dxx-rebirth/main/laser.c

2290 lines
78 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#ifdef RCS
char laser_rcsid[] = "$Id: laser.c,v 1.2 2001-01-20 13:49:16 bradleyb Exp $";
#endif
#include <conf.h>
#include <stdlib.h>
#include <stdio.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"
#include "network.h"
#include "ai.h"
#include "modem.h"
#include "powerup.h"
#include "multi.h"
#include "physics.h"
#include "multi.h"
#ifdef TACTILE
#include "tactile.h"
#endif
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 );
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;
if ((Primary_weapon == OMEGA_INDEX) && (Omega_charge == 0) && (Players[Player_num].energy == 0)) {
Primary_weapon--;
auto_select_weapon(0);
}
// 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;
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 ( 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 = 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);
}
//-------------------------------------------------------------------------------------------
//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==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) {
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 = (byte)(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 make_sound;
int numobjs=0;
int parent_type, parent_num;
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
}
}