dxx-rebirth/main/laser.c

1508 lines
49 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.
*/
/*
*
* This will contain the laser code
*
*/
#include <stdlib.h>
#include <time.h>
#include "inferno.h"
#include "game.h"
#include "bm.h"
#include "object.h"
#include "laser.h"
#include "segment.h"
#include "fvi.h"
#include "segpoint.h"
#include "error.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 "timer.h"
#include "player.h"
#include "sounds.h"
#include "ai.h"
#include "powerup.h"
#include "multi.h"
#include "physics.h"
#include "hudmsg.h"
#define NEWHOMER
int Network_laser_track = -1;
int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2);
//---------------------------------------------------------------------------------
// 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.
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 != PROXIMITY_ID) || (Objects[o1].ctype.laser_info.creation_time + F1_0*2 >= GameTime64)) {
return 1;
} else
return 0;
}
// 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) )
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...
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)
return 0; //if either is proximity, then can blow up, so say not related
else
return 1;
}
return 0;
}
void do_muzzle_stuff(int segnum, vms_vector *pos)
{
Muzzle_data[Muzzle_queue_index].create_time = timer_query();
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;
}
//---------------------------------------------------------------------------------
// 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;
int rtype=-1;
fix parent_speed, weapon_speed;
fix volume;
fix laser_radius = -1;
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);
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;
laser_length = 0;
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;
laser_length = 0;
break;
case WEAPON_RENDER_VCLIP:
rtype = RT_WEAPON_VCLIP;
laser_radius = Weapon_info[weapon_type].blob_size;
laser_length = 0;
break;
default:
Error( "Invalid weapon render type in Laser_create_new\n" );
}
// Add to object list
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 < 0 ) {
Int3();
return -1;
}
obj = &Objects[objnum];
if (Objects[parent].type == OBJ_PLAYER) {
if (weapon_type == FUSION_ID) {
int fusion_scale;
if (Game_mode & GM_MULTI)
fusion_scale = 2;
else
fusion_scale = 4;
if (Fusion_charge <= 0)
obj->ctype.laser_info.multiplier = F1_0;
else if (Fusion_charge <= F1_0*fusion_scale)
obj->ctype.laser_info.multiplier = F1_0 + Fusion_charge/2;
else
obj->ctype.laser_info.multiplier = F1_0*fusion_scale;
// Fusion damage was boosted by mk on 3/27 (for reg 1.1 release), but we only want it to apply to single player games.
if (Game_mode & GM_MULTI)
obj->ctype.laser_info.multiplier /= 2;
} else if ((weapon_type == LASER_ID) && (Players[Objects[parent].id].flags & PLAYER_FLAGS_QUAD_LASERS))
obj->ctype.laser_info.multiplier = F1_0*3/4;
}
// This is strange: 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 == ROBOT_SMART_HOMING_ID))
obj->mtype.phys_info.flags |= PF_BOUNCE;
if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
laser_radius = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[obj->id].po_len_to_width_ratio);
laser_length = Polygon_models[obj->rtype.pobj_info.model_num].rad * 2;
obj->size = laser_radius;
}
obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
if (Weapon_info[weapon_type].bounce)
obj->mtype.phys_info.flags |= PF_BOUNCE;
vm_vec_zero(&obj->mtype.phys_info.thrust);
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;
while (Objects[highest_parent].type == OBJ_WEAPON) {
highest_parent = Objects[highest_parent].ctype.laser_info.parent_num;
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 );
}
// Re-enable, 09/09/94:
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 );
}
}
}
// WARNING! NOTE! HEY! DEBUG! ETC! --MK 10/26/94
// This is John's new code to fire the laser from the gun tip so that the back end of the laser bolt is
// at the gun tip. A problem that needs to be fixed is that the laser bolt might be in another segment.
// Use find_vector_interesection to detect the segment.
// 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_WEAPON) && (Weapon_info[weapon_type].render_type != WEAPON_RENDER_NONE) && (weapon_type != FLARE_ID)) {
// if ((Objects[parent].type != OBJ_WEAPON) && (weapon_type != FLARE_ID) ) {
vms_vector end_pos;
int end_segnum;
vm_vec_scale_add( &end_pos, &obj->pos, direction, (laser_length/2) );
end_segnum = find_point_seg(&end_pos, obj->segnum);
if (end_segnum != obj->segnum) {
if (end_segnum != -1) {
obj->pos = end_pos;
obj_relink(obj-Objects, end_segnum);
}
} 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) {
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;
// if(parent_speed>(F1_0*60))
// parent_speed=F1_0*1600;
/* { char *murp;
sprintf(murp,"%i.%i",parent_speed>>16,(parent_speed<<16)>>16);
nm_messagebox(NULL,1,"OK",murp);
}*/
} else
parent_speed = 0;
weapon_speed = Weapon_info[obj->id].speed[Difficulty_level];
// 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 == ROBOT_SMART_HOMING_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 );
////Debug 101594
//if ((vm_vec_mag(&obj->mtype.phys_info.velocity) == 0) && (obj->id != PROXIMITY_ID))
// Int3(); // Curious. This weapon starts with a velocity of 0 and it's not a proximity bomb.
// 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));
}
// THIS CODE MAY NOT BE NEEDED... it was used to move the lasers out of the gun, since the
// laser pos is acutally the head of the laser, and we want the tail to be at the starting
// point, not the head.
// object_move_one( obj );
// This next, apparently redundant line, appears necessary due to a hack in render.c
// obj->lifeleft = Weapon_info[obj->id].lifetime;
if ((obj->type == OBJ_WEAPON) && (obj->id == FLARE_ID))
obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds
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) {
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;
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)) {
vm_vec_normalize(&vector_to_goal);
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
}
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);
return rval;
} else {
return 0;
}
}
// --------------------------------------------------------------------------------------------
// 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;
if (!Weapon_info[tracker->id].homing_flag) {
Int3(); // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
return 0; // Track the damn stupid player for causing this problem!
}
// Find an object to track based on game mode (eg, whether in network play) and who fired it.
if (Game_mode & GM_MULTI) {
// In network mode.
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 {
Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, -1);
}
}
else {
// 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 {
// Not in network mode and fired by player.
for (i=Num_rendered_objects-1; i>=0; i--) {
fix dot; //, dist;
vms_vector vec_to_curobj;
int objnum = Ordered_rendered_object_list[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;
vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
vm_vec_normalize_quick(&vec_to_curobj);
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
// 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.
if (dot > MIN_TRACKABLE_DOT) {
if (dot > max_dot) {
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
max_dot = dot;
best_objnum = 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
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 = MAX_TRACKABLE_DIST;
fix min_trackable_dot = MIN_TRACKABLE_DOT;
if (!Weapon_info[tracker->id].homing_flag) {
Int3(); // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
return 0; // Track the damn stupid player for causing this problem!
}
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)) {
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;
vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
dist = vm_vec_mag(&vec_to_curobj);
if (dist < max_trackable_dist) {
vm_vec_normalize(&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.
if (dot > min_trackable_dot) {
if (dot > max_dot) {
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
max_dot = dot;
best_objnum = 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.
int track_track_goal(int track_goal, object *tracker, fix *dot)
{
#ifdef NEWHOMER
if (object_is_trackable(track_goal, tracker, dot) && (tracker-Objects)) {
return track_goal;
} else if (tracker-Objects)
#else
// Every 8 frames for each object, scan all objects.
if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ d_tick_count) % 8) != 0)) {
return track_goal;
} else if ((((tracker-Objects) ^ d_tick_count) % 4) == 0)
#endif
{
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;
if (track_goal == -1)
rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, -1);
else {
goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, -1);
}
}
Assert(rval != -2); // This means it never got set which is bad! Contact Mike.
return rval;
}
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;
// 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;
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) {
return;
}
if (Fate==HIT_OBJECT) {
// if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
// Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
// 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 );
if (objnum == -1)
return;
// 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 harmless, 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.
if (obj == ConsoleObject)
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
}
}
// -----------------------------------------------------------------------------------------------------------
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);
if (Players[Player_num].energy > 0) {
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)
multi_send_fire(FLARE_ID+MISSILE_ADJUST, 0, 0, 1, -1);
#endif
}
}
#define HOMING_MISSILE_SCALE 8
//-------------------------------------------------------------------------------------------
// 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);
}
#ifdef NEWHOMER
/*
* In the original game homers turned sharper in higher FPS-values. We do not want that so we need to scale vector_to_object to FrameTime.
* For each difficulty setting we have a base value the homers will align to. This we express in a FPS value representing the homers turn radius of the original game (i.e. "The homer will turn like on XXFPS").
* NOTE: Old homers only get valid track_goal every 8 frames. This does not apply anymore so these values are divided by 4 to compensate this.
*/
fix homing_turn_base[NDL] = { 4, 5, 6, 7, 8 };
#endif
//-------------------------------------------------------------------------------------------
//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);
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);
return;
}
//delete weapons that are not moving
if ( !((d_tick_count ^ 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]);
}
// For homing missiles, turn towards target.
if (Weapon_info[obj->id].homing_flag) {
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 < GameTime64) {
int track_goal = obj->ctype.laser_info.track_goal;
// If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
if ((obj->id == ROBOT_SMART_HOMING_ID) || (obj->id == PLAYER_SMART_HOMING_ID)) {
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);
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) {
#ifdef NEWHOMER
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(&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;
}
// Scale vector to object to current FrameTime.
vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
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(&temp_vec);
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);
obj->lifeleft -= lifelost;
}
// 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.
#else // OLD - ORIGINAL - MISSILE TRACKING CODE
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);
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);
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);
if (absdot > F1_0/8) {
if (absdot > F1_0/4)
absdot = F1_0/4;
lifelost = fixmul(absdot*16, FrameTime);
obj->lifeleft -= lifelost;
}
//added 8/14/98 by Victor Rachels to make homers lose life while going straight, too
obj->lifeleft -= fixmul(F1_0, FrameTime);
//end addition - Victor Rachels
}
// 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.
#endif
}
}
}
// Make sure weapon is not moving faster than allowed speed.
if (Weapon_info[obj->id].thrust != 0) {
fix weapon_speed;
weapon_speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
if (weapon_speed > 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);
}
}
}
int Spreadfire_toggle=0;
fix64 Last_laser_fired_time = 0;
extern int Player_fired_laser_this_frame;
// --------------------------------------------------------------------------------------------------
// 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;
int weapon_index;
int rval = 0;
int nfires = 1;
// fix addval;
if (Player_is_dead)
return 0;
weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
energy_used = Weapon_info[weapon_index].energy_usage;
if (Difficulty_level < 2)
energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
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 < GameTime64)
Next_laser_fire_time = GameTime64;
while (Next_laser_fire_time <= GameTime64) {
if ((plp->energy >= energy_used) || ((Primary_weapon == VULCAN_INDEX) && (plp->primary_ammo[Primary_weapon] >= ammo_used)) ) {
int laser_level, flags;
//added/moved on 8/16/98 by Victor Rachels (also from Arne de Bruijn) to fix EBlB
Last_laser_fired_time = GameTime64;
//end move - Victor Rachels
if (!cheats.rapidfire)
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 (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 (ammo_used > plp->primary_ammo[Primary_weapon])
plp->primary_ammo[Primary_weapon] = 0;
else
plp->primary_ammo[Primary_weapon] -= ammo_used;
auto_select_weapon(0); // Make sure the player can fire from this weapon.
} else
break; // Couldn't fire weapon, so abort.
}
Global_laser_firing_count = 0;
return rval;
}
// --------------------------------------------------------------------------------------------------
// 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 slow 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: {
Laser_player_fire( objp, level, 0, 1, 0);
Laser_player_fire( objp, 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, level, 2, 0, 0);
Laser_player_fire( objp, level, 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;
#ifndef SHAREWARE
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;
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;
#endif
default:
Int3(); // Contact Mike: 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))
multi_send_fire(weapon_num, level, flags, nfires, -1);
#endif
return nfires;
}
#define MAX_SMART_DISTANCE (F1_0*150)
#define MAX_OBJDISTS 30
#define NUM_SMART_CHILDREN 6
typedef struct {
int objnum;
fix dist;
} objdist;
// -------------------------------------------------------------------------------------------
// 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_sub(&vector_to_goal, &Objects[goal_obj].pos, &objp->pos);
vm_vec_normalize_quick(&vector_to_goal);
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;
}
// -------------------------------------------------------------------------------------------
// Create the children of a smart bomb, which is a bunch of homing missiles.
void create_smart_children(object *objp)
{
int parent_type;
int numobjs=0, objnum = 0, sel_objnum, last_sel_objnum = -1;
int objlist[MAX_OBJDISTS];
int blob_id;
parent_type = objp->ctype.laser_info.parent_type;
if (objp->id == SMART_ID) {
int i;
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 != objp->ctype.laser_info.parent_num)) {
fix dist;
if (curobjp->type == OBJ_PLAYER)
{
if ((parent_type == OBJ_PLAYER) && (Game_mode & GM_MULTI_COOP))
continue;
if ((Game_mode & GM_TEAM) && (get_team(curobjp->id) == get_team(Objects[objp->ctype.laser_info.parent_num].id)))
continue;
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;
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) {
numobjs = MAX_OBJDISTS;
break;
}
}
}
}
}
// Get type of weapon for child from parent.
if (parent_type == OBJ_PLAYER) {
blob_id = PLAYER_SMART_HOMING_ID;
Assert(blob_id != -1); // Hmm, missing data in bitmaps.tbl. Need "children=NN" parameter.
} else {
blob_id = ((N_weapon_types<ROBOT_SMART_HOMING_ID)?(PLAYER_SMART_HOMING_ID):(ROBOT_SMART_HOMING_ID)); // NOTE: Shareware & reg 1.0 do not have their own Smart structure for bots. It was introduced in 1.4 to make Smart blobs from lvl 7 boss easier to dodge. So if we do not have this type, revert to player's Smart behaviour..,
}
for (i=0; i<NUM_SMART_CHILDREN; i++) {
sel_objnum = (numobjs==0)?-1:objlist[(d_rand() * numobjs) >> 15];
if (numobjs > 1)
while (sel_objnum == last_sel_objnum)
sel_objnum = objlist[(d_rand() * numobjs) >> 15];
create_homing_missile(objp, sel_objnum, blob_id, (i==0)?1:0);
last_sel_objnum = sel_objnum;
}
}
}
#define CONCUSSION_GUN 4
#define HOMING_GUN 4
#define PROXIMITY_GUN 7
#define SMART_GUN 7
#define MEGA_GUN 7
int Missile_gun=0, Proximity_dropped = 0;
// -------------------------------------------------------------------------------------------
//changed on 9/16/98 by adb to distinguish between drop bomb and secondary fire
void do_missile_firing(int drop_bomb)
{
int weapon = (drop_bomb) ? PROXIMITY_INDEX : Secondary_weapon;
Network_laser_track = -1;
Assert(weapon < MAX_SECONDARY_WEAPONS);
if (!Player_is_dead && (Players[Player_num].secondary_ammo[weapon] > 0)) {
int weapon_index;
Players[Player_num].secondary_ammo[weapon]--;
weapon_index = Secondary_weapon_to_weapon_info[weapon];
if (!cheats.rapidfire)
Next_missile_fire_time = GameTime64 + Weapon_info[weapon_index].fire_wait;
else
Next_missile_fire_time = GameTime64 + F1_0/25;
switch (weapon) {
case CONCUSSION_INDEX:
Laser_player_fire( ConsoleObject, CONCUSSION_ID, CONCUSSION_GUN+(Missile_gun & 1), 1, 0 );
Missile_gun++;
break;
case PROXIMITY_INDEX:
Proximity_dropped ++;
if (Proximity_dropped == 4)
{
Proximity_dropped = 0;
#ifdef NETWORK
maybe_drop_net_powerup(POW_PROXIMITY_WEAPON);
#endif
}
Laser_player_fire( ConsoleObject, PROXIMITY_ID, PROXIMITY_GUN, 1, 0);
break;
case HOMING_INDEX:
Laser_player_fire( ConsoleObject, HOMING_ID, HOMING_GUN+(Missile_gun & 1), 1, 0 );
Missile_gun++;
#ifdef NETWORK
maybe_drop_net_powerup(POW_HOMING_AMMO_1);
#endif
break;
#ifndef SHAREWARE
case SMART_INDEX:
Laser_player_fire( ConsoleObject, SMART_ID, SMART_GUN, 1, 0);
#ifdef NETWORK
maybe_drop_net_powerup(POW_SMARTBOMB_WEAPON);
#endif
break;
case MEGA_INDEX:
Laser_player_fire( ConsoleObject, MEGA_ID, MEGA_GUN, 1, 0);
#ifdef NETWORK
maybe_drop_net_powerup(POW_MEGA_WEAPON);
#endif
{ 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);
}
break;
#endif
}
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_fire(weapon+MISSILE_ADJUST, 0, (Missile_gun-1), 1, Network_laser_track);
#endif
// don't autoselect if dropping prox and prox not current weapon
if (!drop_bomb || Secondary_weapon == PROXIMITY_INDEX)
auto_select_weapon(1); //select next missile, if this one out of ammo
}
}
#ifdef NETWORK
void net_missile_firing(int player, int gun, int flags)
{
switch (gun-MISSILE_ADJUST) {
case CONCUSSION_INDEX:
Laser_player_fire( Objects+Players[player].objnum, CONCUSSION_ID, CONCUSSION_GUN+(flags & 1), 1, 0 );
break;
case PROXIMITY_INDEX:
Laser_player_fire( Objects+Players[player].objnum, PROXIMITY_ID, PROXIMITY_GUN, 1, 0);
break;
case HOMING_INDEX:
Laser_player_fire( Objects+Players[player].objnum, HOMING_ID, HOMING_GUN+(flags & 1), 1, 0);
break;
case SMART_INDEX:
Laser_player_fire( Objects+Players[player].objnum, SMART_ID, SMART_GUN, 1, 0);
break;
case MEGA_INDEX:
Laser_player_fire( Objects+Players[player].objnum, MEGA_ID, MEGA_GUN, 1, 0);
break;
case FLARE_ID:
Laser_player_fire( Objects+Players[player].objnum, FLARE_ID, 6, 1, 0);
break;
default:
break;
}
}
#endif