; count<objp->contains_count; count++) {
int rand_scale;
new_velocity = objp->mtype.phys_info.velocity;
old_mag = vm_vec_mag_quick(&objp->mtype.phys_info.velocity);
vm_vec_normalize_quick(&new_velocity);
// We want powerups to move more in network mode.
// if (Game_mode & GM_MULTI)
// rand_scale = 4;
// else
rand_scale = 2;
new_velocity.x += (d_rand()-16384)*2;
new_velocity.y += (d_rand()-16384)*2;
new_velocity.z += (d_rand()-16384)*2;
vm_vec_normalize_quick(&new_velocity);
vm_vec_scale(&new_velocity, (F1_0*32 + old_mag) * rand_scale);
new_pos = objp->pos;
// This is dangerous, could be outside mine.
// new_pos.x += (d_rand()-16384)*8;
// new_pos.y += (d_rand()-16384)*7;
// new_pos.z += (d_rand()-16384)*6;
objnum = obj_create(OBJ_ROBOT, objp->contains_id, objp->segnum, &new_pos, &vmd_identity_matrix, Polygon_models[Robot_info[ObjId[objp->contains_type]].model_num].rad, CT_AI, MT_PHYSICS, RT_POLYOBJ);
if ( objnum < 0 ) {
Int3();
return objnum;
}
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
Net_create_objnums[Net_create_loc++] = objnum;
}
#endif
obj = &Objects[objnum];
//Set polygon-object-specific data
obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
obj->rtype.pobj_info.subobj_flags = 0;
//set Physics info
obj->mtype.phys_info.velocity = new_velocity;
obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
obj->mtype.phys_info.flags |= (PF_LEVELLING);
obj->shields = Robot_info[obj->id].strength;
obj->ctype.ai_info.behavior = AIB_NORMAL;
Ai_local_info[obj-Objects].player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
Ai_local_info[obj-Objects].player_awareness_time = F1_0*3;
obj->ctype.ai_info.CURRENT_STATE = AIS_LOCK;
obj->ctype.ai_info.GOAL_STATE = AIS_LOCK;
obj->ctype.ai_info.REMOTE_OWNER = -1;
}
break;
default:
Error("Error: Illegal type (%i) in object spawning.\n", objp->contains_type);
}
return objnum;
}
#if 0 // implemented differently
// get maximum number of objects of this type,id that may be created
// returns -1 if no maximum
// uses initial number of objects (level + players)
int egg_max_count(int type, int id) {
int i, current;
if (type == OBJ_POWERUP && multi_allow_powerup_mask[id]) { // only check 'important' powerups (no shield,energy,conc)
current = 0;
for (i = 0; i < Highest_object_count; i++) {
if ((Objects[i].type == OBJ_POWERUP && Objects[i].id == id) ||
(Objects[i].type == OBJ_ROBOT && Objects[i].contains_count > 0 &&
Objects[i].contains_type == OBJ_POWERUP && Objects[i].contains_id == id)) {
current++;
}
}
Assert(current <= Powerup_initial[id]);
return Powerup_initial[id] - current;
}
return -1;
}
#endif
// -------------------------------------------------------------------------------------------------------
// Put count objects of type type (eg, powerup), id = id (eg, energy) into *objp, then drop them! Yippee!
// Returns created object number.
int call_object_create_egg(object *objp, int count, int type, int id)
{
if (count > 0) {
objp->contains_count = count;
objp->contains_type = type;
objp->contains_id = id;
return object_create_egg(objp);
}
return -1;
}
//what vclip does this explode with?
int get_explosion_vclip(object *obj,int stage)
{
if (obj->type==OBJ_ROBOT) {
if (stage==0 && Robot_info[obj->id].exp1_vclip_num>-1)
return Robot_info[obj->id].exp1_vclip_num;
else if (stage==1 && Robot_info[obj->id].exp2_vclip_num>-1)
return Robot_info[obj->id].exp2_vclip_num;
}
else if (obj->type==OBJ_PLAYER && Player_ship->expl_vclip_num>-1)
return Player_ship->expl_vclip_num;
return VCLIP_SMALL_EXPLOSION; //default
}
//blow up a polygon model
void explode_model(object *obj)
{
Assert(obj->render_type == RT_POLYOBJ);
if (Dying_modelnums[obj->rtype.pobj_info.model_num] != -1)
obj->rtype.pobj_info.model_num = Dying_modelnums[obj->rtype.pobj_info.model_num];
if (Polygon_models[obj->rtype.pobj_info.model_num].n_models > 1) {
int i;
for (i=1;i<Polygon_models[obj->rtype.pobj_info.model_num].n_models;i++)
object_create_debris(obj,i);
//make parent object only draw center part
obj->rtype.pobj_info.subobj_flags=1;
}
}
//if the object has a destroyed model, switch to it. Otherwise, delete it.
void maybe_delete_object(object *del_obj)
{
if (Dead_modelnums[del_obj->rtype.pobj_info.model_num] != -1) {
del_obj->rtype.pobj_info.model_num = Dead_modelnums[del_obj->rtype.pobj_info.model_num];
del_obj->flags |= OF_DESTROYED;
}
else { //normal, multi-stage explosion
if (del_obj->type == OBJ_PLAYER)
del_obj->render_type = RT_NONE;
else
del_obj->flags |= OF_SHOULD_BE_DEAD;
}
}
// -------------------------------------------------------------------------------------------------------
//blow up an object. Takes the object to destroy, and the point of impact
void explode_object(object *hitobj,fix delay_time)
{
if (hitobj->flags & OF_EXPLODING) return;
if (delay_time) { //wait a little while before creating explosion
int objnum;
object *obj;
//create a placeholder object to do the delay, with id==-1
objnum = obj_create( OBJ_FIREBALL,-1,hitobj->segnum,&hitobj->pos,&vmd_identity_matrix,0,
CT_EXPLOSION,MT_NONE,RT_NONE);
if (objnum < 0 ) {
maybe_delete_object(hitobj); //no explosion, die instantly
Int3();
return;
}
obj = &Objects[objnum];
//now set explosion-specific data
obj->lifeleft = delay_time;
obj->ctype.expl_info.delete_objnum = hitobj-Objects;
#ifndef NDEBUG
if (obj->ctype.expl_info.delete_objnum < 0)
Int3(); // See Rob!
#endif
obj->ctype.expl_info.delete_time = -1;
obj->ctype.expl_info.spawn_time = 0;
}
else {
object *expl_obj;
int vclip_num;
vclip_num = get_explosion_vclip(hitobj,0);
expl_obj = object_create_explosion(hitobj->segnum, &hitobj->pos, fixmul(hitobj->size,EXPLOSION_SCALE), vclip_num );
if (! expl_obj) {
maybe_delete_object(hitobj); //no explosion, die instantly
return;
}
//don't make debris explosions have physics, because they often
//happen when the debris has hit the wall, so the fireball is trying
//to move into the wall, which shows off FVI problems.
if (hitobj->type!=OBJ_DEBRIS && hitobj->movement_type==MT_PHYSICS) {
expl_obj->movement_type = MT_PHYSICS;
expl_obj->mtype.phys_info = hitobj->mtype.phys_info;
}
if (hitobj->render_type==RT_POLYOBJ && hitobj->type!=OBJ_DEBRIS)
explode_model(hitobj);
maybe_delete_object(hitobj);
}
hitobj->flags |= OF_EXPLODING; //say that this is blowing up
hitobj->control_type = CT_NONE; //become inert while exploding
}
//do whatever needs to be done for this piece of debris for this frame
void do_debris_frame(object *obj)
{
Assert(obj->control_type == CT_DEBRIS);
if (obj->lifeleft < 0)
explode_object(obj,0);
}
//do whatever needs to be done for this explosion for this frame
void do_explosion_sequence(object *obj)
{
Assert(obj->control_type == CT_EXPLOSION);
//See if we should die of old age
if (obj->lifeleft <= 0 ) { // We died of old age
obj->flags |= OF_SHOULD_BE_DEAD;
obj->lifeleft = 0;
}
//See if we should create a secondary explosion
if (obj->lifeleft <= obj->ctype.expl_info.spawn_time) {
object *expl_obj,*del_obj;
int vclip_num;
vms_vector *spawn_pos;
if ((obj->ctype.expl_info.delete_objnum < 0) || (obj->ctype.expl_info.delete_objnum > Highest_object_index)) {
Int3(); // get Rob, please... thanks
return;
}
del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
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 != -1);
vclip_num = get_explosion_vclip(del_obj,1);
expl_obj = object_create_explosion( del_obj->segnum, spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num );
if ((del_obj->contains_count > 0) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside of this code!!
// If dropping a weapon that the player has, drop energy instead, unless it's vulcan, in which case drop vulcan ammo.
if (del_obj->contains_type == OBJ_POWERUP)
maybe_replace_powerup_with_energy(del_obj);
object_create_egg(del_obj);
} else if ((del_obj->type == OBJ_ROBOT) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside this code!!
robot_info *robptr = &Robot_info[del_obj->id];
if (robptr->contains_count) {
if (((d_rand() * 16) >> 15) < robptr->contains_prob) {
del_obj->contains_count = ((d_rand() * robptr->contains_count) >> 15) + 1;
del_obj->contains_type = robptr->contains_type;
del_obj->contains_id = robptr->contains_id;
maybe_replace_powerup_with_energy(del_obj);
object_create_egg(del_obj);
}
}
}
if ( Robot_info[del_obj->id].exp2_sound_num > -1 )
digi_link_sound_to_pos( Robot_info[del_obj->id].exp2_sound_num, del_obj->segnum, 0, spawn_pos, 0, F1_0 );
//PLAY_SOUND_3D( Robot_info[del_obj->id].exp2_sound_num, spawn_pos, del_obj->segnum );
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-Objects;
#ifndef NDEBUG
if (obj->ctype.expl_info.delete_objnum < 0)
Int3(); // See Rob!
#endif
}
else {
maybe_delete_object(del_obj);
}
}
//See if we should delete an object
if (obj->lifeleft <= obj->ctype.expl_info.delete_time) {
object *del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
obj->ctype.expl_info.delete_time = -1;
maybe_delete_object(del_obj);
}
}
typedef struct expl_wall {
int segnum,sidenum;
fix time;
} expl_wall;
#define MAX_EXPLODING_WALLS 10
#define EXPL_WALL_TIME (f1_0)
#define EXPL_WALL_TOTAL_FIREBALLS 32
#define EXPL_WALL_FIREBALL_SIZE 0x48000 //smallest size
expl_wall expl_wall_list[MAX_EXPLODING_WALLS];
//--unused-- int n_exploding_walls;
void init_exploding_walls()
{
int i;
for (i=0;i<MAX_EXPLODING_WALLS;i++)
expl_wall_list[i].segnum = -1;
}
//explode the given wall
void explode_wall(int segnum,int sidenum)
{
int i;
vms_vector pos;
//find a free slot
for (i=0;i<MAX_EXPLODING_WALLS && expl_wall_list[i].segnum != -1;i++);
if (i==MAX_EXPLODING_WALLS) { //didn't find slot.
Int3();
return;
}
expl_wall_list[i].segnum = segnum;
expl_wall_list[i].sidenum = sidenum;
expl_wall_list[i].time = 0;
//play one long sound for whole door wall explosion
compute_center_point_on_side(&pos,&Segments[segnum],sidenum);
digi_link_sound_to_pos( SOUND_EXPLODING_WALL,segnum, sidenum, &pos, 0, F1_0 );
}
//handle walls for this frame
//note: this wall code assumes the wall is not triangulated
void do_exploding_wall_frame()
{
int i;
for (i=0;i<MAX_EXPLODING_WALLS;i++) {
int segnum = expl_wall_list[i].segnum;
if (segnum != -1) {
int sidenum = expl_wall_list[i].sidenum;
fix oldfrac,newfrac;
int old_count,new_count,e; //n,
oldfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
expl_wall_list[i].time += FrameTime;
if (expl_wall_list[i].time > EXPL_WALL_TIME)
expl_wall_list[i].time = EXPL_WALL_TIME;
if (expl_wall_list[i].time>(EXPL_WALL_TIME*3)/4) {
segment *seg,*csegp;
int cside,a,n;
seg = &Segments[segnum];
a = Walls[seg->sides[sidenum].wall_num].clip_num;
n = WallAnims[a].num_frames;
csegp = &Segments[seg->children[sidenum]];
cside = find_connect_side(seg, csegp);
wall_set_tmap_num(seg,sidenum,csegp,cside,a,n-1);
}
newfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
old_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(oldfrac,oldfrac));
new_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(newfrac,newfrac));
//n = new_count - old_count;
//now create all the next explosions
for (e=old_count;e<new_count;e++) {
int vertnum_list[4];
vms_vector *v0,*v1,*v2;
vms_vector vv0,vv1,pos;
fix size;
//calc expl position
get_side_verts(vertnum_list,segnum,sidenum);
v0 = &Vertices[vertnum_list[0]];
v1 = &Vertices[vertnum_list[1]];
v2 = &Vertices[vertnum_list[2]];
vm_vec_sub(&vv0,v0,v1);
vm_vec_sub(&vv1,v2,v1);
vm_vec_scale_add(&pos,v1,&vv0,d_rand()*2);
vm_vec_scale_add2(&pos,&vv1,d_rand()*2);
size = EXPL_WALL_FIREBALL_SIZE + (2*EXPL_WALL_FIREBALL_SIZE * e / EXPL_WALL_TOTAL_FIREBALLS);
//fireballs start away from door, with subsequent ones getting closer
#ifdef COMPACT_SEGS
{
vms_vector _vn;
get_side_normal(&Segments[segnum], sidenum, 0, &_vn );
vm_vec_scale_add2(&pos,&_vn,size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
}
#else
vm_vec_scale_add2(&pos,&Segments[segnum].sides[sidenum].normals[0],size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
#endif
if (e & 3) //3 of 4 are normal
object_create_explosion(expl_wall_list[i].segnum,&pos,size,VCLIP_SMALL_EXPLOSION);
else
object_create_badass_explosion( NULL, expl_wall_list[i].segnum, &pos,
size,
VCLIP_SMALL_EXPLOSION,
i2f(4), // damage strength
i2f(20), // damage radius
i2f(50), // damage force
-1 // parent id
);
}
if (expl_wall_list[i].time >= EXPL_WALL_TIME)
expl_wall_list[i].segnum = -1; //flag this slot as free
}
}
}