As documented in zico's commit 38fabd7c49
, robot smart mines have a
different ID number than player smart mines. Rename the test functions
to clarify that they only recognize player smart mines, but not robot
smart mines.
git grep -l is_proximity_bomb_or_smart_mine | xargs sed -i -e 's/is_proximity_bomb_or_smart_mine/is_proximity_bomb_or_player_smart_mine/g'
2452 lines
88 KiB
C++
2452 lines
88 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* This will contain the laser code
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*
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <time.h>
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#include "inferno.h"
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#include "game.h"
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#include "bm.h"
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#include "object.h"
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#include "laser.h"
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#include "args.h"
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#include "segment.h"
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#include "fvi.h"
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#include "segpoint.h"
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#include "dxxerror.h"
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#include "key.h"
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#include "texmap.h"
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#include "gameseg.h"
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#include "textures.h"
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#include "render.h"
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#include "vclip.h"
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#include "fireball.h"
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#include "polyobj.h"
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#include "robot.h"
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#include "weapon.h"
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#include "newdemo.h"
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#include "timer.h"
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#include "player.h"
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#include "sounds.h"
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#include "ai.h"
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#include "powerup.h"
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#include "multi.h"
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#include "physics.h"
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#include "multi.h"
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#include "fwd-wall.h"
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#include "playsave.h"
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#include "compiler-range_for.h"
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#include "partial_range.h"
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#ifdef NEWHOMER
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static ubyte d_homer_tick_step = 0;
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static fix d_homer_tick_count = 0;
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#endif
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static int Muzzle_queue_index;
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namespace dsx {
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static imobjptridx_t find_homing_object_complete(const vms_vector &curpos, const vmobjptridx_t tracker, int track_obj_type1, int track_obj_type2);
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static imobjptridx_t find_homing_object(const vms_vector &curpos, const vmobjptridx_t tracker);
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//---------------------------------------------------------------------------------
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// Called by render code.... determines if the laser is from a robot or the
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// player and calls the appropriate routine.
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void Laser_render(grs_canvas &canvas, const object_base &obj)
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{
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auto &wi = Weapon_info[get_weapon_id(obj)];
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switch(wi.render_type)
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{
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case WEAPON_RENDER_LASER:
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Int3(); // Not supported anymore!
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//Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
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break;
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case WEAPON_RENDER_BLOB:
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draw_object_blob(canvas, obj, wi.bitmap);
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break;
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case WEAPON_RENDER_POLYMODEL:
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break;
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case WEAPON_RENDER_VCLIP:
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Int3(); // Oops, not supported, type added by mk on 09/09/94, but not for lasers...
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DXX_BOOST_FALLTHROUGH;
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default:
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Error( "Invalid weapon render type in Laser_render\n" );
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}
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}
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//---------------------------------------------------------------------------------
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// Draws a texture-mapped laser bolt
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//void Laser_draw_one( int objnum, grs_bitmap * bmp )
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//{
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// int t1, t2, t3;
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// g3s_point p1, p2;
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// object *obj;
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// vms_vector start_pos,end_pos;
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//
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// obj = &Objects[objnum];
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//
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// start_pos = obj->pos;
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// vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
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//
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// g3_rotate_point(&p1,&start_pos);
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// g3_rotate_point(&p2,&end_pos);
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//
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// t1 = Lighting_on;
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// t2 = Interpolation_method;
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// t3 = Transparency_on;
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//
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// Lighting_on = 0;
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// //Interpolation_method = 3; // Full perspective
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// Interpolation_method = 1; // Linear
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// Transparency_on = 1;
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//
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// //gr_setcolor( gr_getcolor(31,15,0));
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// //g3_draw_line_ptrs(p1,p2);
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// //g3_draw_rod(p1,0x2000,p2,0x2000);
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// //g3_draw_rod(p1,Laser_width,p2,Laser_width);
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// g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
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// Lighting_on = t1;
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// Interpolation_method = t2;
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// Transparency_on = t3;
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//
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//}
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static bool ignore_proximity_weapon(const object &o)
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{
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if (!is_proximity_bomb_or_player_smart_mine(get_weapon_id(o)))
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return false;
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#if defined(DXX_BUILD_DESCENT_I)
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return GameTime64 > o.ctype.laser_info.creation_time + F1_0*2;
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#elif defined(DXX_BUILD_DESCENT_II)
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return GameTime64 > o.ctype.laser_info.creation_time + F1_0*4;
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#endif
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}
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#if defined(DXX_BUILD_DESCENT_I)
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static bool ignore_phoenix_weapon(const object &)
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{
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return false;
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}
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static bool ignore_guided_missile_weapon(const object &)
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{
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return false;
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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static bool ignore_phoenix_weapon(const object &o)
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{
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return get_weapon_id(o) == weapon_id_type::PHOENIX_ID && GameTime64 > o.ctype.laser_info.creation_time + F1_0/4;
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}
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static bool ignore_guided_missile_weapon(const object &o)
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{
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return get_weapon_id(o) == weapon_id_type::GUIDEDMISS_ID && GameTime64 > o.ctype.laser_info.creation_time + F1_0*2;
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}
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#endif
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// Changed by MK on 09/07/94
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// I want you to be able to blow up your own bombs.
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// AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
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// Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
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bool laser_are_related(const vcobjptridx_t o1, const vcobjptridx_t o2)
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{
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// See if o2 is the parent of o1
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if (o1->type == OBJ_WEAPON)
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if (laser_parent_is_object(o1->ctype.laser_info, o2))
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{
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// 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
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if (ignore_proximity_weapon(o1) || ignore_guided_missile_weapon(o1) || ignore_phoenix_weapon(o1))
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{
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return 0;
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} else
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return 1;
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}
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// See if o1 is the parent of o2
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if (o2->type == OBJ_WEAPON)
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{
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if (laser_parent_is_object(o2->ctype.laser_info, o1))
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{
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#if defined(DXX_BUILD_DESCENT_II)
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// 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
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if (ignore_proximity_weapon(o2) || ignore_guided_missile_weapon(o2) || ignore_phoenix_weapon(o2))
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{
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return 0;
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} else
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#endif
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return 1;
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}
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}
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// They must both be weapons
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if (o1->type != OBJ_WEAPON || o2->type != OBJ_WEAPON)
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return 0;
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// Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
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// See if they're siblings...
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// 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.
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const auto o1id = get_weapon_id(o1);
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const auto o2id = get_weapon_id(o2);
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auto &o1li = o1->ctype.laser_info;
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auto &o2li = o2->ctype.laser_info;
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if (o1li.parent_num == o2li.parent_num && o1li.parent_signature == o2li.parent_signature)
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{
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if (is_proximity_bomb_or_player_smart_mine(o1id) || is_proximity_bomb_or_player_smart_mine(o2id))
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{
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// If neither is older than 1/2 second, then can't blow up!
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#if defined(DXX_BUILD_DESCENT_II)
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if (!(GameTime64 > o1li.creation_time + F1_0/2 || GameTime64 > o2li.creation_time + F1_0/2))
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return 1;
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else
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#endif
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return 0;
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} else
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return 1;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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// Anything can cause a collision with a robot super prox mine.
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if (!(
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o1id == weapon_id_type::ROBOT_SUPERPROX_ID || o2id == weapon_id_type::ROBOT_SUPERPROX_ID ||
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o1id == weapon_id_type::PROXIMITY_ID || o2id == weapon_id_type::PROXIMITY_ID ||
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o1id == weapon_id_type::SUPERPROX_ID || o2id == weapon_id_type::SUPERPROX_ID ||
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o1id == weapon_id_type::PMINE_ID || o2id == weapon_id_type::PMINE_ID
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))
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return 1;
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#endif
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return 0;
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}
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}
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namespace dcx {
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constexpr vm_distance MAX_SMART_DISTANCE(F1_0*150);
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constexpr vm_distance_squared MAX_SMART_DISTANCE_SQUARED = MAX_SMART_DISTANCE * MAX_SMART_DISTANCE;
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static void do_muzzle_stuff(segnum_t segnum, const vms_vector &pos)
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{
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auto &m = Muzzle_data[Muzzle_queue_index];
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Muzzle_queue_index++;
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if (Muzzle_queue_index >= MUZZLE_QUEUE_MAX)
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Muzzle_queue_index = 0;
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m.segnum = segnum;
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m.pos = pos;
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m.create_time = timer_query();
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}
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}
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namespace dsx {
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//creates a weapon object
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static imobjptridx_t create_weapon_object(int weapon_type,const vmsegptridx_t segnum, const vms_vector &position)
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{
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int rtype=-1;
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fix laser_radius = -1;
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switch( Weapon_info[weapon_type].render_type ) {
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case WEAPON_RENDER_BLOB:
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rtype = RT_LASER; // Render as a laser even if blob (see render code above for explanation)
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laser_radius = Weapon_info[weapon_type].blob_size;
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break;
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case WEAPON_RENDER_POLYMODEL:
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laser_radius = 0; // Filled in below.
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rtype = RT_POLYOBJ;
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break;
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case WEAPON_RENDER_LASER:
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Int3(); // Not supported anymore
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break;
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case WEAPON_RENDER_NONE:
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rtype = RT_NONE;
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laser_radius = F1_0;
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break;
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case WEAPON_RENDER_VCLIP:
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rtype = RT_WEAPON_VCLIP;
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laser_radius = Weapon_info[weapon_type].blob_size;
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break;
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default:
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Error( "Invalid weapon render type in Laser_create_new\n" );
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}
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Assert(laser_radius != -1);
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Assert(rtype != -1);
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auto obj = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
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if (obj == object_none)
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return object_none;
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if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
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auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
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obj->rtype.pobj_info.model_num = Weapon_info[get_weapon_id(obj)].model_num;
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obj->size = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[get_weapon_id(obj)].po_len_to_width_ratio);
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}
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obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
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obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
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vm_vec_zero(obj->mtype.phys_info.thrust);
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if (Weapon_info[weapon_type].bounce==1)
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obj->mtype.phys_info.flags |= PF_BOUNCE;
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#if defined(DXX_BUILD_DESCENT_II)
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if (Weapon_info[weapon_type].bounce==2 || cheats.bouncyfire)
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obj->mtype.phys_info.flags |= PF_BOUNCE+PF_BOUNCES_TWICE;
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#endif
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return obj;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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// -------------------------------------------------------------------------------------------------------------------------------
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// ***** HEY ARTISTS!! *****
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// Here are the constants you're looking for! --MK
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// Change the following constants to affect the look of the omega cannon.
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// Changing these constants will not affect the damage done.
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// WARNING: If you change DESIRED_OMEGA_DIST and MAX_OMEGA_BLOBS, you don't merely change the look of the cannon,
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// you change its range. If you decrease DESIRED_OMEGA_DIST, you decrease how far the gun can fire.
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constexpr std::integral_constant<fix, F1_0/20> OMEGA_BASE_TIME{}; // How many blobs per second!! No FPS-based blob creation anymore, no FPS-based damage anymore!
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constexpr std::integral_constant<unsigned, 3> MIN_OMEGA_BLOBS{}; // No matter how close the obstruction, at this many blobs created.
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constexpr std::integral_constant<fix, F1_0*3> MIN_OMEGA_DIST{}; // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
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constexpr std::integral_constant<fix, F1_0*5> DESIRED_OMEGA_DIST{}; // This is the desired distance between blobs. For distances > MIN_OMEGA_BLOBS*DESIRED_OMEGA_DIST, but not very large, this will apply.
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constexpr std::integral_constant<unsigned, 16> MAX_OMEGA_BLOBS{}; // No matter how far away the obstruction, this is the maximum number of blobs.
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constexpr vm_distance MAX_OMEGA_DIST{MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST}; // Maximum extent of lightning blobs.
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constexpr vm_distance_squared MAX_OMEGA_DIST_SQUARED{MAX_OMEGA_DIST * MAX_OMEGA_DIST};
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// Additionally, several constants which apply to homing objects in general control the behavior of the Omega Cannon.
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// They are defined in laser.h. They are copied here for reference. These values are valid on 1/10/96:
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// If you want the Omega Cannon view cone to be different than the Homing Missile viewcone, contact MK to make the change.
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// (Unless you are a programmer, in which case, do it yourself!)
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#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.
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constexpr vm_distance OMEGA_MAX_TRACKABLE_DIST = MAX_OMEGA_DIST; // An object must be at least this close to be tracked.
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// Note, you don't need to change these constants. You can control damage and energy consumption by changing the
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// usual bitmaps.tbl parameters.
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#define OMEGA_DAMAGE_SCALE 32 // Controls how much damage is done. This gets multiplied by the damage specified in bitmaps.tbl in the $WEAPON line.
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#define OMEGA_ENERGY_CONSUMPTION 16 // Controls how much energy is consumed. This gets multiplied by the energy parameter from bitmaps.tbl.
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// -------------------------------------------------------------------------------------------------------------------------------
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// Delete omega blobs further away than MAX_OMEGA_DIST
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// Since last omega blob has VERY high velocity it's impossible to ensure a constant travel distance on varying FPS. So delete if they exceed their maximum distance.
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static int omega_cleanup(fvcobjptr &vcobjptr, const vmobjptridx_t weapon)
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{
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if (weapon->type != OBJ_WEAPON || get_weapon_id(weapon) != weapon_id_type::OMEGA_ID)
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return 0;
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auto &weapon_laser_info = weapon->ctype.laser_info;
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auto &obj = *vcobjptr(weapon_laser_info.parent_num);
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if (laser_parent_is_matching_signature(weapon_laser_info, obj))
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if (vm_vec_dist2(weapon->pos, obj.pos) > MAX_OMEGA_DIST_SQUARED)
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{
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obj_delete(LevelUniqueObjectState, Segments, weapon);
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return 1;
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}
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return 0;
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}
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|
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// Return true if ok to do Omega damage. For Multiplayer games. See comment for omega_cleanup()
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int ok_to_do_omega_damage(const vcobjptr_t weapon)
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{
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &vcobjptr = Objects.vcptr;
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if (weapon->type != OBJ_WEAPON || get_weapon_id(weapon) != weapon_id_type::OMEGA_ID)
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return 1;
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if (!(Game_mode & GM_MULTI))
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return 1;
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auto &weapon_laser_info = weapon->ctype.laser_info;
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auto &obj = *vcobjptr(weapon_laser_info.parent_num);
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if (laser_parent_is_matching_signature(weapon_laser_info, obj))
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if (vm_vec_dist2(obj.pos, weapon->pos) > MAX_OMEGA_DIST_SQUARED)
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return 0;
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return 1;
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}
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// ---------------------------------------------------------------------------------
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static void create_omega_blobs(const imsegptridx_t firing_segnum, const vms_vector &firing_pos, const vms_vector &goal_pos, const vmobjptridx_t parent_objp)
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{
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imobjptridx_t last_created_objnum = object_none;
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fix dist_to_goal = 0, omega_blob_dist = 0;
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array<fix, MAX_OMEGA_BLOBS> perturb_array{};
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auto vec_to_goal = vm_vec_sub(goal_pos, firing_pos);
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dist_to_goal = vm_vec_normalize_quick(vec_to_goal);
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unsigned num_omega_blobs = 0;
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if (dist_to_goal < MIN_OMEGA_BLOBS * MIN_OMEGA_DIST) {
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omega_blob_dist = MIN_OMEGA_DIST;
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num_omega_blobs = dist_to_goal/omega_blob_dist;
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if (num_omega_blobs == 0)
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num_omega_blobs = 1;
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} else {
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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;
|
|
}
|
|
}
|
|
|
|
vms_vector omega_delta_vector, blob_pos;
|
|
omega_delta_vector = vec_to_goal;
|
|
vm_vec_scale(omega_delta_vector, omega_blob_dist);
|
|
|
|
// Now, create all the blobs
|
|
blob_pos = firing_pos;
|
|
auto last_segnum = firing_segnum;
|
|
|
|
// If nearby, don't perturb vector. If not nearby, start halfway out.
|
|
if (dist_to_goal < MIN_OMEGA_DIST*4) {
|
|
} else {
|
|
vm_vec_scale_add2(blob_pos, omega_delta_vector, F1_0/2); // Put first blob half way out.
|
|
for (int 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.
|
|
auto perturb_vec = make_random_vector();
|
|
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.
|
|
|
|
const auto &Difficulty_level = GameUniqueState.Difficulty_level;
|
|
for (int i=0; i<num_omega_blobs; i++) {
|
|
// 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) {
|
|
vm_vec_scale_add2(perturb_vec, make_random_vector(), F1_0/4);
|
|
}
|
|
|
|
const auto temp_pos = vm_vec_scale_add(blob_pos, perturb_vec, perturb_array[i]);
|
|
|
|
const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, temp_pos, last_segnum);
|
|
if (segnum != segment_none) {
|
|
last_segnum = segnum;
|
|
auto blob_objnum = obj_create(OBJ_WEAPON, weapon_id_type::OMEGA_ID, segnum, temp_pos, NULL, 0, CT_WEAPON, MT_PHYSICS, RT_WEAPON_VCLIP );
|
|
if (blob_objnum == object_none)
|
|
break;
|
|
|
|
last_created_objnum = blob_objnum;
|
|
|
|
auto &objp = blob_objnum;
|
|
|
|
objp->lifeleft = OMEGA_BASE_TIME+(d_rand()/8); // add little randomness so the lighting effect becomes a little more interesting
|
|
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);
|
|
|
|
const auto &weapon_info = Weapon_info[get_weapon_id(objp)];
|
|
objp->size = weapon_info.blob_size;
|
|
|
|
objp->shields = fixmul(OMEGA_DAMAGE_SCALE*OMEGA_BASE_TIME, weapon_info.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;
|
|
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 != object_none) {
|
|
vm_vec_scale(last_created_objnum->mtype.phys_info.velocity, Weapon_info[weapon_id_type::OMEGA_ID].speed[Difficulty_level]/4);
|
|
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.
|
|
|
|
#define OMEGA_CHARGE_SCALE 4
|
|
|
|
fix get_omega_energy_consumption(const fix delta_charge)
|
|
{
|
|
const fix energy_used = fixmul(F1_0 * 190 / 17, delta_charge);
|
|
const auto Difficulty_level = GameUniqueState.Difficulty_level;
|
|
return Difficulty_level < 2
|
|
? fixmul(energy_used, i2f(Difficulty_level + 2) / 4)
|
|
: energy_used;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------
|
|
// Call this every frame to recharge the Omega Cannon.
|
|
void omega_charge_frame(player_info &player_info)
|
|
{
|
|
if (!(player_info.primary_weapon_flags & HAS_PRIMARY_FLAG(primary_weapon_index_t::OMEGA_INDEX)))
|
|
return;
|
|
auto &Omega_charge = player_info.Omega_charge;
|
|
if (Omega_charge >= MAX_OMEGA_CHARGE)
|
|
return;
|
|
|
|
if (Player_dead_state != player_dead_state::no)
|
|
return;
|
|
|
|
// Don't charge while firing. Wait 1/3 second after firing before recharging
|
|
auto &Omega_recharge_delay = player_info.Omega_recharge_delay;
|
|
if (Omega_recharge_delay)
|
|
{
|
|
if (Omega_recharge_delay > FrameTime)
|
|
{
|
|
Omega_recharge_delay -= FrameTime;
|
|
return;
|
|
}
|
|
Omega_recharge_delay = 0;
|
|
}
|
|
|
|
if (auto &energy = player_info.energy)
|
|
{
|
|
const auto old_omega_charge = Omega_charge;
|
|
Omega_charge += FrameTime/OMEGA_CHARGE_SCALE;
|
|
if (Omega_charge > MAX_OMEGA_CHARGE)
|
|
Omega_charge = MAX_OMEGA_CHARGE;
|
|
|
|
const auto energy_used = get_omega_energy_consumption(Omega_charge - old_omega_charge);
|
|
energy -= energy_used;
|
|
if (energy < 0)
|
|
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
|
|
static void do_omega_stuff(fvmsegptridx &vmsegptridx, const vmobjptridx_t parent_objp, const vms_vector &firing_pos, const vmobjptridx_t weapon_objp)
|
|
{
|
|
vms_vector goal_pos;
|
|
if (parent_objp->type == OBJ_PLAYER && get_player_id(parent_objp) == Player_num)
|
|
{
|
|
// If charge >= min, or (some charge and zero energy), allow to fire.
|
|
auto &player_info = parent_objp->ctype.player_info;
|
|
auto &Omega_charge = player_info.Omega_charge;
|
|
if (!((Omega_charge >= MIN_OMEGA_CHARGE) || (Omega_charge && !player_info.energy))) {
|
|
obj_delete(LevelUniqueObjectState, Segments, weapon_objp);
|
|
return;
|
|
}
|
|
|
|
Omega_charge -= OMEGA_BASE_TIME;
|
|
if (Omega_charge < 0)
|
|
Omega_charge = 0;
|
|
|
|
player_info.Omega_recharge_delay = F1_0 / 3;
|
|
}
|
|
|
|
weapon_objp->ctype.laser_info.parent_type = parent_objp->type;
|
|
weapon_objp->ctype.laser_info.parent_num = parent_objp.get_unchecked_index();
|
|
weapon_objp->ctype.laser_info.parent_signature = parent_objp->signature;
|
|
|
|
const auto &&lock_objnum = find_homing_object(firing_pos, weapon_objp);
|
|
|
|
const auto &&firing_segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, firing_pos, Segments.vmptridx(parent_objp->segnum));
|
|
|
|
// Play sound.
|
|
{
|
|
const auto flash_sound = Weapon_info[get_weapon_id(weapon_objp)].flash_sound;
|
|
if ( parent_objp == Viewer )
|
|
digi_play_sample(flash_sound, F1_0);
|
|
else
|
|
digi_link_sound_to_pos(flash_sound, vmsegptridx(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(LevelUniqueObjectState, Segments, weapon_objp);
|
|
|
|
// If couldn't lock on anything, fire straight ahead.
|
|
if (lock_objnum == object_none) {
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
int fate;
|
|
const auto &&perturbed_fvec = vm_vec_scale_add(parent_objp->orient.fvec, make_random_vector(), F1_0/16);
|
|
vm_vec_scale_add(goal_pos, firing_pos, perturbed_fvec, MAX_OMEGA_DIST);
|
|
fq.startseg = firing_segnum;
|
|
if (fq.startseg == segment_none) {
|
|
return;
|
|
}
|
|
fq.p0 = &firing_pos;
|
|
fq.p1 = &goal_pos;
|
|
fq.rad = 0;
|
|
fq.thisobjnum = parent_objp;
|
|
fq.ignore_obj_list.first = nullptr;
|
|
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 != segment_none); // How can this be? We went from inside the mine to outside without hitting anything?
|
|
goal_pos = hit_data.hit_pnt;
|
|
}
|
|
} else
|
|
goal_pos = lock_objnum->pos;
|
|
|
|
// This is where we create a pile of omega blobs!
|
|
create_omega_blobs(firing_segnum, firing_pos, goal_pos, parent_objp);
|
|
|
|
}
|
|
#endif
|
|
|
|
static inline int is_laser_weapon_type(weapon_id_type weapon_type)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (weapon_type == weapon_id_type::LASER_ID_L5 || weapon_type == weapon_id_type::LASER_ID_L6)
|
|
return 1;
|
|
#endif
|
|
return (weapon_type == weapon_id_type::LASER_ID_L1 || weapon_type == weapon_id_type::LASER_ID_L2 || weapon_type == weapon_id_type::LASER_ID_L3 || weapon_type == weapon_id_type::LASER_ID_L4);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------
|
|
// Initializes a laser after Fire is pressed
|
|
// Returns object number.
|
|
imobjptridx_t Laser_create_new(const vms_vector &direction, const vms_vector &position, const vmsegptridx_t segnum, const vmobjptridx_t parent, weapon_id_type weapon_type, int make_sound )
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
fix parent_speed, weapon_speed;
|
|
fix volume;
|
|
fix laser_length=0;
|
|
|
|
Assert( weapon_type < N_weapon_types );
|
|
|
|
switch(weapon_type)
|
|
{
|
|
case weapon_id_type::LASER_ID_L1:
|
|
case weapon_id_type::LASER_ID_L2:
|
|
case weapon_id_type::LASER_ID_L3:
|
|
case weapon_id_type::LASER_ID_L4:
|
|
case weapon_id_type::CLS1_DRONE_FIRE:
|
|
case weapon_id_type::CONTROLCEN_WEAPON_NUM:
|
|
case weapon_id_type::CONCUSSION_ID:
|
|
case weapon_id_type::FLARE_ID:
|
|
case weapon_id_type::CLS2_DRONE_LASER:
|
|
case weapon_id_type::VULCAN_ID:
|
|
case weapon_id_type::SPREADFIRE_ID:
|
|
case weapon_id_type::PLASMA_ID:
|
|
case weapon_id_type::FUSION_ID:
|
|
case weapon_id_type::HOMING_ID:
|
|
case weapon_id_type::PROXIMITY_ID:
|
|
case weapon_id_type::SMART_ID:
|
|
case weapon_id_type::MEGA_ID:
|
|
|
|
case weapon_id_type::PLAYER_SMART_HOMING_ID:
|
|
case weapon_id_type::SUPER_MECH_MISS:
|
|
case weapon_id_type::REGULAR_MECH_MISS:
|
|
case weapon_id_type::SILENT_SPREADFIRE_ID:
|
|
case weapon_id_type::MEDIUM_LIFTER_LASER:
|
|
case weapon_id_type::SMALL_HULK_FIRE:
|
|
case weapon_id_type::HEAVY_DRILLER_PLASMA:
|
|
case weapon_id_type::SPIDER_ROBOT_FIRE:
|
|
case weapon_id_type::ROBOT_MEGA_ID:
|
|
case weapon_id_type::ROBOT_SMART_HOMING_ID:
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case weapon_id_type::LASER_ID_L5:
|
|
case weapon_id_type::LASER_ID_L6:
|
|
|
|
case weapon_id_type::GAUSS_ID:
|
|
case weapon_id_type::HELIX_ID:
|
|
case weapon_id_type::PHOENIX_ID:
|
|
case weapon_id_type::OMEGA_ID:
|
|
|
|
case weapon_id_type::FLASH_ID:
|
|
case weapon_id_type::GUIDEDMISS_ID:
|
|
case weapon_id_type::SUPERPROX_ID:
|
|
case weapon_id_type::MERCURY_ID:
|
|
case weapon_id_type::EARTHSHAKER_ID:
|
|
case weapon_id_type::SMELTER_PHOENIX_ID:
|
|
|
|
case weapon_id_type::SMART_MINE_HOMING_ID:
|
|
case weapon_id_type::ROBOT_SMART_MINE_HOMING_ID:
|
|
case weapon_id_type::ROBOT_SUPERPROX_ID:
|
|
case weapon_id_type::EARTHSHAKER_MEGA_ID:
|
|
case weapon_id_type::ROBOT_EARTHSHAKER_ID:
|
|
case weapon_id_type::ROBOT_EARTHSHAKER_SUBMUNITION_ID:
|
|
|
|
case weapon_id_type::PMINE_ID:
|
|
|
|
case weapon_id_type::ROBOT_26_WEAPON_46_ID:
|
|
case weapon_id_type::ROBOT_27_WEAPON_52_ID:
|
|
case weapon_id_type::ROBOT_28_WEAPON_42_ID:
|
|
case weapon_id_type::ROBOT_29_WEAPON_20_ID:
|
|
case weapon_id_type::ROBOT_30_WEAPON_48_ID:
|
|
case weapon_id_type::ROBOT_36_WEAPON_41_ID:
|
|
case weapon_id_type::ROBOT_39_WEAPON_43_ID:
|
|
case weapon_id_type::ROBOT_43_WEAPON_55_ID:
|
|
case weapon_id_type::ROBOT_45_WEAPON_45_ID:
|
|
case weapon_id_type::ROBOT_50_WEAPON_50_ID:
|
|
case weapon_id_type::ROBOT_62_WEAPON_60_ID:
|
|
case weapon_id_type::ROBOT_47_WEAPON_57_ID:
|
|
case weapon_id_type::ROBOT_62_WEAPON_61_ID:
|
|
case weapon_id_type::ROBOT_71_WEAPON_62_ID:
|
|
#endif
|
|
break;
|
|
default:
|
|
con_printf(CON_URGENT, DXX_STRINGIZE_FL(__FILE__, __LINE__, "BUG: unexpected weapon id %u fired by parent %hu (type %u) in segment %hu"), weapon_type, parent.get_unchecked_index(), parent->type, segnum.get_unchecked_index());
|
|
#ifdef NDEBUG
|
|
break;
|
|
#else
|
|
return object_none;
|
|
#endif
|
|
}
|
|
|
|
// Don't let homing blobs make muzzle flash.
|
|
if (parent->type == OBJ_ROBOT)
|
|
do_muzzle_stuff(segnum, position);
|
|
|
|
const imobjptridx_t obj = create_weapon_object(weapon_type,segnum,position);
|
|
|
|
if (obj == object_none)
|
|
{
|
|
return object_none;
|
|
}
|
|
const auto &weapon_info = Weapon_info[weapon_type];
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Do the special Omega Cannon stuff. Then return on account of everything that follows does
|
|
// not apply to the Omega Cannon.
|
|
if (weapon_type == weapon_id_type::OMEGA_ID) {
|
|
// Create orientation matrix for tracking purposes.
|
|
vm_vector_2_matrix( obj->orient, direction, &parent->orient.uvec ,nullptr);
|
|
|
|
if (parent != Viewer && parent->type != OBJ_WEAPON) {
|
|
// Muzzle flash
|
|
if (weapon_info.flash_vclip > -1 )
|
|
object_create_muzzle_flash(vmsegptridx(obj->segnum), obj->pos, weapon_info.flash_size, weapon_info.flash_vclip);
|
|
}
|
|
|
|
do_omega_stuff(vmsegptridx, parent, position, obj);
|
|
|
|
return obj;
|
|
}
|
|
#endif
|
|
|
|
if (parent->type == OBJ_PLAYER) {
|
|
if (weapon_type == weapon_id_type::FUSION_ID) {
|
|
int fusion_scale;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP))
|
|
fusion_scale = 2;
|
|
else
|
|
#endif
|
|
fusion_scale = 4;
|
|
|
|
auto &player_info = parent->ctype.player_info;
|
|
const auto Fusion_charge = player_info.Fusion_charge;
|
|
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;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
// 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) && !(Game_mode & GM_MULTI_COOP))
|
|
obj->ctype.laser_info.multiplier /= 2;
|
|
#endif
|
|
}
|
|
else if (is_laser_weapon_type(weapon_type) && (parent->ctype.player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS))
|
|
obj->ctype.laser_info.multiplier = F1_0*3/4;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
else if (weapon_type == weapon_id_type::GUIDEDMISS_ID) {
|
|
if (parent==get_local_player().objnum) {
|
|
LevelUniqueObjectState.Guided_missile.set_player_active_guided_missile(obj, Player_num);
|
|
if (Newdemo_state==ND_STATE_RECORDING)
|
|
newdemo_record_guided_start();
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// 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 defined(DXX_BUILD_DESCENT_I)
|
|
if ((weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID) || (weapon_type == weapon_id_type::ROBOT_SMART_HOMING_ID))
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if ((weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID) || (weapon_type == weapon_id_type::SMART_MINE_HOMING_ID) || (weapon_type == weapon_id_type::ROBOT_SMART_HOMING_ID) || (weapon_type == weapon_id_type::ROBOT_SMART_MINE_HOMING_ID) || (weapon_type == weapon_id_type::EARTHSHAKER_MEGA_ID))
|
|
#endif
|
|
obj->mtype.phys_info.flags |= PF_BOUNCE;
|
|
|
|
if (weapon_info.render_type == WEAPON_RENDER_POLYMODEL)
|
|
{
|
|
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
|
|
laser_length = Polygon_models[obj->rtype.pobj_info.model_num].rad * 2;
|
|
}
|
|
|
|
if (weapon_type == weapon_id_type::FLARE_ID)
|
|
obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
|
|
|
|
const auto Difficulty_level = GameUniqueState.Difficulty_level;
|
|
obj->shields = weapon_info.strength[Difficulty_level];
|
|
|
|
// Fill in laser-specific data
|
|
|
|
obj->lifeleft = weapon_info.lifetime;
|
|
obj->ctype.laser_info.parent_type = parent->type;
|
|
obj->ctype.laser_info.parent_signature = 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 (parent->type == OBJ_WEAPON) {
|
|
auto highest_parent = parent;
|
|
int count;
|
|
|
|
count = 0;
|
|
while ((count++ < 10) && (highest_parent->type == OBJ_WEAPON)) {
|
|
const auto next_parent = highest_parent->ctype.laser_info.parent_num;
|
|
const auto &&parent_objp = parent.absolute_sibling(next_parent);
|
|
if (!laser_parent_is_object(highest_parent->ctype.laser_info, parent_objp))
|
|
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 = parent_objp;
|
|
|
|
obj->ctype.laser_info.parent_num = highest_parent;
|
|
obj->ctype.laser_info.parent_type = highest_parent->type;
|
|
obj->ctype.laser_info.parent_signature = 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 ((weapon_info.homing_flag && (obj->ctype.laser_info.track_goal = object_none, true)) || obj->render_type == RT_POLYOBJ)
|
|
vm_vector_2_matrix(obj->orient, direction, &parent->orient.uvec, nullptr);
|
|
|
|
if (( parent != Viewer ) && (parent->type != OBJ_WEAPON)) {
|
|
// Muzzle flash
|
|
if (weapon_info.flash_vclip > -1 )
|
|
object_create_muzzle_flash(segnum.absolute_sibling(obj->segnum), obj->pos, weapon_info.flash_size, weapon_info.flash_vclip);
|
|
}
|
|
|
|
volume = F1_0;
|
|
if (weapon_info.flash_sound > -1)
|
|
{
|
|
if (make_sound) {
|
|
if (parent == Viewer)
|
|
{
|
|
if (weapon_type == weapon_id_type::VULCAN_ID) // Make your own vulcan gun 1/2 as loud.
|
|
volume = F1_0 / 2;
|
|
digi_play_sample(weapon_info.flash_sound, volume);
|
|
} else {
|
|
digi_link_sound_to_pos(weapon_info.flash_sound, segnum.absolute_sibling(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 defined(DXX_BUILD_DESCENT_I)
|
|
if (parent->type != OBJ_WEAPON && weapon_info.render_type != WEAPON_RENDER_NONE && weapon_type != weapon_id_type::FLARE_ID)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (parent->type == OBJ_PLAYER && weapon_info.render_type != WEAPON_RENDER_NONE && weapon_type != weapon_id_type::FLARE_ID)
|
|
#endif
|
|
{
|
|
const auto end_pos = vm_vec_scale_add(obj->pos, direction, (laser_length/2) );
|
|
const auto &&end_segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, end_pos, Segments.vmptridx(obj->segnum));
|
|
if (end_segnum != obj->segnum) {
|
|
if (end_segnum != segment_none) {
|
|
obj->pos = end_pos;
|
|
obj_relink(vmobjptr, vmsegptr, obj, 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 (is_proximity_bomb_or_player_smart_mine(weapon_type)) {
|
|
parent_speed = vm_vec_mag_quick(parent->mtype.phys_info.velocity);
|
|
if (vm_vec_dot(parent->mtype.phys_info.velocity, parent->orient.fvec) < 0)
|
|
parent_speed = -parent_speed;
|
|
} else
|
|
parent_speed = 0;
|
|
|
|
weapon_speed = weapon_info.speed[Difficulty_level];
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (weapon_info.speedvar != 128)
|
|
{
|
|
fix randval;
|
|
|
|
// Get a scale factor between speedvar% and 1.0.
|
|
randval = F1_0 - ((d_rand() * weapon_info.speedvar) >> 6);
|
|
weapon_speed = fixmul(weapon_speed, randval);
|
|
}
|
|
#endif
|
|
|
|
// Ugly hack (too bad we're on a deadline), for homing missiles dropped by smart bomb, start them out slower.
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID || weapon_type == weapon_id_type::ROBOT_SMART_HOMING_ID)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (weapon_type == weapon_id_type::PLAYER_SMART_HOMING_ID || weapon_type == weapon_id_type::SMART_MINE_HOMING_ID || weapon_type == weapon_id_type::ROBOT_SMART_HOMING_ID || weapon_type == weapon_id_type::ROBOT_SMART_MINE_HOMING_ID || weapon_type == weapon_id_type::EARTHSHAKER_MEGA_ID)
|
|
#endif
|
|
weapon_speed /= 4;
|
|
|
|
if (weapon_info.thrust)
|
|
weapon_speed /= 2;
|
|
|
|
vm_vec_copy_scale(obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
|
|
|
|
// Set thrust
|
|
if (weapon_info.thrust)
|
|
{
|
|
obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
|
|
vm_vec_scale(obj->mtype.phys_info.thrust, fixdiv(weapon_info.thrust, weapon_speed+parent_speed));
|
|
}
|
|
|
|
if (obj->type == OBJ_WEAPON && weapon_type == weapon_id_type::FLARE_ID)
|
|
obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds
|
|
|
|
return obj;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Calls Laser_create_new, but takes care of the segment and point computation for you.
|
|
imobjptridx_t Laser_create_new_easy(const vms_vector &direction, const vms_vector &position, const vmobjptridx_t parent, weapon_id_type weapon_type, int make_sound )
|
|
{
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
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 = &parent->pos;
|
|
fq.startseg = parent->segnum;
|
|
fq.p1 = &position;
|
|
fq.rad = 0;
|
|
fq.thisobjnum = parent;
|
|
fq.ignore_obj_list.first = nullptr;
|
|
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==segment_none) {
|
|
return object_none;
|
|
}
|
|
|
|
return Laser_create_new(direction, hit_data.hit_pnt, vmsegptridx(hit_data.hit_seg), parent, weapon_type, make_sound);
|
|
}
|
|
|
|
}
|
|
|
|
namespace dcx {
|
|
|
|
array<muzzle_info, MUZZLE_QUEUE_MAX> Muzzle_data;
|
|
|
|
static fix get_weapon_energy_usage_with_difficulty(const weapon_info &wi, const Difficulty_level_type Difficulty_level)
|
|
{
|
|
const auto energy_usage = wi.energy_usage;
|
|
if (Difficulty_level < 2)
|
|
return fixmul(energy_usage, i2f(Difficulty_level + 2) / 4);
|
|
return energy_usage;
|
|
}
|
|
|
|
}
|
|
|
|
namespace dsx {
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// Determine if two objects are on a line of sight. If so, return true, else return false.
|
|
// Calls fvi.
|
|
int object_to_object_visibility(const vcobjptridx_t obj1, const object_base &obj2, int trans_type)
|
|
{
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
|
|
fq.p0 = &obj1->pos;
|
|
fq.startseg = obj1->segnum;
|
|
fq.p1 = &obj2.pos;
|
|
fq.rad = 0x10;
|
|
fq.thisobjnum = obj1;
|
|
fq.ignore_obj_list.first = nullptr;
|
|
fq.flags = trans_type;
|
|
|
|
switch(const auto fate = find_vector_intersection(fq, hit_data))
|
|
{
|
|
case HIT_NONE:
|
|
return 1;
|
|
case HIT_WALL:
|
|
return 0;
|
|
default:
|
|
con_printf(CON_VERBOSE, "object_to_object_visibility: fate=%u for object %hu{%hu/%i,%i,%i} to {%i,%i,%i}", fate, static_cast<vcobjptridx_t::integral_type>(obj1), obj1->segnum, obj1->pos.x, obj1->pos.y, obj1->pos.z, obj2.pos.x, obj2.pos.y, obj2.pos.z);
|
|
// Int3(); // Contact Mike: Oops, what happened? What is fate?
|
|
// 2 = hit object (impossible), 3 = bad starting point (bad)
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static fix get_scaled_min_trackable_dot()
|
|
{
|
|
fix curFT = FrameTime;
|
|
#ifdef NEWHOMER
|
|
curFT = HOMING_TURN_TIME;
|
|
#endif
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (curFT <= F1_0/16)
|
|
return (3*(F1_0 - HOMING_MIN_TRACKABLE_DOT)/4 + HOMING_MIN_TRACKABLE_DOT);
|
|
else if (curFT < F1_0/4)
|
|
return (fixmul(F1_0 - HOMING_MIN_TRACKABLE_DOT, F1_0-4*curFT) + HOMING_MIN_TRACKABLE_DOT);
|
|
else
|
|
return (HOMING_MIN_TRACKABLE_DOT);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (curFT <= F1_0/64)
|
|
return (HOMING_MIN_TRACKABLE_DOT);
|
|
else if (curFT < F1_0/32)
|
|
return (HOMING_MIN_TRACKABLE_DOT + F1_0/64 - 2*curFT);
|
|
else if (curFT < F1_0/4)
|
|
return (HOMING_MIN_TRACKABLE_DOT + F1_0/64 - F1_0/16 - curFT);
|
|
else
|
|
return (HOMING_MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8);
|
|
#endif
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
// 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.
|
|
static int object_is_trackable(const imobjptridx_t objp, const vmobjptridx_t tracker, fix *dot)
|
|
{
|
|
if (objp == object_none)
|
|
return 0;
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
return 0;
|
|
// Don't track player if he's cloaked.
|
|
if ((objp == get_local_player().objnum) && (objp->ctype.player_info.powerup_flags & PLAYER_FLAGS_CLOAKED))
|
|
return 0;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
#endif
|
|
|
|
// Can't track AI object if he's cloaked.
|
|
if (objp->type == OBJ_ROBOT) {
|
|
if (objp->ctype.ai_info.CLOAKED)
|
|
return 0;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Your missiles don't track your escort.
|
|
if (Robot_info[get_robot_id(objp)].companion)
|
|
if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
|
|
return 0;
|
|
#endif
|
|
}
|
|
auto vector_to_goal = vm_vec_normalized_quick(vm_vec_sub(objp->pos, tracker->pos));
|
|
*dot = vm_vec_dot(vector_to_goal, tracker->orient.fvec);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if ((*dot < get_scaled_min_trackable_dot()) && (*dot > F1_0*9/10)) {
|
|
vm_vec_normalize(vector_to_goal);
|
|
*dot = vm_vec_dot(vector_to_goal, tracker->orient.fvec);
|
|
}
|
|
#endif
|
|
|
|
if (*dot >= get_scaled_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;
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------
|
|
static imobjptridx_t call_find_homing_object_complete(const vms_vector &curpos, const vmobjptridx_t tracker)
|
|
{
|
|
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 defined(DXX_BUILD_DESCENT_II)
|
|
if (cheats.robotskillrobots)
|
|
goal2_type = OBJ_ROBOT;
|
|
#endif
|
|
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.
|
|
static imobjptridx_t find_homing_object(const vms_vector &curpos, const vmobjptridx_t tracker)
|
|
{
|
|
// Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
|
|
#ifndef NDEBUG
|
|
const auto tracker_id = get_weapon_id(tracker);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (tracker_id != weapon_id_type::OMEGA_ID)
|
|
#endif
|
|
assert(Weapon_info[tracker_id].homing_flag);
|
|
#endif
|
|
|
|
// Find an object to track based on game mode (eg, whether in network play) and who fired it.
|
|
|
|
return call_find_homing_object_complete(curpos, tracker);
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------
|
|
// 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.
|
|
imobjptridx_t find_homing_object_complete(const vms_vector &curpos, const vmobjptridx_t tracker, int track_obj_type1, int track_obj_type2)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vcobjptr = Objects.vcptr;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
fix max_dot = -F1_0*2;
|
|
|
|
const auto tracker_id = get_weapon_id(tracker);
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
if (tracker_id != weapon_id_type::OMEGA_ID)
|
|
// Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
|
|
#endif
|
|
{
|
|
if (!Weapon_info[tracker_id].homing_flag)
|
|
throw std::logic_error("tracking without homing_flag");
|
|
}
|
|
|
|
const fix64 HOMING_MAX_TRACKABLE_DIST = F1_0*250;
|
|
vm_distance_squared max_trackable_dist{HOMING_MAX_TRACKABLE_DIST * HOMING_MAX_TRACKABLE_DIST};
|
|
fix min_trackable_dot = HOMING_MIN_TRACKABLE_DOT;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (tracker_id == weapon_id_type::OMEGA_ID)
|
|
{
|
|
max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST * OMEGA_MAX_TRACKABLE_DIST;
|
|
min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
|
|
}
|
|
#endif
|
|
|
|
imobjptridx_t best_objnum = object_none;
|
|
range_for (const auto &&curobjp, vmobjptridx)
|
|
{
|
|
int is_proximity = 0;
|
|
fix dot;
|
|
|
|
if ((curobjp->type != track_obj_type1) && (curobjp->type != track_obj_type2))
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if ((curobjp->type == OBJ_WEAPON) && (is_proximity_bomb_or_player_smart_mine(get_weapon_id(curobjp)))) {
|
|
auto &cur_laser_info = curobjp->ctype.laser_info;
|
|
auto &tracker_laser_info = tracker->ctype.laser_info;
|
|
if (cur_laser_info.parent_num != tracker_laser_info.parent_num || cur_laser_info.parent_signature != tracker_laser_info.parent_signature)
|
|
is_proximity = 1;
|
|
else
|
|
continue;
|
|
} else
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
if (curobjp == tracker->ctype.laser_info.parent_num) // Don't track shooter
|
|
continue;
|
|
|
|
// Don't track cloaked players.
|
|
if (curobjp->type == OBJ_PLAYER)
|
|
{
|
|
if (curobjp->ctype.player_info.powerup_flags & PLAYER_FLAGS_CLOAKED)
|
|
continue;
|
|
// Don't track teammates in team games
|
|
if (Game_mode & GM_TEAM)
|
|
{
|
|
const auto &&objparent = vcobjptr(tracker->ctype.laser_info.parent_num);
|
|
if (objparent->type == OBJ_PLAYER && get_team(get_player_id(curobjp)) == get_team(get_player_id(objparent)))
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Can't track AI object if he's cloaked.
|
|
if (curobjp->type == OBJ_ROBOT) {
|
|
if (curobjp->ctype.ai_info.CLOAKED)
|
|
continue;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Your missiles don't track your escort.
|
|
if (Robot_info[get_robot_id(curobjp)].companion)
|
|
if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
|
|
continue;
|
|
#endif
|
|
}
|
|
|
|
auto vec_to_curobj = vm_vec_sub(curobjp->pos, curpos);
|
|
auto dist = vm_vec_mag2(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...
|
|
|
|
if (dot > min_trackable_dot) {
|
|
if (dot > max_dot) {
|
|
if (object_to_object_visibility(tracker, curobjp, FQ_TRANSWALL)) {
|
|
max_dot = dot;
|
|
best_objnum = curobjp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
return best_objnum;
|
|
}
|
|
|
|
#ifdef NEWHOMER
|
|
// Similar to calc_d_tick but made just for the homers.
|
|
// Causes d_homer_tick_step to be true in intervals dictated by HOMING_TURN_TIME
|
|
// and increments d_homer_tick_count accordingly
|
|
void calc_d_homer_tick()
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
static fix timer = 0;
|
|
auto t = timer + FrameTime;
|
|
d_homer_tick_step = t >= HOMING_TURN_TIME;
|
|
if (d_homer_tick_step)
|
|
{
|
|
d_homer_tick_count++;
|
|
if (d_homer_tick_count > F1_0)
|
|
d_homer_tick_count = 0;
|
|
t -= HOMING_TURN_TIME;
|
|
// Don't let slowdowns have a lasting impact; allow you to build up at most 3 frames worth
|
|
if (t > HOMING_TURN_TIME*3)
|
|
t = HOMING_TURN_TIME*3;
|
|
|
|
get_local_plrobj().ctype.player_info.homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this. Let's do this here since the homers do not track every frame, we may not want to reset this ever frame.
|
|
}
|
|
timer = t;
|
|
}
|
|
#endif
|
|
|
|
// ------------------------------------------------------------------------------------------------------------
|
|
// 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.
|
|
static imobjptridx_t track_track_goal(fvcobjptr &vcobjptr, const imobjptridx_t track_goal, const vmobjptridx_t tracker, fix *dot, fix tick_count)
|
|
{
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (object_is_trackable(track_goal, tracker, dot))
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
// Every 8 frames for each object, scan all objects.
|
|
if (object_is_trackable(track_goal, tracker, dot) && (((tracker ^ tick_count) % 8) != 0))
|
|
#endif
|
|
{
|
|
return track_goal;
|
|
} else if (((tracker ^ tick_count) % 4) == 0)
|
|
{
|
|
int goal_type, goal2_type;
|
|
// If player fired missile, then search for an object, if not, then give up.
|
|
if (vcobjptr(tracker->ctype.laser_info.parent_num)->type == OBJ_PLAYER)
|
|
{
|
|
|
|
if (track_goal == object_none)
|
|
{
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
goal_type = OBJ_ROBOT, goal2_type = -1;
|
|
else
|
|
{
|
|
goal_type = OBJ_PLAYER;
|
|
goal2_type = (Game_mode & GM_MULTI_ROBOTS)
|
|
? OBJ_ROBOT // Not cooperative, if robots, track either robot or player
|
|
: -1; // Not cooperative and no robots, track only a player
|
|
}
|
|
}
|
|
else
|
|
goal_type = OBJ_PLAYER, goal2_type = OBJ_ROBOT;
|
|
}
|
|
else
|
|
{
|
|
goal_type = vcobjptr(tracker->ctype.laser_info.track_goal)->type;
|
|
if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
|
|
goal2_type = -1;
|
|
else
|
|
return object_none;
|
|
}
|
|
}
|
|
else {
|
|
goal2_type = -1;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (cheats.robotskillrobots)
|
|
goal2_type = OBJ_ROBOT;
|
|
#endif
|
|
|
|
if (track_goal == object_none)
|
|
goal_type = OBJ_PLAYER;
|
|
else {
|
|
goal_type = vcobjptr(tracker->ctype.laser_info.track_goal)->type;
|
|
assert(goal_type != OBJ_GHOST);
|
|
}
|
|
}
|
|
return find_homing_object_complete(tracker->pos, tracker, goal_type, goal2_type);
|
|
}
|
|
|
|
return object_none;
|
|
}
|
|
|
|
//-------------- Initializes a laser after Fire is pressed -----------------
|
|
|
|
static imobjptridx_t Laser_player_fire_spread_delay(fvmsegptridx &vmsegptridx, const vmobjptridx_t obj, const weapon_id_type laser_type, const int gun_num, const fix spreadr, const fix spreadu, const fix delay_time, const int make_sound, const vms_vector &shot_orientation, const icobjidx_t Network_laser_track)
|
|
{
|
|
int Fate;
|
|
vms_vector LaserDir;
|
|
fvi_query fq;
|
|
fvi_info hit_data;
|
|
vms_vector *pnt;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
create_awareness_event(obj, player_awareness_type_t::PA_WEAPON_WALL_COLLISION, LevelUniqueRobotAwarenessState);
|
|
#endif
|
|
|
|
// Find the initial position of the laser
|
|
pnt = &Player_ship->gun_points[gun_num];
|
|
|
|
vms_matrix m = vm_transposed_matrix(obj->orient);
|
|
const auto gun_point = vm_vec_rotate(*pnt,m);
|
|
|
|
auto LaserPos = vm_vec_add(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, shot_orientation, -fixmul(delay_time, Weapon_info[laser_type].speed[GameUniqueState.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;
|
|
fq.ignore_obj_list.first = nullptr;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
fq.flags = FQ_CHECK_OBJS;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
fq.flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS;
|
|
#endif
|
|
|
|
Fate = find_vector_intersection(fq, hit_data);
|
|
|
|
auto LaserSeg = hit_data.hit_seg;
|
|
|
|
if (LaserSeg == segment_none) //some sort of annoying error
|
|
return object_none;
|
|
|
|
//SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
|
|
if ( vm_vec_dist_quick(LaserPos, obj->pos) > 0x50000 )
|
|
return object_none;
|
|
|
|
if (Fate==HIT_WALL) {
|
|
return object_none;
|
|
}
|
|
|
|
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 = shot_orientation;
|
|
if ((spreadr != 0) || (spreadu != 0)) {
|
|
vm_vec_scale_add2(LaserDir, obj->orient.rvec, spreadr);
|
|
vm_vec_scale_add2(LaserDir, obj->orient.uvec, spreadu);
|
|
}
|
|
|
|
const auto &&objnum = Laser_create_new(LaserDir, LaserPos, vmsegptridx(LaserSeg), obj, laser_type, make_sound);
|
|
|
|
if (objnum == object_none)
|
|
return object_none;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Omega cannon is a hack, not surprisingly. Don't want to do the rest of this stuff.
|
|
if (laser_type == weapon_id_type::OMEGA_ID)
|
|
return objnum;
|
|
|
|
if (laser_type == weapon_id_type::GUIDEDMISS_ID && Multi_is_guided) {
|
|
LevelUniqueObjectState.Guided_missile.set_player_active_guided_missile(objnum, get_player_id(obj));
|
|
}
|
|
|
|
Multi_is_guided=0;
|
|
|
|
if (laser_type == weapon_id_type::CONCUSSION_ID ||
|
|
laser_type == weapon_id_type::HOMING_ID ||
|
|
laser_type == weapon_id_type::SMART_ID ||
|
|
laser_type == weapon_id_type::MEGA_ID ||
|
|
laser_type == weapon_id_type::FLASH_ID ||
|
|
//laser_type == GUIDEDMISS_ID ||
|
|
//laser_type == SUPERPROX_ID ||
|
|
laser_type == weapon_id_type::MERCURY_ID ||
|
|
laser_type == weapon_id_type::EARTHSHAKER_ID)
|
|
{
|
|
const auto need_new_missile_viewer = [obj]{
|
|
if (!Missile_viewer)
|
|
return true;
|
|
if (Missile_viewer->type != OBJ_WEAPON)
|
|
return true;
|
|
if (Missile_viewer->signature != Missile_viewer_sig)
|
|
return true;
|
|
if (get_player_id(obj) == Player_num && Missile_viewer->ctype.laser_info.parent_num != get_local_player().objnum)
|
|
/* New missile fired-by local player &&
|
|
* currently viewing missile not-fired-by local player
|
|
*/
|
|
return true;
|
|
return false;
|
|
};
|
|
const auto can_view_missile = [obj]{
|
|
const auto obj_id = get_player_id(obj);
|
|
if (obj_id == Player_num)
|
|
return true;
|
|
if (PlayerCfg.MissileViewEnabled != MissileViewMode::EnabledSelfAndAllies)
|
|
return false;
|
|
{
|
|
if (Game_mode & GM_MULTI_COOP)
|
|
return true;
|
|
if (Game_mode & GM_TEAM)
|
|
return get_team(Player_num) == get_team(obj_id);
|
|
}
|
|
return false;
|
|
};
|
|
if (need_new_missile_viewer() && can_view_missile())
|
|
{
|
|
Missile_viewer = objnum;
|
|
Missile_viewer_sig = objnum->signature;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// If this weapon is supposed to be silent, set that bit!
|
|
if (!make_sound)
|
|
objnum->flags |= OF_SILENT;
|
|
|
|
// 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)
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (!is_proximity_bomb_or_player_smart_mine(get_weapon_id(objnum)))
|
|
#endif
|
|
Player_fired_laser_this_frame = objnum;
|
|
|
|
if (Weapon_info[laser_type].homing_flag) {
|
|
if (obj == ConsoleObject)
|
|
{
|
|
objnum->ctype.laser_info.track_goal = find_homing_object(LaserPos, objnum);
|
|
}
|
|
else // Some other player shot the homing thing
|
|
{
|
|
Assert(Game_mode & GM_MULTI);
|
|
objnum->ctype.laser_info.track_goal = Network_laser_track;
|
|
}
|
|
}
|
|
|
|
return objnum;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
static imobjptridx_t Laser_player_fire_spread(const vmobjptridx_t obj, const weapon_id_type laser_type, const int gun_num, const fix spreadr, const fix spreadu, const int make_sound, const vms_vector &shot_orientation, const icobjidx_t Network_laser_track)
|
|
{
|
|
return Laser_player_fire_spread_delay(vmsegptridx, obj, laser_type, gun_num, spreadr, spreadu, 0, make_sound, shot_orientation, Network_laser_track);
|
|
}
|
|
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
imobjptridx_t Laser_player_fire(const vmobjptridx_t obj, const weapon_id_type laser_type, const int gun_num, const int make_sound, const vms_vector &shot_orientation, const icobjidx_t Network_laser_track)
|
|
{
|
|
return Laser_player_fire_spread(obj, laser_type, gun_num, 0, 0, make_sound, shot_orientation, Network_laser_track);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------------------
|
|
void Flare_create(const vmobjptridx_t obj)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
|
|
const auto energy_usage = get_weapon_energy_usage_with_difficulty(Weapon_info[weapon_id_type::FLARE_ID], GameUniqueState.Difficulty_level);
|
|
|
|
// MK, 11/04/95: Allowed to fire flare even if no energy.
|
|
// -- if (Players[Player_num].energy >= energy_usage)
|
|
auto &player_info = get_local_plrobj().ctype.player_info;
|
|
auto &energy = player_info.energy;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (energy > 0)
|
|
#endif
|
|
{
|
|
energy -= energy_usage;
|
|
|
|
if (energy <= 0)
|
|
{
|
|
energy = 0;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
auto_select_primary_weapon(player_info);
|
|
#endif
|
|
}
|
|
|
|
Laser_player_fire(obj, weapon_id_type::FLARE_ID, 6, 1, get_local_plrobj().orient.fvec, object_none);
|
|
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_fire(FLARE_ADJUST, 0, 0, 1, object_none, object_none);
|
|
}
|
|
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
#define HOMING_MISSILE_SCALE 8
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
#define HOMING_MISSILE_SCALE 16
|
|
|
|
static bool is_active_guided_missile(d_level_unique_object_state &LevelUniqueObjectState, const vcobjptridx_t obj)
|
|
{
|
|
if (obj->ctype.laser_info.parent_type != OBJ_PLAYER)
|
|
return false;
|
|
auto &vcobjptr = LevelUniqueObjectState.get_objects().vcptr;
|
|
const auto pnum = get_player_id(vcobjptr(obj->ctype.laser_info.parent_num));
|
|
return LevelUniqueObjectState.Guided_missile.get_player_active_guided_missile(pnum) == obj;
|
|
}
|
|
#endif
|
|
|
|
//--------------------------------------------------------------------
|
|
// Set object *objp's orientation to (or towards if I'm ambitious) its velocity.
|
|
static void homing_missile_turn_towards_velocity(object_base &objp, const vms_vector &norm_vel, fix ft)
|
|
{
|
|
auto new_fvec = norm_vel;
|
|
vm_vec_scale(new_fvec, ft * 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, nullptr, nullptr);
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------------------
|
|
//sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
|
|
void Laser_do_weapon_sequence(const vmobjptridx_t obj)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &imobjptridx = Objects.imptridx;
|
|
auto &vcobjptr = Objects.vcptr;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
Assert(obj->control_type == CT_WEAPON);
|
|
|
|
if (obj->lifeleft < 0 ) { // We died of old age
|
|
obj->flags |= OF_SHOULD_BE_DEAD;
|
|
if ( Weapon_info[get_weapon_id(obj)].damage_radius )
|
|
explode_badass_weapon(obj, obj->pos);
|
|
return;
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (omega_cleanup(vcobjptr, obj))
|
|
return;
|
|
#endif
|
|
|
|
//delete weapons that are not moving
|
|
const auto Difficulty_level = GameUniqueState.Difficulty_level;
|
|
if ( !((d_tick_count ^ obj->signature.get()) & 3) &&
|
|
(get_weapon_id(obj) != weapon_id_type::FLARE_ID) &&
|
|
(Weapon_info[get_weapon_id(obj)].speed[Difficulty_level] > 0) &&
|
|
(vm_vec_mag_quick(obj->mtype.phys_info.velocity) < F2_0)) {
|
|
obj_delete(LevelUniqueObjectState, Segments, obj);
|
|
return;
|
|
}
|
|
|
|
if ( get_weapon_id(obj) == weapon_id_type::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[get_weapon_id(obj)].speed[Difficulty_level]);
|
|
}
|
|
|
|
// For homing missiles, turn towards target. (unless it's the guided missile)
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (Weapon_info[get_weapon_id(obj)].homing_flag)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (Weapon_info[get_weapon_id(obj)].homing_flag && !is_active_guided_missile(LevelUniqueObjectState, obj))
|
|
#endif
|
|
{
|
|
vms_vector vector_to_object, temp_vec;
|
|
fix dot=F1_0;
|
|
fix speed, max_speed;
|
|
|
|
// For first 125ms of life, missile flies straight.
|
|
if (obj->ctype.laser_info.creation_time + HOMING_FLY_STRAIGHT_TIME < GameTime64)
|
|
{
|
|
|
|
// If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if ((get_weapon_id(obj) == weapon_id_type::ROBOT_SMART_HOMING_ID) || (get_weapon_id(obj) == weapon_id_type::PLAYER_SMART_HOMING_ID))
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if ((get_weapon_id(obj) == weapon_id_type::ROBOT_SMART_MINE_HOMING_ID) || (get_weapon_id(obj) == weapon_id_type::ROBOT_SMART_HOMING_ID) || (get_weapon_id(obj) == weapon_id_type::SMART_MINE_HOMING_ID) || (get_weapon_id(obj) == weapon_id_type::PLAYER_SMART_HOMING_ID) || (get_weapon_id(obj) == weapon_id_type::EARTHSHAKER_MEGA_ID))
|
|
#endif
|
|
{
|
|
obj->mtype.phys_info.flags &= ~PF_BOUNCE;
|
|
}
|
|
|
|
#ifdef NEWHOMER
|
|
if (d_homer_tick_step)
|
|
{
|
|
const auto &&track_goal = track_track_goal(vcobjptr, imobjptridx(obj->ctype.laser_info.track_goal), obj, &dot, d_homer_tick_count);
|
|
|
|
if (track_goal == get_local_player().objnum) {
|
|
fix dist_to_player;
|
|
|
|
dist_to_player = vm_vec_dist_quick(obj->pos, track_goal->pos);
|
|
auto &homing_object_dist = get_local_plrobj().ctype.player_info.homing_object_dist;
|
|
if (dist_to_player < homing_object_dist || homing_object_dist < 0)
|
|
homing_object_dist = dist_to_player;
|
|
}
|
|
|
|
if (track_goal != object_none)
|
|
{
|
|
vm_vec_sub(vector_to_object, 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[get_weapon_id(obj)].speed[Difficulty_level];
|
|
if (speed+F1_0 < max_speed) {
|
|
speed += fixmul(max_speed, HOMING_TURN_TIME/2);
|
|
if (speed > max_speed)
|
|
speed = max_speed;
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
dot = vm_vec_dot(temp_vec, vector_to_object);
|
|
#endif
|
|
vm_vec_add2(temp_vec, vector_to_object);
|
|
// The boss' smart children track better...
|
|
if (Weapon_info[get_weapon_id(obj)].render_type != WEAPON_RENDER_POLYMODEL)
|
|
vm_vec_add2(temp_vec, vector_to_object);
|
|
vm_vec_normalize_quick(temp_vec);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
vm_vec_scale(temp_vec, speed);
|
|
obj->mtype.phys_info.velocity = temp_vec;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
obj->mtype.phys_info.velocity = temp_vec;
|
|
vm_vec_scale(obj->mtype.phys_info.velocity, speed);
|
|
#endif
|
|
|
|
// 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 defined(DXX_BUILD_DESCENT_I)
|
|
if (absdot > F1_0/8) {
|
|
if (absdot > F1_0/4)
|
|
absdot = F1_0/4;
|
|
lifelost = fixmul(absdot*16, HOMING_TURN_TIME);
|
|
obj->lifeleft -= lifelost;
|
|
}
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
lifelost = fixmul(absdot*32, HOMING_TURN_TIME);
|
|
obj->lifeleft -= lifelost;
|
|
#endif
|
|
}
|
|
|
|
// Only polygon objects have visible orientation, so only they should turn.
|
|
if (Weapon_info[get_weapon_id(obj)].render_type == WEAPON_RENDER_POLYMODEL)
|
|
homing_missile_turn_towards_velocity(obj, temp_vec, HOMING_TURN_TIME); // temp_vec is normalized velocity.
|
|
}
|
|
}
|
|
#else // old FPS-dependent homers - NOTE: I know this is very redundant but I want to keep the historical code 100% preserved to compare against potential changes in the above.
|
|
// Make sure the object we are tracking is still trackable.
|
|
const auto &&track_goal = track_track_goalvcobjptr, (imobjptridx(obj->ctype.laser_info.track_goal), obj, &dot, d_tick_count);
|
|
|
|
if (track_goal == get_local_player().objnum) {
|
|
fix dist_to_player;
|
|
|
|
dist_to_player = vm_vec_dist_quick(obj->pos, track_goal->pos);
|
|
auto &homing_object_dist = get_local_plrobj().ctype.player_info.homing_object_dist;
|
|
if (dist_to_player < homing_object_dist || homing_object_dist < 0)
|
|
homing_object_dist = dist_to_player;
|
|
}
|
|
|
|
if (track_goal != object_none)
|
|
{
|
|
vm_vec_sub(vector_to_object, 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[get_weapon_id(obj)].speed[Difficulty_level];
|
|
if (speed+F1_0 < max_speed) {
|
|
speed += fixmul(max_speed, FrameTime/2);
|
|
if (speed > max_speed)
|
|
speed = max_speed;
|
|
}
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
dot = vm_vec_dot(temp_vec, vector_to_object);
|
|
#endif
|
|
vm_vec_add2(temp_vec, vector_to_object);
|
|
// The boss' smart children track better...
|
|
if (Weapon_info[get_weapon_id(obj)].render_type != WEAPON_RENDER_POLYMODEL)
|
|
vm_vec_add2(temp_vec, vector_to_object);
|
|
vm_vec_normalize_quick(temp_vec);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
vm_vec_scale(temp_vec, speed);
|
|
obj->mtype.phys_info.velocity = temp_vec;
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
obj->mtype.phys_info.velocity = temp_vec;
|
|
vm_vec_scale(obj->mtype.phys_info.velocity, speed);
|
|
#endif
|
|
|
|
// 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 defined(DXX_BUILD_DESCENT_I)
|
|
if (absdot > F1_0/8) {
|
|
if (absdot > F1_0/4)
|
|
absdot = F1_0/4;
|
|
lifelost = fixmul(absdot*16, FrameTime);
|
|
obj->lifeleft -= lifelost;
|
|
}
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
lifelost = fixmul(absdot*32, FrameTime);
|
|
obj->lifeleft -= lifelost;
|
|
#endif
|
|
}
|
|
|
|
// Only polygon objects have visible orientation, so only they should turn.
|
|
if (Weapon_info[get_weapon_id(obj)].render_type == WEAPON_RENDER_POLYMODEL)
|
|
homing_missile_turn_towards_velocity(obj, temp_vec, FrameTime); // temp_vec is normalized velocity.
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Make sure weapon is not moving faster than allowed speed.
|
|
const auto &weapon_info = Weapon_info[get_weapon_id(obj)];
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (weapon_info.thrust != 0)
|
|
#endif
|
|
{
|
|
fix weapon_speed;
|
|
|
|
weapon_speed = vm_vec_mag_quick(obj->mtype.phys_info.velocity);
|
|
if (weapon_speed > weapon_info.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 defined(DXX_BUILD_DESCENT_II)
|
|
if (weapon_info.speed[Difficulty_level])
|
|
#endif
|
|
{
|
|
fix scale_factor;
|
|
|
|
scale_factor = fixdiv(Weapon_info[get_weapon_id(obj)].speed[Difficulty_level], weapon_speed);
|
|
vm_vec_scale(obj->mtype.phys_info.velocity, scale_factor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
namespace dcx {
|
|
|
|
constexpr std::integral_constant<unsigned, 30> MAX_OBJDISTS{};
|
|
|
|
static inline int sufficient_energy(int energy_used, fix energy)
|
|
{
|
|
return !energy_used || (energy >= energy_used);
|
|
}
|
|
|
|
static inline int sufficient_ammo(int ammo_used, int uses_vulcan_ammo, ushort vulcan_ammo)
|
|
{
|
|
return !ammo_used || (!uses_vulcan_ammo || vulcan_ammo >= ammo_used);
|
|
}
|
|
|
|
}
|
|
|
|
namespace dsx {
|
|
|
|
// --------------------------------------------------------------------------------------------------
|
|
// Assumption: This is only called by the actual console player, not for network players
|
|
|
|
void do_laser_firing_player(object &plrobj)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
int ammo_used;
|
|
int rval = 0;
|
|
int nfires = 1;
|
|
|
|
if (Player_dead_state != player_dead_state::no)
|
|
return;
|
|
|
|
auto &player_info = plrobj.ctype.player_info;
|
|
const auto Primary_weapon = player_info.Primary_weapon;
|
|
const auto weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
|
|
|
|
ammo_used = Weapon_info[weapon_index].ammo_usage;
|
|
|
|
const auto uses_vulcan_ammo = weapon_index_uses_vulcan_ammo(Primary_weapon);
|
|
|
|
auto &pl_energy = player_info.energy;
|
|
const auto base_energy_used =
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
(Primary_weapon == primary_weapon_index_t::OMEGA_INDEX)
|
|
? 0 // Omega consumes energy when recharging, not when firing.
|
|
:
|
|
#endif
|
|
get_weapon_energy_usage_with_difficulty(Weapon_info[weapon_index], GameUniqueState.Difficulty_level);
|
|
|
|
const auto energy_used =
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// MK, 01/26/96, Helix use 2x energy in multiplayer. bitmaps.tbl parm should have been reduced for single player.
|
|
(weapon_index == weapon_id_type::HELIX_ID && (Game_mode & GM_MULTI))
|
|
? base_energy_used * 2
|
|
:
|
|
#endif
|
|
base_energy_used;
|
|
|
|
if (!(sufficient_energy(energy_used, pl_energy) && sufficient_ammo(ammo_used, uses_vulcan_ammo, player_info.vulcan_ammo)))
|
|
auto_select_primary_weapon(player_info); // Make sure the player can fire from this weapon.
|
|
|
|
auto &Next_laser_fire_time = player_info.Next_laser_fire_time;
|
|
while (Next_laser_fire_time <= GameTime64) {
|
|
if (sufficient_energy(energy_used, pl_energy) && sufficient_ammo(ammo_used, uses_vulcan_ammo, player_info.vulcan_ammo)) {
|
|
int laser_level, flags, fire_frame_overhead = 0;
|
|
|
|
if (GameTime64 - Next_laser_fire_time <= FrameTime) // if firing is prolonged by FrameTime overhead, let's try to fix that.
|
|
fire_frame_overhead = GameTime64 - Next_laser_fire_time;
|
|
|
|
Next_laser_fire_time = GameTime64 - fire_frame_overhead + (unlikely(cheats.rapidfire)
|
|
? (F1_0 / 25)
|
|
: (
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
weapon_index == weapon_id_type::OMEGA_ID
|
|
? OMEGA_BASE_TIME
|
|
:
|
|
#endif
|
|
Weapon_info[weapon_index].fire_wait
|
|
)
|
|
);
|
|
|
|
laser_level = player_info.laser_level;
|
|
|
|
flags = 0;
|
|
|
|
switch (Primary_weapon)
|
|
{
|
|
case primary_weapon_index_t::LASER_INDEX:
|
|
if (player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS)
|
|
flags |= LASER_QUAD;
|
|
break;
|
|
case primary_weapon_index_t::SPREADFIRE_INDEX:
|
|
flags |= (player_info.Spreadfire_toggle ^= LASER_SPREADFIRE_TOGGLED) & LASER_SPREADFIRE_TOGGLED;
|
|
break;
|
|
case primary_weapon_index_t::VULCAN_INDEX:
|
|
case primary_weapon_index_t::PLASMA_INDEX:
|
|
case primary_weapon_index_t::FUSION_INDEX:
|
|
default:
|
|
break;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case primary_weapon_index_t::HELIX_INDEX:
|
|
flags |= (player_info.Helix_orientation++ & LASER_HELIX_MASK);
|
|
break;
|
|
case primary_weapon_index_t::SUPER_LASER_INDEX:
|
|
case primary_weapon_index_t::GAUSS_INDEX:
|
|
case primary_weapon_index_t::PHOENIX_INDEX:
|
|
case primary_weapon_index_t::OMEGA_INDEX:
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
rval += do_laser_firing(vmobjptridx(get_local_player().objnum), Primary_weapon, laser_level, flags, nfires, plrobj.orient.fvec, object_none);
|
|
|
|
pl_energy -= (energy_used * rval) / Weapon_info[weapon_index].fire_count;
|
|
if (pl_energy < 0)
|
|
pl_energy = 0;
|
|
|
|
if (uses_vulcan_ammo) {
|
|
auto &v = player_info.vulcan_ammo;
|
|
if (v < ammo_used)
|
|
v = 0;
|
|
else
|
|
v -= ammo_used;
|
|
maybe_drop_net_powerup(POW_VULCAN_AMMO, 1, 0);
|
|
}
|
|
|
|
auto_select_primary_weapon(player_info); // Make sure the player can fire from this weapon.
|
|
|
|
} else {
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
auto_select_primary_weapon(player_info); // Make sure the player can fire from this weapon.
|
|
Next_laser_fire_time = GameTime64; // Prevents shots-to-fire from building up.
|
|
#endif
|
|
break; // Couldn't fire weapon, so abort.
|
|
}
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------------
|
|
// 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(vmobjptridx_t objp, int weapon_num, int level, int flags, int nfires, vms_vector shot_orientation, const icobjidx_t Network_laser_track)
|
|
{
|
|
switch (weapon_num) {
|
|
case primary_weapon_index_t::LASER_INDEX: {
|
|
weapon_id_type weapon_type;
|
|
|
|
switch(level)
|
|
{
|
|
case LASER_LEVEL_1:
|
|
weapon_type = weapon_id_type::LASER_ID_L1;
|
|
break;
|
|
case LASER_LEVEL_2:
|
|
weapon_type = weapon_id_type::LASER_ID_L2;
|
|
break;
|
|
case LASER_LEVEL_3:
|
|
weapon_type = weapon_id_type::LASER_ID_L3;
|
|
break;
|
|
case LASER_LEVEL_4:
|
|
weapon_type = weapon_id_type::LASER_ID_L4;
|
|
break;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case LASER_LEVEL_5:
|
|
weapon_type = weapon_id_type::LASER_ID_L5;
|
|
break;
|
|
case LASER_LEVEL_6:
|
|
weapon_type = weapon_id_type::LASER_ID_L6;
|
|
break;
|
|
#endif
|
|
default:
|
|
Assert(0);
|
|
return nfires;
|
|
}
|
|
Laser_player_fire(objp, weapon_type, 0, 1, shot_orientation, object_none);
|
|
Laser_player_fire(objp, weapon_type, 1, 0, shot_orientation, object_none);
|
|
|
|
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_type, 2, 0, shot_orientation, object_none);
|
|
Laser_player_fire(objp, weapon_type, 3, 0, shot_orientation, object_none);
|
|
}
|
|
break;
|
|
}
|
|
case primary_weapon_index_t::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, weapon_id_type::VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, make_sound, shot_orientation, object_none);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread(objp, weapon_id_type::VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, shot_orientation, object_none);
|
|
if (nfires > 2) {
|
|
Laser_player_fire_spread(objp, weapon_id_type::VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, shot_orientation, object_none);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case primary_weapon_index_t::SPREADFIRE_INDEX:
|
|
{
|
|
fix spreadr0, spreadu0, spreadr1, spreadu1;
|
|
if (flags & LASER_SPREADFIRE_TOGGLED)
|
|
spreadr0 = F1_0 / 16, spreadr1 = -F1_0 / 16, spreadu0 = spreadu1 = 0;
|
|
else
|
|
spreadu0 = F1_0 / 16, spreadu1 = -F1_0 / 16, spreadr0 = spreadr1 = 0;
|
|
Laser_player_fire_spread(objp, weapon_id_type::SPREADFIRE_ID, 6, spreadr0, spreadu0, 0, shot_orientation, object_none);
|
|
Laser_player_fire_spread(objp, weapon_id_type::SPREADFIRE_ID, 6, spreadr1, spreadu1, 0, shot_orientation, object_none);
|
|
Laser_player_fire_spread(objp, weapon_id_type::SPREADFIRE_ID, 6, 0, 0, 1, shot_orientation, object_none);
|
|
}
|
|
break;
|
|
|
|
case primary_weapon_index_t::PLASMA_INDEX:
|
|
Laser_player_fire(objp, weapon_id_type::PLASMA_ID, 0, 1, shot_orientation, object_none);
|
|
Laser_player_fire(objp, weapon_id_type::PLASMA_ID, 1, 0, shot_orientation, object_none);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PLASMA_ID, 0, 0, 0, FrameTime/2, 1, shot_orientation, object_none);
|
|
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PLASMA_ID, 1, 0, 0, FrameTime/2, 0, shot_orientation, object_none);
|
|
}
|
|
break;
|
|
|
|
case primary_weapon_index_t::FUSION_INDEX: {
|
|
vms_vector force_vec;
|
|
|
|
Laser_player_fire(objp, weapon_id_type::FUSION_ID, 0, 1, shot_orientation, object_none);
|
|
Laser_player_fire(objp, weapon_id_type::FUSION_ID, 1, 1, shot_orientation, object_none);
|
|
|
|
assert(objp->type == OBJ_PLAYER);
|
|
auto &Fusion_charge = objp->ctype.player_info.Fusion_charge;
|
|
flags = static_cast<int8_t>(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;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
case primary_weapon_index_t::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, weapon_id_type::GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, shot_orientation, object_none);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread(objp, weapon_id_type::GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, shot_orientation, object_none);
|
|
if (nfires > 2) {
|
|
Laser_player_fire_spread(objp, weapon_id_type::GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, shot_orientation, object_none);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case primary_weapon_index_t::HELIX_INDEX: {
|
|
fix spreadr,spreadu;
|
|
static const std::array<std::pair<fix, fix>, 8> spread{{
|
|
{ F1_0/16, 0}, // Vertical
|
|
{ F1_0/17, F1_0/42}, // 22.5 degrees
|
|
{ F1_0/22, F1_0/22}, // 45 degrees
|
|
{ F1_0/42, F1_0/17}, // 67.5 degrees
|
|
{ 0, F1_0/16}, // 90 degrees
|
|
{-F1_0/42, F1_0/17}, // 112.5 degrees
|
|
{-F1_0/22, F1_0/22}, // 135 degrees
|
|
{-F1_0/17, F1_0/42}, // 157.5 degrees
|
|
}};
|
|
const unsigned helix_orient = flags & LASER_HELIX_MASK;
|
|
if (helix_orient < spread.size())
|
|
{
|
|
auto &s = spread[helix_orient];
|
|
spreadr = s.first;
|
|
spreadu = s.second;
|
|
}
|
|
else
|
|
break;
|
|
Laser_player_fire_spread(objp, weapon_id_type::HELIX_ID, 6, 0, 0, 1, shot_orientation, object_none);
|
|
Laser_player_fire_spread(objp, weapon_id_type::HELIX_ID, 6, spreadr, spreadu, 0, shot_orientation, object_none);
|
|
Laser_player_fire_spread(objp, weapon_id_type::HELIX_ID, 6, -spreadr, -spreadu, 0, shot_orientation, object_none);
|
|
Laser_player_fire_spread(objp, weapon_id_type::HELIX_ID, 6, spreadr*2, spreadu*2, 0, shot_orientation, object_none);
|
|
Laser_player_fire_spread(objp, weapon_id_type::HELIX_ID, 6, -spreadr*2, -spreadu*2, 0, shot_orientation, object_none);
|
|
break;
|
|
}
|
|
|
|
case primary_weapon_index_t::PHOENIX_INDEX:
|
|
Laser_player_fire(objp, weapon_id_type::PHOENIX_ID, 0, 1, shot_orientation, object_none);
|
|
Laser_player_fire(objp, weapon_id_type::PHOENIX_ID, 1, 0, shot_orientation, object_none);
|
|
if (nfires > 1) {
|
|
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, shot_orientation, object_none);
|
|
Laser_player_fire_spread_delay(vmsegptridx, objp, weapon_id_type::PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, shot_orientation, object_none);
|
|
}
|
|
break;
|
|
|
|
case primary_weapon_index_t::OMEGA_INDEX:
|
|
Laser_player_fire(objp, weapon_id_type::OMEGA_ID, 1, 1, shot_orientation, Network_laser_track);
|
|
break;
|
|
|
|
case primary_weapon_index_t::SUPER_LASER_INDEX:
|
|
#endif
|
|
default:
|
|
Int3(); // Contact Yuan: Unknown Primary weapon type, setting to 0.
|
|
}
|
|
|
|
// Set values to be recognized during comunication phase, if we are the
|
|
// one shooting
|
|
if ((Game_mode & GM_MULTI) && objp == get_local_player().objnum)
|
|
multi_send_fire(weapon_num, level, flags, nfires, Network_laser_track, object_none);
|
|
|
|
return nfires;
|
|
}
|
|
|
|
}
|
|
|
|
namespace dcx {
|
|
|
|
uint_fast8_t laser_info::test_set_hitobj(const vcobjidx_t o)
|
|
{
|
|
if (const auto r = test_hitobj(o))
|
|
return r;
|
|
const std::size_t values_size = hitobj_values.size();
|
|
assert(hitobj_count <= values_size);
|
|
assert(hitobj_pos < values_size);
|
|
hitobj_values[hitobj_pos++] = o;
|
|
if (unlikely(hitobj_pos == values_size))
|
|
hitobj_pos = 0;
|
|
if (likely(hitobj_count != values_size))
|
|
++ hitobj_count;
|
|
return false;
|
|
}
|
|
|
|
uint_fast8_t laser_info::test_hitobj(const vcobjidx_t o) const
|
|
{
|
|
/* Search backward so that the highest added element is the first
|
|
* one considered. This preserves most of the benefit of tracking
|
|
* the most recent hit separately, without storing it separately or
|
|
* requiring expensive shift operations as new elements are added.
|
|
*
|
|
* This efficiency hack becomes ineffective (but not incorrect) if
|
|
* the list wraps. Wrapping should be very rare, and even a full
|
|
* search is relatively cheap, so it is not worth complicating the
|
|
* code to ensure that elements are always searched in
|
|
* most-recently-added order.
|
|
*/
|
|
const auto &&r = partial_range(hitobj_values, hitobj_count).reversed();
|
|
const auto &&e = r.end();
|
|
return std::find(r.begin(), e, o) != e;
|
|
}
|
|
|
|
}
|
|
|
|
namespace dsx {
|
|
|
|
// -------------------------------------------------------------------------------------------
|
|
// if goal_obj == -1, then create random vector
|
|
static imobjptridx_t create_homing_missile(fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, const imobjptridx_t goal_obj, weapon_id_type objtype, int make_sound)
|
|
{
|
|
vms_vector vector_to_goal;
|
|
//vms_vector goal_pos;
|
|
|
|
if (goal_obj == object_none) {
|
|
make_random_vector(vector_to_goal);
|
|
} else {
|
|
vm_vec_normalized_dir_quick(vector_to_goal, goal_obj->pos, objp->pos);
|
|
vm_vec_scale_add2(vector_to_goal, make_random_vector(), F1_0/4);
|
|
vm_vec_normalize_quick(vector_to_goal);
|
|
}
|
|
|
|
// Create a vector towards the goal, then add some noise to it.
|
|
const auto &&objnum = Laser_create_new(vector_to_goal, objp->pos, vmsegptridx(objp->segnum), objp, objtype, make_sound);
|
|
if (objnum != object_none)
|
|
{
|
|
// 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;
|
|
objnum->ctype.laser_info.track_goal = goal_obj;
|
|
}
|
|
return objnum;
|
|
}
|
|
|
|
namespace {
|
|
|
|
struct miniparent
|
|
{
|
|
short type;
|
|
objnum_t num;
|
|
};
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create the children of a smart bomb, which is a bunch of homing missiles.
|
|
static void create_smart_children(object_array &Objects, const vmobjptridx_t objp, const uint_fast32_t num_smart_children, const miniparent parent)
|
|
{
|
|
auto &vcobjptridx = Objects.vcptridx;
|
|
auto &vcobjptr = Objects.vcptr;
|
|
unsigned numobjs = 0;
|
|
weapon_id_type blob_id;
|
|
|
|
array<objnum_t, MAX_OBJDISTS> objlist;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
#endif
|
|
{
|
|
if (Game_mode & GM_MULTI)
|
|
d_srand(8321L);
|
|
|
|
range_for (const auto &&curobjp, vcobjptridx)
|
|
{
|
|
if (((curobjp->type == OBJ_ROBOT && !curobjp->ctype.ai_info.CLOAKED) || curobjp->type == OBJ_PLAYER) && curobjp != parent.num)
|
|
{
|
|
if (curobjp->type == OBJ_PLAYER)
|
|
{
|
|
if (parent.type == OBJ_PLAYER && (Game_mode & GM_MULTI_COOP))
|
|
continue;
|
|
if ((Game_mode & GM_TEAM) && get_team(get_player_id(curobjp)) == get_team(get_player_id(vcobjptr(parent.num))))
|
|
continue;
|
|
if (curobjp->ctype.player_info.powerup_flags & PLAYER_FLAGS_CLOAKED)
|
|
continue;
|
|
}
|
|
|
|
// Robot blobs can't track robots.
|
|
if (curobjp->type == OBJ_ROBOT) {
|
|
if (parent.type == OBJ_ROBOT)
|
|
continue;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
// Your shots won't track the buddy.
|
|
if (parent.type == OBJ_PLAYER)
|
|
if (Robot_info[get_robot_id(curobjp)].companion)
|
|
continue;
|
|
#endif
|
|
}
|
|
|
|
const auto &&dist = vm_vec_dist2(objp->pos, curobjp->pos);
|
|
if (dist < MAX_SMART_DISTANCE_SQUARED)
|
|
{
|
|
int oovis;
|
|
|
|
oovis = object_to_object_visibility(objp, curobjp, FQ_TRANSWALL);
|
|
|
|
if (oovis) {
|
|
objlist[numobjs] = curobjp;
|
|
numobjs++;
|
|
if (numobjs >= MAX_OBJDISTS) {
|
|
numobjs = MAX_OBJDISTS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get type of weapon for child from parent.
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (parent.type == OBJ_PLAYER)
|
|
{
|
|
blob_id = weapon_id_type::PLAYER_SMART_HOMING_ID;
|
|
} else {
|
|
blob_id = ((N_weapon_types<weapon_id_type::ROBOT_SMART_HOMING_ID)?(weapon_id_type::PLAYER_SMART_HOMING_ID):(weapon_id_type::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..,
|
|
}
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (objp->type == OBJ_WEAPON) {
|
|
blob_id = Weapon_info[get_weapon_id(objp)].children;
|
|
Assert(blob_id != weapon_none); // Hmm, missing data in bitmaps.tbl. Need "children=NN" parameter.
|
|
} else {
|
|
Assert(objp->type == OBJ_ROBOT);
|
|
blob_id = weapon_id_type::ROBOT_SMART_HOMING_ID;
|
|
}
|
|
#endif
|
|
|
|
objnum_t last_sel_objnum = object_none;
|
|
const auto get_random_different_object = [&]{
|
|
for (;;)
|
|
{
|
|
const auto r = objlist[(d_rand() * numobjs) >> 15];
|
|
if (last_sel_objnum != r)
|
|
return last_sel_objnum = r;
|
|
}
|
|
};
|
|
for (auto i = num_smart_children; i--;)
|
|
{
|
|
const auto &&sel_objnum = numobjs
|
|
? Objects.imptridx((numobjs == 1)
|
|
? objlist[0]
|
|
: get_random_different_object())
|
|
: object_none;
|
|
create_homing_missile(vmsegptridx, objp, sel_objnum, blob_id, (i==0)?1:0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void create_weapon_smart_children(const vmobjptridx_t objp)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
const auto wid = get_weapon_id(objp);
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (wid != weapon_id_type::SMART_ID)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (Weapon_info[wid].children == weapon_id_type::unspecified)
|
|
#endif
|
|
return;
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
if (wid == weapon_id_type::EARTHSHAKER_ID)
|
|
blast_nearby_glass(objp, Weapon_info[weapon_id_type::EARTHSHAKER_ID].strength[GameUniqueState.Difficulty_level]);
|
|
#endif
|
|
create_smart_children(Objects, objp, NUM_SMART_CHILDREN, {objp->ctype.laser_info.parent_type, objp->ctype.laser_info.parent_num});
|
|
}
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
|
|
void create_robot_smart_children(const vmobjptridx_t objp, const uint_fast32_t num_smart_children)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
create_smart_children(Objects, objp, num_smart_children, {OBJ_ROBOT, objp});
|
|
}
|
|
|
|
//give up control of the guided missile
|
|
void release_guided_missile(d_level_unique_object_state &LevelUniqueObjectState, const unsigned player_num)
|
|
{
|
|
if (player_num == Player_num)
|
|
{
|
|
const auto &&gimobj = LevelUniqueObjectState.Guided_missile.get_player_active_guided_missile(LevelUniqueObjectState.get_objects().vmptr, player_num);
|
|
if (gimobj == nullptr)
|
|
return;
|
|
|
|
Missile_viewer = gimobj;
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_guided_info(gimobj, 1);
|
|
if (Newdemo_state==ND_STATE_RECORDING)
|
|
newdemo_record_guided_end();
|
|
}
|
|
LevelUniqueObjectState.Guided_missile.clear_player_active_guided_missile(player_num);
|
|
}
|
|
#endif
|
|
|
|
// -------------------------------------------------------------------------------------------
|
|
//changed on 31/3/10 by kreatordxx to distinguish between drop bomb and secondary fire
|
|
void do_missile_firing(int drop_bomb)
|
|
{
|
|
auto &Objects = LevelUniqueObjectState.Objects;
|
|
auto &vmobjptr = Objects.vmptr;
|
|
auto &vmobjptridx = Objects.vmptridx;
|
|
int gun_flag=0;
|
|
fix fire_frame_overhead = 0;
|
|
|
|
auto &plrobj = get_local_plrobj();
|
|
const auto bomb = which_bomb();
|
|
auto &player_info = plrobj.ctype.player_info;
|
|
const auto weapon = drop_bomb ? bomb : player_info.Secondary_weapon;
|
|
assert(weapon < MAX_SECONDARY_WEAPONS);
|
|
auto &Next_missile_fire_time = player_info.Next_missile_fire_time;
|
|
if (GameTime64 - Next_missile_fire_time <= FrameTime) // if firing is prolonged by FrameTime overhead, let's try to fix that.
|
|
fire_frame_overhead = GameTime64 - Next_missile_fire_time;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_II)
|
|
const auto &&gimobj = LevelUniqueObjectState.Guided_missile.get_player_active_guided_missile(LevelUniqueObjectState.get_objects().vmptr, Player_num);
|
|
if (gimobj != nullptr)
|
|
{
|
|
release_guided_missile(LevelUniqueObjectState, Player_num);
|
|
Next_missile_fire_time = GameTime64 + Weapon_info[Secondary_weapon_to_weapon_info[weapon]].fire_wait - fire_frame_overhead;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if (Player_dead_state != player_dead_state::no)
|
|
return;
|
|
if (auto &secondary_weapon_ammo = player_info.secondary_ammo[weapon])
|
|
{
|
|
|
|
int weapon_gun;
|
|
|
|
-- secondary_weapon_ammo;
|
|
|
|
const auto weapon_index = Secondary_weapon_to_weapon_info[weapon];
|
|
|
|
if (!cheats.rapidfire)
|
|
Next_missile_fire_time = GameTime64 + Weapon_info[weapon_index].fire_wait - fire_frame_overhead;
|
|
else
|
|
Next_missile_fire_time = GameTime64 + (F1_0/25) - fire_frame_overhead;
|
|
|
|
weapon_gun = Secondary_weapon_to_gun_num[weapon];
|
|
|
|
if (weapon_gun==4) { //alternate left/right
|
|
auto &Missile_gun = get_local_plrobj().ctype.player_info.missile_gun;
|
|
weapon_gun += (gun_flag = (Missile_gun & 1));
|
|
Missile_gun++;
|
|
}
|
|
|
|
const auto &&objnum = Laser_player_fire(vmobjptridx(ConsoleObject), weapon_index, weapon_gun, 1, get_local_plrobj().orient.fvec, object_none);
|
|
|
|
if (weapon != CONCUSSION_INDEX)
|
|
maybe_drop_net_powerup(Secondary_weapon_to_powerup[weapon], 1, 0);
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (weapon == MEGA_INDEX)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
if (weapon == MEGA_INDEX || weapon == SMISSILE5_INDEX)
|
|
#endif
|
|
{
|
|
vms_vector force_vec;
|
|
|
|
const auto &&console = vmobjptr(ConsoleObject);
|
|
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(console, 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(console, force_vec);
|
|
}
|
|
|
|
if (Game_mode & GM_MULTI)
|
|
{
|
|
multi_send_fire(weapon+MISSILE_ADJUST, 0, gun_flag, 1, objnum == object_none ? object_none : objnum->ctype.laser_info.track_goal, weapon_index_is_player_bomb(weapon) ? objnum : object_none);
|
|
}
|
|
|
|
// don't autoselect if dropping prox and prox not current weapon
|
|
if (!drop_bomb || player_info.Secondary_weapon == bomb)
|
|
auto_select_secondary_weapon(player_info); //select next missile, if this one out of ammo
|
|
}
|
|
}
|
|
}
|