dxx-rebirth/similar/main/laser.cpp
2020-05-02 21:18:42 +00:00

2464 lines
88 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* This will contain the laser code
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "inferno.h"
#include "game.h"
#include "bm.h"
#include "object.h"
#include "laser.h"
#include "args.h"
#include "segment.h"
#include "fvi.h"
#include "segpoint.h"
#include "dxxerror.h"
#include "key.h"
#include "texmap.h"
#include "gameseg.h"
#include "textures.h"
#include "render.h"
#include "vclip.h"
#include "fireball.h"
#include "polyobj.h"
#include "robot.h"
#include "weapon.h"
#include "newdemo.h"
#include "timer.h"
#include "player.h"
#include "sounds.h"
#include "ai.h"
#include "powerup.h"
#include "multi.h"
#include "physics.h"
#include "multi.h"
#include "fwd-wall.h"
#include "playsave.h"
#include "compiler-range_for.h"
#include "partial_range.h"
#ifdef NEWHOMER
#define HOMING_TRACKABLE_DOT_FRAME_TIME HOMING_TURN_TIME
static ubyte d_homer_tick_step = 0;
static fix d_homer_tick_count = 0;
#else
#define HOMING_TRACKABLE_DOT_FRAME_TIME FrameTime
#endif
static int Muzzle_queue_index;
namespace dsx {
static imobjptridx_t find_homing_object_complete(const vms_vector &curpos, const vmobjptridx_t tracker, int track_obj_type1, int track_obj_type2);
static imobjptridx_t find_homing_object(const vms_vector &curpos, vmobjptridx_t tracker);
//---------------------------------------------------------------------------------
// Called by render code.... determines if the laser is from a robot or the
// player and calls the appropriate routine.
void Laser_render(grs_canvas &canvas, const object_base &obj)
{
auto &wi = Weapon_info[get_weapon_id(obj)];
switch(wi.render_type)
{
case WEAPON_RENDER_LASER:
Int3(); // Not supported anymore!
//Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
break;
case WEAPON_RENDER_BLOB:
draw_object_blob(canvas, obj, wi.bitmap);
break;
case WEAPON_RENDER_POLYMODEL:
break;
case WEAPON_RENDER_VCLIP:
Int3(); // Oops, not supported, type added by mk on 09/09/94, but not for lasers...
DXX_BOOST_FALLTHROUGH;
default:
Error( "Invalid weapon render type in Laser_render\n" );
}
}
//---------------------------------------------------------------------------------
// Draws a texture-mapped laser bolt
//void Laser_draw_one( int objnum, grs_bitmap * bmp )
//{
// int t1, t2, t3;
// g3s_point p1, p2;
// object *obj;
// vms_vector start_pos,end_pos;
//
// obj = &Objects[objnum];
//
// start_pos = obj->pos;
// vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
//
// g3_rotate_point(&p1,&start_pos);
// g3_rotate_point(&p2,&end_pos);
//
// t1 = Lighting_on;
// t2 = Interpolation_method;
// t3 = Transparency_on;
//
// Lighting_on = 0;
// //Interpolation_method = 3; // Full perspective
// Interpolation_method = 1; // Linear
// Transparency_on = 1;
//
// //gr_setcolor( gr_getcolor(31,15,0));
// //g3_draw_line_ptrs(p1,p2);
// //g3_draw_rod(p1,0x2000,p2,0x2000);
// //g3_draw_rod(p1,Laser_width,p2,Laser_width);
// g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
// Lighting_on = t1;
// Interpolation_method = t2;
// Transparency_on = t3;
//
//}
static bool ignore_proximity_weapon(const object &o)
{
if (!is_proximity_bomb_or_player_smart_mine(get_weapon_id(o)))
return false;
#if defined(DXX_BUILD_DESCENT_I)
return GameTime64 > o.ctype.laser_info.creation_time + F1_0*2;
#elif defined(DXX_BUILD_DESCENT_II)
return GameTime64 > o.ctype.laser_info.creation_time + F1_0*4;
#endif
}
#if defined(DXX_BUILD_DESCENT_I)
static bool ignore_phoenix_weapon(const object &)
{
return false;
}
static bool ignore_guided_missile_weapon(const object &)
{
return false;
}
#elif defined(DXX_BUILD_DESCENT_II)
static bool ignore_phoenix_weapon(const object &o)
{
return get_weapon_id(o) == weapon_id_type::PHOENIX_ID && GameTime64 > o.ctype.laser_info.creation_time + F1_0/4;
}
static bool ignore_guided_missile_weapon(const object &o)
{
return get_weapon_id(o) == weapon_id_type::GUIDEDMISS_ID && GameTime64 > o.ctype.laser_info.creation_time + F1_0*2;
}
#endif
// Changed by MK on 09/07/94
// I want you to be able to blow up your own bombs.
// AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
// Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
bool laser_are_related(const vcobjptridx_t o1, const vcobjptridx_t o2)
{
// See if o2 is the parent of o1
if (o1->type == OBJ_WEAPON)
if (laser_parent_is_object(o1->ctype.laser_info, o2))
{
// o1 is a weapon, o2 is the parent of 1, so if o1 is PROXIMITY_BOMB and o2 is player, they are related only if o1 < 2.0 seconds old
if (ignore_proximity_weapon(o1) || ignore_guided_missile_weapon(o1) || ignore_phoenix_weapon(o1))
{
return 0;
} else
return 1;
}
// See if o1 is the parent of o2
if (o2->type == OBJ_WEAPON)
{
if (laser_parent_is_object(o2->ctype.laser_info, o1))
{
#if defined(DXX_BUILD_DESCENT_II)
// o2 is a weapon, o1 is the parent of 2, so if o2 is PROXIMITY_BOMB and o1 is player, they are related only if o1 < 2.0 seconds old
if (ignore_proximity_weapon(o2) || ignore_guided_missile_weapon(o2) || ignore_phoenix_weapon(o2))
{
return 0;
} else
#endif
return 1;
}
}
// They must both be weapons
if (o1->type != OBJ_WEAPON || o2->type != OBJ_WEAPON)
return 0;
// Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
// See if they're siblings...
// MK: 06/08/95, Don't allow prox bombs to detonate for 3/4 second. Else too likely to get toasted by your own bomb if hit by opponent.
const auto o1id = get_weapon_id(o1);
const auto o2id = get_weapon_id(o2);
auto &o1li = o1->ctype.laser_info;
auto &o2li = o2->ctype.laser_info;
if (o1li.parent_num == o2li.parent_num && o1li.parent_signature == o2li.parent_signature)
{
if (is_proximity_bomb_or_player_smart_mine(o1id) || is_proximity_bomb_or_player_smart_mine(o2id))
{
// If neither is older than 1/2 second, then can't blow up!
#if defined(DXX_BUILD_DESCENT_II)
if (!(GameTime64 > o1li.creation_time + F1_0/2 || GameTime64 > o2li.creation_time + F1_0/2))
return 1;
else
#endif
return 0;
} else
return 1;
}
#if defined(DXX_BUILD_DESCENT_II)
// Anything can cause a collision with a robot super prox mine.
if (!(
o1id == weapon_id_type::ROBOT_SUPERPROX_ID || o2id == weapon_id_type::ROBOT_SUPERPROX_ID ||
o1id == weapon_id_type::PROXIMITY_ID || o2id == weapon_id_type::PROXIMITY_ID ||
o1id == weapon_id_type::SUPERPROX_ID || o2id == weapon_id_type::SUPERPROX_ID ||
o1id == weapon_id_type::PMINE_ID || o2id == weapon_id_type::PMINE_ID
))
return 1;
#endif
return 0;
}
}
namespace dcx {
constexpr vm_distance MAX_SMART_DISTANCE(F1_0*150);
constexpr vm_distance_squared MAX_SMART_DISTANCE_SQUARED = MAX_SMART_DISTANCE * MAX_SMART_DISTANCE;
static void do_muzzle_stuff(segnum_t segnum, const vms_vector &pos)
{
auto &m = Muzzle_data[Muzzle_queue_index];
Muzzle_queue_index++;
if (Muzzle_queue_index >= MUZZLE_QUEUE_MAX)
Muzzle_queue_index = 0;
m.segnum = segnum;
m.pos = pos;
m.create_time = timer_query();
}
}
namespace dsx {
//creates a weapon object
static imobjptridx_t create_weapon_object(int weapon_type,const vmsegptridx_t segnum, const vms_vector &position)
{
int rtype=-1;
fix laser_radius = -1;
switch( Weapon_info[weapon_type].render_type ) {
case WEAPON_RENDER_BLOB:
rtype = RT_LASER; // Render as a laser even if blob (see render code above for explanation)
laser_radius = Weapon_info[weapon_type].blob_size;
break;
case WEAPON_RENDER_POLYMODEL:
laser_radius = 0; // Filled in below.
rtype = RT_POLYOBJ;
break;
case WEAPON_RENDER_LASER:
Int3(); // Not supported anymore
break;
case WEAPON_RENDER_NONE:
rtype = RT_NONE;
laser_radius = F1_0;
break;
case WEAPON_RENDER_VCLIP:
rtype = RT_WEAPON_VCLIP;
laser_radius = Weapon_info[weapon_type].blob_size;
break;
default:
Error( "Invalid weapon render type in Laser_create_new\n" );
}
Assert(laser_radius != -1);
Assert(rtype != -1);
auto obj = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
if (obj == object_none)
return object_none;
if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models;
obj->rtype.pobj_info.model_num = Weapon_info[get_weapon_id(obj)].model_num;
obj->size = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[get_weapon_id(obj)].po_len_to_width_ratio);
}
obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
vm_vec_zero(obj->mtype.phys_info.thrust);
if (Weapon_info[weapon_type].bounce==1)
obj->mtype.phys_info.flags |= PF_BOUNCE;
#if defined(DXX_BUILD_DESCENT_II)
if (Weapon_info[weapon_type].bounce==2 || cheats.bouncyfire)
obj->mtype.phys_info.flags |= PF_BOUNCE+PF_BOUNCES_TWICE;
#endif
return obj;
}
#if defined(DXX_BUILD_DESCENT_II)
// -------------------------------------------------------------------------------------------------------------------------------
// ***** HEY ARTISTS!! *****
// Here are the constants you're looking for! --MK
// Change the following constants to affect the look of the omega cannon.
// Changing these constants will not affect the damage done.
// WARNING: If you change DESIRED_OMEGA_DIST and MAX_OMEGA_BLOBS, you don't merely change the look of the cannon,
// you change its range. If you decrease DESIRED_OMEGA_DIST, you decrease how far the gun can fire.
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!
constexpr std::integral_constant<unsigned, 3> MIN_OMEGA_BLOBS{}; // No matter how close the obstruction, at this many blobs created.
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
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.
constexpr std::integral_constant<unsigned, 16> MAX_OMEGA_BLOBS{}; // No matter how far away the obstruction, this is the maximum number of blobs.
constexpr vm_distance MAX_OMEGA_DIST{MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST}; // Maximum extent of lightning blobs.
constexpr vm_distance_squared MAX_OMEGA_DIST_SQUARED{MAX_OMEGA_DIST * MAX_OMEGA_DIST};
// Additionally, several constants which apply to homing objects in general control the behavior of the Omega Cannon.
// They are defined in laser.h. They are copied here for reference. These values are valid on 1/10/96:
// If you want the Omega Cannon view cone to be different than the Homing Missile viewcone, contact MK to make the change.
// (Unless you are a programmer, in which case, do it yourself!)
#define OMEGA_MIN_TRACKABLE_DOT (15*F1_0/16) // Larger values mean narrower cone. F1_0 means damn near impossible. 0 means 180 degree field of view.
constexpr vm_distance OMEGA_MAX_TRACKABLE_DIST = MAX_OMEGA_DIST; // An object must be at least this close to be tracked.
// Note, you don't need to change these constants. You can control damage and energy consumption by changing the
// usual bitmaps.tbl parameters.
#define OMEGA_DAMAGE_SCALE 32 // Controls how much damage is done. This gets multiplied by the damage specified in bitmaps.tbl in the $WEAPON line.
#define OMEGA_ENERGY_CONSUMPTION 16 // Controls how much energy is consumed. This gets multiplied by the energy parameter from bitmaps.tbl.
// -------------------------------------------------------------------------------------------------------------------------------
// Delete omega blobs further away than MAX_OMEGA_DIST
// 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.
static int omega_cleanup(fvcobjptr &vcobjptr, const vmobjptridx_t weapon)
{
if (weapon->type != OBJ_WEAPON || get_weapon_id(weapon) != weapon_id_type::OMEGA_ID)
return 0;
auto &weapon_laser_info = weapon->ctype.laser_info;
auto &obj = *vcobjptr(weapon_laser_info.parent_num);
if (laser_parent_is_matching_signature(weapon_laser_info, obj))
if (vm_vec_dist2(weapon->pos, obj.pos) > MAX_OMEGA_DIST_SQUARED)
{
obj_delete(LevelUniqueObjectState, Segments, weapon);
return 1;
}
return 0;
}
// Return true if ok to do Omega damage. For Multiplayer games. See comment for omega_cleanup()
int ok_to_do_omega_damage(const object &weapon)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
if (weapon.type != OBJ_WEAPON || get_weapon_id(weapon) != weapon_id_type::OMEGA_ID)
return 1;
if (!(Game_mode & GM_MULTI))
return 1;
auto &weapon_laser_info = weapon.ctype.laser_info;
auto &obj = *vcobjptr(weapon_laser_info.parent_num);
if (laser_parent_is_matching_signature(weapon_laser_info, obj))
if (vm_vec_dist2(obj.pos, weapon.pos) > MAX_OMEGA_DIST_SQUARED)
return 0;
return 1;
}
// ---------------------------------------------------------------------------------
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)
{
imobjptridx_t last_created_objnum = object_none;
fix dist_to_goal = 0, omega_blob_dist = 0;
std::array<fix, MAX_OMEGA_BLOBS> perturb_array{};
auto vec_to_goal = vm_vec_sub(goal_pos, firing_pos);
dist_to_goal = vm_vec_normalize_quick(vec_to_goal);
unsigned num_omega_blobs = 0;
if (dist_to_goal < MIN_OMEGA_BLOBS * MIN_OMEGA_DIST) {
omega_blob_dist = MIN_OMEGA_DIST;
num_omega_blobs = dist_to_goal/omega_blob_dist;
if (num_omega_blobs == 0)
num_omega_blobs = 1;
} else {
omega_blob_dist = DESIRED_OMEGA_DIST;
num_omega_blobs = dist_to_goal / omega_blob_dist;
if (num_omega_blobs > MAX_OMEGA_BLOBS) {
num_omega_blobs = MAX_OMEGA_BLOBS;
omega_blob_dist = dist_to_goal / num_omega_blobs;
} else if (num_omega_blobs < MIN_OMEGA_BLOBS) {
num_omega_blobs = MIN_OMEGA_BLOBS;
omega_blob_dist = dist_to_goal / num_omega_blobs;
}
}
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 objp = obj_create(OBJ_WEAPON, weapon_id_type::OMEGA_ID, segnum, temp_pos, NULL, 0, CT_WEAPON, MT_PHYSICS, RT_WEAPON_VCLIP );
if (objp == object_none)
break;
last_created_objnum = objp;
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:
case weapon_id_type::ROBOT_70_WEAPON_64_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 {
std::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 d1x {
static fix get_scaled_min_trackable_dot()
{
const fix curFT = HOMING_TRACKABLE_DOT_FRAME_TIME;
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);
}
}
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;
}
#if defined(DXX_BUILD_DESCENT_II)
static fix get_scaled_min_trackable_dot()
{
if (EMULATING_D1)
return ::d1x::get_scaled_min_trackable_dot();
const fix curFT = HOMING_TRACKABLE_DOT_FRAME_TIME;
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
{
const auto &&flare = Laser_player_fire(obj, weapon_id_type::FLARE_ID, 6, 1, get_local_plrobj().orient.fvec, object_none);
if (flare == object_none)
return;
energy -= energy_usage;
if (energy <= 0)
{
energy = 0;
#if defined(DXX_BUILD_DESCENT_I)
auto_select_primary_weapon(player_info);
#endif
}
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;
auto &parent_obj = *vcobjptr(obj->ctype.laser_info.parent_num);
if (parent_obj.type != OBJ_PLAYER)
return false;
const auto pnum = get_player_id(parent_obj);
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;
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
}
const auto shot_fired = do_laser_firing(vmobjptridx(get_local_player().objnum), Primary_weapon, laser_level, flags, nfires, plrobj.orient.fvec, object_none);
rval += shot_fired;
if (!shot_fired)
break;
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
)
);
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);
}
} else {
#if defined(DXX_BUILD_DESCENT_II)
Next_laser_fire_time = GameTime64; // Prevents shots-to-fire from building up.
#endif
break; // Couldn't fire weapon, so abort.
}
}
auto_select_primary_weapon(player_info); // Make sure the player can fire from this weapon.
}
// --------------------------------------------------------------------------------------------------
// 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;
std::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;
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 (objnum != object_none)
-- secondary_weapon_ammo;
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
}
}
}