1 /* $Id: fireball.c,v 1.4 2003-10-04 03:14:47 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Code for rendering & otherwise dealing with explosions
20 * Revision 1.2 1995/10/31 10:23:56 allender
23 * Revision 1.1 1995/05/16 15:24:41 allender
26 * Revision 2.2 1995/03/21 14:39:57 john
27 * Ifdef'd out the NETWORK code.
29 * Revision 2.1 1995/03/20 18:15:47 john
30 * Added code to not store the normals in the segment structure.
32 * Revision 2.0 1995/02/27 11:30:34 john
33 * New version 2.0, which has no anonymous unions, builds with
34 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
36 * Revision 1.200 1995/02/22 13:18:41 allender
37 * remove anonymous unions from object structure
39 * Revision 1.199 1995/02/14 19:58:32 mike
40 * comment out "something bad has happened" int3.
42 * Revision 1.198 1995/02/09 13:11:01 mike
43 * remove an annoying mprintf and Int3().
45 * Revision 1.197 1995/02/08 17:10:14 mike
46 * don't drop cloaks if one nearby.
48 * Revision 1.196 1995/02/08 13:27:14 rob
49 * Give keys dropped by robots 0 velocity in coop game.
51 * Revision 1.195 1995/02/08 11:57:40 mike
52 * determine whether debris object failed to create because buffer was
53 * exhausted or because limit was hit.
55 * Revision 1.194 1995/02/08 11:37:58 mike
56 * Check for failures in call to obj_create.
58 * Revision 1.193 1995/02/07 21:09:41 mike
59 * only replace weapon with energy 1/2 time.
61 * Revision 1.192 1995/01/30 18:21:52 rob
62 * Replace extra life powerups in multiplayer to invul when
65 * Revision 1.191 1995/01/28 17:40:59 mike
66 * fix stupidity in converting quad lasers to energy.
68 * Revision 1.190 1995/01/27 15:05:59 rob
69 * Trying to fix a bug with damaging robots with player badass explosions.
71 * Revision 1.189 1995/01/26 18:59:04 rob
72 * Powerups were flying too far in robot-cooperative games.
74 * Revision 1.188 1995/01/25 10:53:35 mike
75 * make badass damage go through grates.
77 * Revision 1.187 1995/01/25 09:37:23 mike
78 * fix objects containing robots, worked for powerups, bad {} placement.
80 * Revision 1.186 1995/01/23 22:51:20 mike
81 * drop energy instead of primary weapon if you already have primary weapon.
83 * Revision 1.185 1995/01/20 16:56:37 mike
84 * Cut damage done by badass weapons.
86 * Revision 1.184 1995/01/19 17:44:57 mike
87 * damage_force removed, that information coming from strength field.
89 * Revision 1.183 1995/01/16 21:06:54 mike
90 * Move function pick_random_point_in_segment from fireball.c to gameseg.c.
92 * Revision 1.182 1995/01/16 19:24:04 mike
93 * If a gated-in robot and going to drop energy powerup, don't!
95 * Revision 1.181 1995/01/15 20:48:03 mike
96 * drop energy in place of quad lasers if player already has quad lasers.
98 * Revision 1.180 1995/01/14 19:32:19 rob
101 * Revision 1.179 1995/01/14 18:50:55 rob
102 * Make robot egg creation suitable for mutliplayer situations.
104 * Revision 1.178 1995/01/14 14:55:07 rob
105 * Make weapons/keys/etc never disappear in network mode.
136 #include "fireball.h"
150 #include "endlevel.h"
153 #include "cntrlcen.h"
157 #define EXPLOSION_SCALE (F1_0*5/2) //explosion is the obj size times this
160 //--unused-- ubyte Frame_processed[MAX_OBJECTS];
164 object *object_create_explosion_sub(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent )
169 objnum = obj_create( OBJ_FIREBALL,vclip_type,segnum,position,&vmd_identity_matrix,size,
170 CT_EXPLOSION,MT_NONE,RT_FIREBALL);
173 mprintf((1, "Can't create object in object_create_explosion_sub.\n"));
177 obj = &Objects[objnum];
179 //mprintf( 0, "Fireball created at %d, %d, %d\n", obj->pos.x, obj->pos.y, obj->pos.z );
181 //now set explosion-specific data
183 obj->lifeleft = Vclip[vclip_type ].play_time;
184 obj->ctype.expl_info.spawn_time = -1;
185 obj->ctype.expl_info.delete_objnum = -1;
186 obj->ctype.expl_info.delete_time = -1;
190 vms_vector pos_hit, vforce;
193 object * obj0p = &Objects[0];
195 // -- now legal for badass explosions on a wall. Assert(objp != NULL);
197 for (i=0; i<=Highest_object_index; i++ ) {
198 // Weapons used to be affected by badass explosions, but this introduces serious problems.
199 // When a smart bomb blows up, if one of its children goes right towards a nearby wall, it will
200 // blow up, blowing up all the children. So I remove it. MK, 09/11/94
201 if ( (obj0p!=objp) && !(obj0p->flags&OF_SHOULD_BE_DEAD) && ((obj0p->type==OBJ_WEAPON && (obj0p->id==PROXIMITY_ID || obj0p->id==SUPERPROX_ID || obj0p->id==PMINE_ID)) || (obj0p->type == OBJ_CNTRLCEN) || (obj0p->type==OBJ_PLAYER) || ((obj0p->type==OBJ_ROBOT) && ((Objects[parent].type != OBJ_ROBOT) || (Objects[parent].id != obj0p->id))))) {
202 dist = vm_vec_dist_quick( &obj0p->pos, &obj->pos );
203 // Make damage be from 'maxdamage' to 0.0, where 0.0 is 'maxdistance' away;
204 if ( dist < maxdistance ) {
205 if (object_to_object_visibility(obj, obj0p, FQ_TRANSWALL)) {
207 damage = maxdamage - fixmuldiv( dist, maxdamage, maxdistance );
208 force = maxforce - fixmuldiv( dist, maxforce, maxdistance );
210 // Find the force vector on the object
211 vm_vec_normalized_dir_quick( &vforce, &obj0p->pos, &obj->pos );
212 vm_vec_scale(&vforce, force );
214 // Find where the point of impact is... ( pos_hit )
215 vm_vec_scale(vm_vec_sub(&pos_hit, &obj->pos, &obj0p->pos), fixdiv(obj0p->size, obj0p->size + dist));
217 switch ( obj0p->type ) {
219 phys_apply_force(obj0p,&vforce);
221 if (obj0p->id == PROXIMITY_ID || obj0p->id == SUPERPROX_ID) { //prox bombs have chance of blowing up
222 if (fixmul(dist,force) > i2f(8000)) {
223 obj0p->flags |= OF_SHOULD_BE_DEAD;
224 explode_badass_weapon(obj0p,&obj0p->pos);
231 phys_apply_force(obj0p,&vforce);
233 // If not a boss, stun for 2 seconds at 32 force, 1 second at 16 force
234 if ((objp != NULL) && (!Robot_info[obj0p->id].boss_flag) && (Weapon_info[objp->id].flash)) {
235 ai_static *aip = &obj0p->ctype.ai_info;
236 int force_val = f2i(fixdiv(vm_vec_mag_quick(&vforce) * Weapon_info[objp->id].flash, FrameTime)/128) + 2;
238 if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < F1_0) {
239 aip->SKIP_AI_COUNT += force_val;
240 obj0p->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
241 obj0p->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
242 obj0p->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
243 obj0p->mtype.phys_info.flags |= PF_USES_THRUST;
245 //@@if (Robot_info[obj0p->id].companion)
246 //@@ buddy_message("Daisy, Daisy, Give me...");
248 aip->SKIP_AI_COUNT--;
252 // When a robot gets whacked by a badass force, he looks towards it because robots tend to get blasted from behind.
254 vms_vector neg_vforce;
255 neg_vforce.x = vforce.x * -2 * (7 - Difficulty_level)/8;
256 neg_vforce.y = vforce.y * -2 * (7 - Difficulty_level)/8;
257 neg_vforce.z = vforce.z * -2 * (7 - Difficulty_level)/8;
258 phys_apply_rot(obj0p,&neg_vforce);
260 if ( obj0p->shields >= 0 ) {
261 if (Robot_info[obj0p->id].boss_flag)
262 if (Boss_invulnerable_matter[Robot_info[obj0p->id].boss_flag-BOSS_D2])
265 if (apply_damage_to_robot(obj0p, damage, parent))
266 if ((objp != NULL) && (parent == Players[Player_num].objnum))
267 add_points_to_score(Robot_info[obj0p->id].score_value);
270 if ((objp != NULL) && (Robot_info[obj0p->id].companion) && (!Weapon_info[objp->id].flash)) {
272 char ouch_str[6*4 + 2];
274 count = f2i(damage/8);
280 for (i=0; i<count; i++)
281 strcat(ouch_str, "ouch! ");
283 buddy_message(ouch_str);
288 if ( obj0p->shields >= 0 ) {
289 apply_damage_to_controlcen(obj0p, damage, parent );
293 object * killer=NULL;
296 // Hack! Warning! Test code!
297 if ((objp != NULL) && Weapon_info[objp->id].flash && obj0p->id==Player_num) {
300 fe = min(F1_0*4, force*Weapon_info[objp->id].flash/32); // For four seconds or less
302 if (objp->ctype.laser_info.parent_signature == ConsoleObject->signature) {
308 PALETTE_FLASH_ADD(PK1 + f2i(PK2*force), PK1 + f2i(PK2*force), PK1 + f2i(PK2*force));
309 mprintf((0, "force = %7.3f, adding %i\n", f2fl(force), PK1 + f2i(PK2*force)));
313 if ((objp != NULL) && (Game_mode & GM_MULTI) && (objp->type == OBJ_PLAYER)) {
318 killer = &Objects[parent];
319 if (killer != ConsoleObject) // if someone else whacks you, cut force by 2x
320 vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2;
322 vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2;
324 phys_apply_force(obj0p,&vforce);
325 phys_apply_rot(obj0p,&vforce2);
326 if (Difficulty_level == 0)
328 if ( obj0p->shields >= 0 )
329 apply_damage_to_player(obj0p, killer, damage );
334 Int3(); // Illegal object type
337 ; // mprintf((0, "No badass: robot=%2i, dist=%7.3f, maxdistance=%7.3f .\n", i, f2fl(dist), f2fl(maxdistance)));
338 } // end if (object_to_object_visibility...
339 } // end if (dist < maxdistance)
343 } // end if (maxdamage...
352 object *object_create_muzzle_flash(short segnum, vms_vector * position, fix size, int vclip_type )
354 return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
357 object *object_create_explosion(short segnum, vms_vector * position, fix size, int vclip_type )
359 return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
362 object *object_create_badass_explosion(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent )
366 rval = object_create_explosion_sub(objp, segnum, position, size, vclip_type, maxdamage, maxdistance, maxforce, parent );
368 if ((objp != NULL) && (objp->type == OBJ_WEAPON))
369 create_smart_children(objp, NUM_SMART_CHILDREN);
371 // -- if (objp->type == OBJ_ROBOT)
372 // -- if (Robot_info[objp->id].smart_blobs)
373 // -- create_smart_children(objp, Robot_info[objp->id].smart_blobs);
378 //blows up a badass weapon, creating the badass explosion
379 //return the explosion object
380 object *explode_badass_weapon(object *obj,vms_vector *pos)
382 weapon_info *wi = &Weapon_info[obj->id];
384 Assert(wi->damage_radius);
386 if ((obj->id == EARTHSHAKER_ID) || (obj->id == ROBOT_EARTHSHAKER_ID))
389 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, obj-Objects, 0, F1_0);
391 return object_create_badass_explosion(obj, obj->segnum, pos,
394 wi->strength[Difficulty_level],
395 wi->damage_radius,wi->strength[Difficulty_level],
396 obj->ctype.laser_info.parent_num);
400 object *explode_badass_object(object *objp, fix damage, fix distance, fix force)
405 rval = object_create_badass_explosion(objp, objp->segnum, &objp->pos, objp->size,
406 get_explosion_vclip(objp, 0),
407 damage, distance, force,
410 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, rval-Objects, 0, F1_0);
416 //blows up the player with a badass explosion
417 //return the explosion object
418 object *explode_badass_player(object *objp)
420 return explode_badass_object(objp, F1_0*50, F1_0*40, F1_0*150);
424 #define DEBRIS_LIFE (f1_0 * 2) //lifespan in seconds
426 object *object_create_debris(object *parent, int subobj_num)
432 Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER) );
434 objnum = obj_create(OBJ_DEBRIS,0,parent->segnum,&parent->pos,
435 &parent->orient,Polygon_models[parent->rtype.pobj_info.model_num].submodel_rads[subobj_num],
436 CT_DEBRIS,MT_PHYSICS,RT_POLYOBJ);
438 if ((objnum < 0 ) && (Highest_object_index >= MAX_OBJECTS-1)) {
439 mprintf((1, "Can't create object in object_create_debris.\n"));
444 return NULL; // Not enough debris slots!
445 obj = &Objects[objnum];
447 Assert(subobj_num < 32);
449 //Set polygon-object-specific data
451 obj->rtype.pobj_info.model_num = parent->rtype.pobj_info.model_num;
452 obj->rtype.pobj_info.subobj_flags = 1<<subobj_num;
453 obj->rtype.pobj_info.tmap_override = parent->rtype.pobj_info.tmap_override;
455 //Set physics data for this object
457 po = &Polygon_models[obj->rtype.pobj_info.model_num];
459 obj->mtype.phys_info.velocity.x = RAND_MAX/2 - d_rand();
460 obj->mtype.phys_info.velocity.y = RAND_MAX/2 - d_rand();
461 obj->mtype.phys_info.velocity.z = RAND_MAX/2 - d_rand();
462 vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
463 vm_vec_scale(&obj->mtype.phys_info.velocity,i2f(10 + (30 * d_rand() / RAND_MAX)));
465 vm_vec_add2(&obj->mtype.phys_info.velocity,&parent->mtype.phys_info.velocity);
467 // -- used to be: Notice, not random! vm_vec_make(&obj->mtype.phys_info.rotvel,10*0x2000/3,10*0x4000/3,10*0x7000/3);
468 vm_vec_make(&obj->mtype.phys_info.rotvel, d_rand() + 0x1000, d_rand()*2 + 0x4000, d_rand()*3 + 0x2000);
469 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
471 obj->lifeleft = 3*DEBRIS_LIFE/4 + fixmul(d_rand(), DEBRIS_LIFE); // Some randomness, so they don't all go away at the same time.
473 obj->mtype.phys_info.mass = fixmuldiv(parent->mtype.phys_info.mass,obj->size,parent->size);
474 obj->mtype.phys_info.drag = 0; //fl2f(0.2); //parent->mtype.phys_info.drag;
480 void draw_fireball(object *obj)
482 //mprintf( 0, "[Drawing obj %d type %d fireball size %x]\n", obj-Objects, obj->id, obj->size );
484 if ( obj->lifeleft > 0 )
485 draw_vclip_object(obj,obj->lifeleft,0, obj->id);
489 // --------------------------------------------------------------------------------------------------------------------
490 // Return true if there is a door here and it is openable
491 // It is assumed that the player has all keys.
492 int door_is_openable_by_player(segment *segp, int sidenum)
494 int wall_num, wall_type;
496 wall_num = segp->sides[sidenum].wall_num;
497 wall_type = Walls[wall_num].type;
500 return 0; // no wall here.
502 // Can't open locked doors.
503 if (((wall_type == WALL_DOOR) && (Walls[wall_num].flags & WALL_DOOR_LOCKED)) || (wall_type == WALL_CLOSED))
510 #define QUEUE_SIZE 64
512 // --------------------------------------------------------------------------------------------------------------------
513 // Return a segment %i segments away from initial segment.
514 // Returns -1 if can't find a segment that distance away.
515 int pick_connected_segment(object *objp, int max_depth)
521 int seg_queue[QUEUE_SIZE*2];
522 sbyte visited[MAX_SEGMENTS];
523 sbyte depth[MAX_SEGMENTS];
524 sbyte side_rand[MAX_SIDES_PER_SEGMENT];
526 // mprintf((0, "Finding a segment %i segments away from segment %i: ", max_depth, objp->segnum));
528 start_seg = objp->segnum;
531 seg_queue[head++] = start_seg;
533 memset(visited, 0, Highest_segment_index+1);
534 memset(depth, 0, Highest_segment_index+1);
537 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
540 // Now, randomize a bit to start, so we don't always get started in the same direction.
541 for (i=0; i<4; i++) {
544 ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
545 temp = side_rand[ind1];
546 side_rand[ind1] = side_rand[i];
551 while (tail != head) {
554 int ind1, ind2, temp;
556 if (cur_depth >= max_depth) {
557 // mprintf((0, "selected segment %i\n", seg_queue[tail]));
558 return seg_queue[tail];
561 segp = &Segments[seg_queue[tail++]];
562 tail &= QUEUE_SIZE-1;
564 // to make random, switch a pair of entries in side_rand.
565 ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
566 ind2 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
567 temp = side_rand[ind1];
568 side_rand[ind1] = side_rand[ind2];
569 side_rand[ind2] = temp;
572 for (sidenum=ind1; count<MAX_SIDES_PER_SEGMENT; count++) {
573 int snrand, wall_num;
575 if (sidenum == MAX_SIDES_PER_SEGMENT)
578 snrand = side_rand[sidenum];
579 wall_num = segp->sides[snrand].wall_num;
582 if (((wall_num == -1) && (segp->children[snrand] > -1)) || door_is_openable_by_player(segp, snrand)) {
583 if (visited[segp->children[snrand]] == 0) {
584 seg_queue[head++] = segp->children[snrand];
585 visited[segp->children[snrand]] = 1;
586 depth[segp->children[snrand]] = cur_depth+1;
587 head &= QUEUE_SIZE-1;
589 if (head == tail + QUEUE_SIZE-1)
590 Int3(); // queue overflow. Make it bigger!
592 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
593 Int3(); // queue overflow. Make it bigger!
597 if ((seg_queue[tail] < 0) || (seg_queue[tail] > Highest_segment_index)) {
598 // -- Int3(); // Something bad has happened. Queue is trashed. --MK, 12/13/94
601 cur_depth = depth[seg_queue[tail]];
604 mprintf((0, "...failed at depth %i, returning -1\n", cur_depth));
609 #define BASE_NET_DROP_DEPTH 8
611 // ------------------------------------------------------------------------------------------------------
612 // Choose segment to drop a powerup in.
613 // For all active net players, try to create a N segment path from the player. If possible, return that
614 // segment. If not possible, try another player. After a few tries, use a random segment.
615 // Don't drop if control center in segment.
616 int choose_drop_segment()
623 vms_vector tempv,*player_pos;
625 mprintf((0,"choose_drop_segment:"));
627 d_srand(timer_get_fixed_seconds());
629 cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15);
631 player_pos = &Objects[Players[Player_num].objnum].pos;
632 player_seg = Objects[Players[Player_num].objnum].segnum;
634 while ((segnum == -1) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) {
635 pnum = (d_rand() * N_players) >> 15;
637 while ((count < N_players) && ((Players[pnum].connected == 0) || (pnum==Player_num) || ((Game_mode & (GM_TEAM|GM_CAPTURE)) && (get_team(pnum)==get_team(Player_num))))) {
638 pnum = (pnum+1)%N_players;
642 if (count == N_players) {
643 //if can't valid non-player person, use the player
646 //mprintf((1, "Warning: choose_drop_segment: Couldn't find legal drop segment because no connected players.\n"));
647 //return (d_rand() * Highest_segment_index) >> 15;
650 segnum = pick_connected_segment(&Objects[Players[pnum].objnum], cur_drop_depth);
651 mprintf((0," %d",segnum));
657 if (Segment2s[segnum].special == SEGMENT_IS_CONTROLCEN)
658 {segnum = -1; mprintf((0,"C")); }
659 else { //don't drop in any children of control centers
662 int ch = Segments[segnum].children[i];
663 if (IS_CHILD(ch) && Segment2s[ch].special == SEGMENT_IS_CONTROLCEN) {
671 //bail if not far enough from original position
673 compute_segment_center(&tempv, &Segments[segnum]);
674 if (find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG) < i2f(20)*cur_drop_depth) {
684 mprintf((0," dist=%x\n",find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG)));
687 mprintf((1, "Warning: Unable to find a connected segment. Picking a random one.\n"));
688 return (d_rand() * Highest_segment_index) >> 15;
696 // ------------------------------------------------------------------------------------------------------
697 // Drop cloak powerup if in a network game.
699 extern char PowerupsInMine[],MaxPowerupsAllowed[];
701 void maybe_drop_net_powerup(int powerup_type)
703 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
707 if (Game_mode & GM_NETWORK)
709 if (PowerupsInMine[powerup_type]>=MaxPowerupsAllowed[powerup_type])
714 if (Control_center_destroyed || Endlevel_sequence)
717 segnum = choose_drop_segment();
718 //--old-- segnum = (d_rand() * Highest_segment_index) >> 15;
719 //--old-- Assert((segnum >= 0) && (segnum <= Highest_segment_index));
720 //--old-- if (segnum < 0)
721 //--old-- segnum = -segnum;
722 //--old-- while (segnum > Highest_segment_index)
723 //--old-- segnum /= 2;
726 objnum = call_object_create_egg(&Objects[Players[Player_num].objnum], 1, OBJ_POWERUP, powerup_type);
731 pick_random_point_in_seg(&new_pos, segnum);
733 multi_send_create_powerup(powerup_type, segnum, objnum, &new_pos);
735 Objects[objnum].pos = new_pos;
736 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
737 obj_relink(objnum, segnum);
739 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE );
740 // mprintf(0, "Creating net powerup in segment %i at %7.3f %7.3f %7.3f\n", segnum, f2fl(new_pos.x), f2fl(new_pos.y), f2fl(new_pos.z));
745 // ------------------------------------------------------------------------------------------------------
746 // Return true if current segment contains some object.
747 int segment_contains_object(int obj_type, int obj_id, int segnum)
754 objnum = Segments[segnum].objects;
757 if ((Objects[objnum].type == obj_type) && (Objects[objnum].id == obj_id))
760 objnum = Objects[objnum].next;
765 // ------------------------------------------------------------------------------------------------------
766 int object_nearby_aux(int segnum, int object_type, int object_id, int depth)
773 if (segment_contains_object(object_type, object_id, segnum))
776 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
777 int seg2 = Segments[segnum].children[i];
780 if (object_nearby_aux(seg2, object_type, object_id, depth-1))
788 // ------------------------------------------------------------------------------------------------------
789 // Return true if some powerup is nearby (within 3 segments).
790 int weapon_nearby(object *objp, int weapon_id)
792 return object_nearby_aux(objp->segnum, OBJ_POWERUP, weapon_id, 3);
795 // ------------------------------------------------------------------------------------------------------
796 void maybe_replace_powerup_with_energy(object *del_obj)
800 if (del_obj->contains_type != OBJ_POWERUP)
803 if (del_obj->contains_id == POW_CLOAK) {
804 if (weapon_nearby(del_obj, del_obj->contains_id)) {
805 mprintf((0, "Bashing cloak into nothing because there's one nearby.\n"));
806 del_obj->contains_count = 0;
810 switch (del_obj->contains_id) {
811 case POW_VULCAN_WEAPON: weapon_index = VULCAN_INDEX; break;
812 case POW_GAUSS_WEAPON: weapon_index = GAUSS_INDEX; break;
813 case POW_SPREADFIRE_WEAPON: weapon_index = SPREADFIRE_INDEX; break;
814 case POW_PLASMA_WEAPON: weapon_index = PLASMA_INDEX; break;
815 case POW_FUSION_WEAPON: weapon_index = FUSION_INDEX; break;
817 case POW_HELIX_WEAPON: weapon_index = HELIX_INDEX; break;
818 case POW_PHOENIX_WEAPON: weapon_index = PHOENIX_INDEX; break;
819 case POW_OMEGA_WEAPON: weapon_index = OMEGA_INDEX; break;
823 // Don't drop vulcan ammo if player maxed out.
824 if (((weapon_index == VULCAN_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX))
825 del_obj->contains_count = 0;
826 else if (((weapon_index == GAUSS_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX))
827 del_obj->contains_count = 0;
828 else if (weapon_index != -1) {
829 if ((player_has_weapon(weapon_index, 0) & HAS_WEAPON_FLAG) || weapon_nearby(del_obj, del_obj->contains_id)) {
830 if (d_rand() > 16384) {
831 del_obj->contains_type = OBJ_POWERUP;
832 if (weapon_index == VULCAN_INDEX) {
833 del_obj->contains_id = POW_VULCAN_AMMO;
834 } else if (weapon_index == GAUSS_INDEX) {
835 del_obj->contains_id = POW_VULCAN_AMMO;
837 del_obj->contains_id = POW_ENERGY;
840 del_obj->contains_type = OBJ_POWERUP;
841 del_obj->contains_id = POW_SHIELD_BOOST;
844 } else if (del_obj->contains_id == POW_QUAD_FIRE)
845 if ((Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) || weapon_nearby(del_obj, del_obj->contains_id)) {
846 if (d_rand() > 16384) {
847 del_obj->contains_type = OBJ_POWERUP;
848 del_obj->contains_id = POW_ENERGY;
850 del_obj->contains_type = OBJ_POWERUP;
851 del_obj->contains_id = POW_SHIELD_BOOST;
855 // If this robot was gated in by the boss and it now contains energy, make it contain nothing,
856 // else the room gets full of energy.
857 if ( (del_obj->matcen_creator == BOSS_GATE_MATCEN_NUM) && (del_obj->contains_id == POW_ENERGY) && (del_obj->contains_type == OBJ_POWERUP) ) {
858 mprintf((0, "Converting energy powerup to nothing because robot %i gated in by boss.\n", del_obj-Objects));
859 del_obj->contains_count = 0;
862 // Change multiplayer extra-lives into invulnerability
863 if ((Game_mode & GM_MULTI) && (del_obj->contains_id == POW_EXTRA_LIFE))
865 del_obj->contains_id = POW_INVULNERABILITY;
869 int drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, int segnum)
873 vms_vector new_velocity, new_pos;
879 for (count=0; count<num; count++) {
881 new_velocity = *init_vel;
882 old_mag = vm_vec_mag_quick(init_vel);
884 // We want powerups to move more in network mode.
885 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) {
887 // extra life powerups are converted to invulnerability in multiplayer, for what is an extra life, anyway?
888 if (id == POW_EXTRA_LIFE)
889 id = POW_INVULNERABILITY;
893 new_velocity.x += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
894 new_velocity.y += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
895 new_velocity.z += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
897 // Give keys zero velocity so they can be tracked better in multi
899 if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD))
900 vm_vec_zero(&new_velocity);
903 // new_pos.x += (d_rand()-16384)*8;
904 // new_pos.y += (d_rand()-16384)*8;
905 // new_pos.z += (d_rand()-16384)*8;
908 if (Game_mode & GM_MULTI)
910 if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
912 mprintf( (1, "Not enough slots to drop all powerups!\n" ));
915 if ((Game_mode & GM_NETWORK) && Network_status == NETSTAT_ENDLEVEL)
919 objnum = obj_create( type, id, segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
922 mprintf((1, "Can't create object in object_create_egg. Aborting.\n"));
928 if (Game_mode & GM_MULTI)
930 Net_create_objnums[Net_create_loc++] = objnum;
934 obj = &Objects[objnum];
936 obj->mtype.phys_info.velocity = new_velocity;
938 // mprintf(0, "Created powerup, object #%i, velocity = %7.3f %7.3f %7.3f\n", objnum, f2fl(new_velocity.x), f2fl(new_velocity.y), f2fl(new_velocity.z));
939 // mprintf(0, " pos = x=%d y=%d z=%d\n", obj->pos.x, obj->pos.y, obj->pos.z);
941 obj->mtype.phys_info.drag = 512; //1024;
942 obj->mtype.phys_info.mass = F1_0;
944 obj->mtype.phys_info.flags = PF_BOUNCE;
946 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
947 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
948 obj->rtype.vclip_info.framenum = 0;
953 case POW_SHIELD_BOOST:
955 obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
956 if (Game_mode & GM_MULTI)
960 // if (Game_mode & GM_MULTI)
961 // obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
968 for (count=0; count<num; count++) {
970 new_velocity = *init_vel;
971 old_mag = vm_vec_mag_quick(init_vel);
973 vm_vec_normalize_quick(&new_velocity);
975 // We want powerups to move more in network mode.
976 // if (Game_mode & GM_MULTI)
981 new_velocity.x += (d_rand()-16384)*2;
982 new_velocity.y += (d_rand()-16384)*2;
983 new_velocity.z += (d_rand()-16384)*2;
985 vm_vec_normalize_quick(&new_velocity);
986 vm_vec_scale(&new_velocity, (F1_0*32 + old_mag) * rand_scale);
988 // This is dangerous, could be outside mine.
989 // new_pos.x += (d_rand()-16384)*8;
990 // new_pos.y += (d_rand()-16384)*7;
991 // new_pos.z += (d_rand()-16384)*6;
993 objnum = obj_create(OBJ_ROBOT, id, segnum, &new_pos, &vmd_identity_matrix, Polygon_models[Robot_info[id].model_num].rad, CT_AI, MT_PHYSICS, RT_POLYOBJ);
996 mprintf((1, "Can't create object in object_create_egg, robots. Aborting.\n"));
1002 if (Game_mode & GM_MULTI)
1004 Net_create_objnums[Net_create_loc++] = objnum;
1008 obj = &Objects[objnum];
1010 //@@Took out this ugly hack 1/12/96, because Mike has added code
1011 //@@that should fix it in a better way.
1012 //@@//this is a super-ugly hack. Since the baby stripe robots have
1013 //@@//their firing point on their bounding sphere, the firing points
1014 //@@//can poke through a wall if the robots are very close to it. So
1015 //@@//we make their radii bigger so the guns can't get too close to
1017 //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
1018 //@@ obj->size = (obj->size*3)/2;
1020 //Set polygon-object-specific data
1022 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
1023 obj->rtype.pobj_info.subobj_flags = 0;
1027 obj->mtype.phys_info.velocity = new_velocity;
1029 obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
1030 obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
1032 obj->mtype.phys_info.flags |= (PF_LEVELLING);
1034 obj->shields = Robot_info[obj->id].strength;
1036 obj->ctype.ai_info.behavior = AIB_NORMAL;
1037 Ai_local_info[obj-Objects].player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
1038 Ai_local_info[obj-Objects].player_awareness_time = F1_0*3;
1039 obj->ctype.ai_info.CURRENT_STATE = AIS_LOCK;
1040 obj->ctype.ai_info.GOAL_STATE = AIS_LOCK;
1041 obj->ctype.ai_info.REMOTE_OWNER = -1;
1044 // At JasenW's request, robots which contain robots
1045 // sometimes drop shields.
1046 if (d_rand() > 16384)
1047 drop_powerup(OBJ_POWERUP, POW_SHIELD_BOOST, 1, init_vel, pos, segnum);
1052 Error("Error: Illegal type (%i) in object spawning.\n", type);
1058 // ----------------------------------------------------------------------------
1059 // Returns created object number.
1060 // If object dropped by player, set flag.
1061 int object_create_egg(object *objp)
1065 if (!(Game_mode & GM_MULTI) & (objp->type != OBJ_PLAYER))
1067 if (objp->contains_type == OBJ_POWERUP)
1069 if (objp->contains_id == POW_SHIELD_BOOST) {
1070 if (Players[Player_num].shields >= i2f(100)) {
1071 if (d_rand() > 16384) {
1072 mprintf((0, "Not dropping shield!\n"));
1075 } else if (Players[Player_num].shields >= i2f(150)) {
1076 if (d_rand() > 8192) {
1077 mprintf((0, "Not dropping shield!\n"));
1081 } else if (objp->contains_id == POW_ENERGY) {
1082 if (Players[Player_num].energy >= i2f(100)) {
1083 if (d_rand() > 16384) {
1084 mprintf((0, "Not dropping energy!\n"));
1087 } else if (Players[Player_num].energy >= i2f(150)) {
1088 if (d_rand() > 8192) {
1089 mprintf((0, "Not dropping energy!\n"));
1097 rval = drop_powerup(objp->contains_type, objp->contains_id, objp->contains_count, &objp->mtype.phys_info.velocity, &objp->pos, objp->segnum);
1101 if ((objp->type == OBJ_PLAYER) && (objp->id == Player_num))
1102 Objects[rval].flags |= OF_PLAYER_DROPPED;
1104 if (objp->type == OBJ_ROBOT && objp->contains_type==OBJ_POWERUP)
1106 if (objp->contains_id==POW_VULCAN_WEAPON || objp->contains_id==POW_GAUSS_WEAPON)
1107 Objects[rval].ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
1108 else if (objp->contains_id==POW_OMEGA_WEAPON)
1109 Objects[rval].ctype.powerup_info.count = MAX_OMEGA_CHARGE;
1116 // -- extern int Items_destroyed;
1118 // -------------------------------------------------------------------------------------------------------
1119 // Put count objects of type type (eg, powerup), id = id (eg, energy) into *objp, then drop them! Yippee!
1120 // Returns created object number.
1121 int call_object_create_egg(object *objp, int count, int type, int id)
1123 // -- if (!(Game_mode & GM_MULTI) && (objp == ConsoleObject))
1124 // -- if (d_rand() < 32767/6) {
1125 // -- Items_destroyed++;
1130 objp->contains_count = count;
1131 objp->contains_type = type;
1132 objp->contains_id = id;
1133 return object_create_egg(objp);
1139 //what vclip does this explode with?
1140 int get_explosion_vclip(object *obj,int stage)
1142 if (obj->type==OBJ_ROBOT) {
1144 if (stage==0 && Robot_info[obj->id].exp1_vclip_num>-1)
1145 return Robot_info[obj->id].exp1_vclip_num;
1146 else if (stage==1 && Robot_info[obj->id].exp2_vclip_num>-1)
1147 return Robot_info[obj->id].exp2_vclip_num;
1150 else if (obj->type==OBJ_PLAYER && Player_ship->expl_vclip_num>-1)
1151 return Player_ship->expl_vclip_num;
1153 return VCLIP_SMALL_EXPLOSION; //default
1156 //blow up a polygon model
1157 void explode_model(object *obj)
1159 Assert(obj->render_type == RT_POLYOBJ);
1161 if (Dying_modelnums[obj->rtype.pobj_info.model_num] != -1)
1162 obj->rtype.pobj_info.model_num = Dying_modelnums[obj->rtype.pobj_info.model_num];
1164 if (Polygon_models[obj->rtype.pobj_info.model_num].n_models > 1) {
1167 for (i=1;i<Polygon_models[obj->rtype.pobj_info.model_num].n_models;i++)
1168 if (!(obj->type == OBJ_ROBOT && obj->id == 44 && i == 5)) //energy sucker energy part
1169 object_create_debris(obj,i);
1171 //make parent object only draw center part
1172 obj->rtype.pobj_info.subobj_flags=1;
1176 //if the object has a destroyed model, switch to it. Otherwise, delete it.
1177 void maybe_delete_object(object *del_obj)
1179 if (Dead_modelnums[del_obj->rtype.pobj_info.model_num] != -1) {
1180 del_obj->rtype.pobj_info.model_num = Dead_modelnums[del_obj->rtype.pobj_info.model_num];
1181 del_obj->flags |= OF_DESTROYED;
1183 else { //normal, multi-stage explosion
1184 if (del_obj->type == OBJ_PLAYER)
1185 del_obj->render_type = RT_NONE;
1187 del_obj->flags |= OF_SHOULD_BE_DEAD;
1191 // -------------------------------------------------------------------------------------------------------
1192 //blow up an object. Takes the object to destroy, and the point of impact
1193 void explode_object(object *hitobj,fix delay_time)
1195 if (hitobj->flags & OF_EXPLODING) return;
1197 if (delay_time) { //wait a little while before creating explosion
1201 //create a placeholder object to do the delay, with id==-1
1203 objnum = obj_create( OBJ_FIREBALL,-1,hitobj->segnum,&hitobj->pos,&vmd_identity_matrix,0,
1204 CT_EXPLOSION,MT_NONE,RT_NONE);
1207 maybe_delete_object(hitobj); //no explosion, die instantly
1208 mprintf((1,"Couldn't start explosion, deleting object now\n"));
1213 obj = &Objects[objnum];
1215 //now set explosion-specific data
1217 obj->lifeleft = delay_time;
1218 obj->ctype.expl_info.delete_objnum = hitobj-Objects;
1220 if (obj->ctype.expl_info.delete_objnum < 0)
1223 obj->ctype.expl_info.delete_time = -1;
1224 obj->ctype.expl_info.spawn_time = 0;
1231 vclip_num = get_explosion_vclip(hitobj,0);
1233 expl_obj = object_create_explosion(hitobj->segnum, &hitobj->pos, fixmul(hitobj->size,EXPLOSION_SCALE), vclip_num );
1236 maybe_delete_object(hitobj); //no explosion, die instantly
1237 mprintf((0,"Couldn't start explosion, deleting object now\n"));
1241 //don't make debris explosions have physics, because they often
1242 //happen when the debris has hit the wall, so the fireball is trying
1243 //to move into the wall, which shows off FVI problems.
1244 if (hitobj->type!=OBJ_DEBRIS && hitobj->movement_type==MT_PHYSICS) {
1245 expl_obj->movement_type = MT_PHYSICS;
1246 expl_obj->mtype.phys_info = hitobj->mtype.phys_info;
1249 if (hitobj->render_type==RT_POLYOBJ && hitobj->type!=OBJ_DEBRIS)
1250 explode_model(hitobj);
1252 maybe_delete_object(hitobj);
1255 hitobj->flags |= OF_EXPLODING; //say that this is blowing up
1256 hitobj->control_type = CT_NONE; //become inert while exploding
1261 //do whatever needs to be done for this piece of debris for this frame
1262 void do_debris_frame(object *obj)
1264 Assert(obj->control_type == CT_DEBRIS);
1266 if (obj->lifeleft < 0)
1267 explode_object(obj,0);
1271 extern void drop_stolen_items(object *objp);
1273 //do whatever needs to be done for this explosion for this frame
1274 void do_explosion_sequence(object *obj)
1276 Assert(obj->control_type == CT_EXPLOSION);
1278 //mprintf( 0, "Object %d life left is %d\n", obj-Objects, obj->lifeleft );
1280 //See if we should die of old age
1281 if (obj->lifeleft <= 0 ) { // We died of old age
1282 obj->flags |= OF_SHOULD_BE_DEAD;
1286 //See if we should create a secondary explosion
1287 if (obj->lifeleft <= obj->ctype.expl_info.spawn_time) {
1288 object *expl_obj,*del_obj;
1290 vms_vector *spawn_pos;
1292 if ((obj->ctype.expl_info.delete_objnum < 0) || (obj->ctype.expl_info.delete_objnum > Highest_object_index)) {
1293 mprintf((0, "Illegal value for delete_objnum in fireball.c\n"));
1294 Int3(); // get Rob, please... thanks
1298 del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
1300 spawn_pos = &del_obj->pos;
1302 if (!((del_obj->type==OBJ_ROBOT || del_obj->type==OBJ_CLUTTER || del_obj->type==OBJ_CNTRLCEN || del_obj->type == OBJ_PLAYER) && (del_obj->segnum != -1))) {
1303 Int3(); //pretty bad
1307 vclip_num = get_explosion_vclip(del_obj,1);
1309 if (del_obj->type == OBJ_ROBOT && Robot_info[del_obj->id].badass)
1310 expl_obj = object_create_badass_explosion( NULL, del_obj->segnum, spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num, F1_0*Robot_info[del_obj->id].badass, i2f(4)*Robot_info[del_obj->id].badass, i2f(35)*Robot_info[del_obj->id].badass, -1 );
1312 expl_obj = object_create_explosion( del_obj->segnum, spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num );
1314 if ((del_obj->contains_count > 0) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside of this code!!
1315 // If dropping a weapon that the player has, drop energy instead, unless it's vulcan, in which case drop vulcan ammo.
1316 if (del_obj->contains_type == OBJ_POWERUP)
1317 maybe_replace_powerup_with_energy(del_obj);
1318 object_create_egg(del_obj);
1319 } else if ((del_obj->type == OBJ_ROBOT) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside this code!!
1320 robot_info *robptr = &Robot_info[del_obj->id];
1321 if (robptr->contains_count) {
1322 if (((d_rand() * 16) >> 15) < robptr->contains_prob) {
1323 del_obj->contains_count = ((d_rand() * robptr->contains_count) >> 15) + 1;
1324 del_obj->contains_type = robptr->contains_type;
1325 del_obj->contains_id = robptr->contains_id;
1326 maybe_replace_powerup_with_energy(del_obj);
1327 object_create_egg(del_obj);
1332 drop_stolen_items(del_obj);
1334 if (robptr->companion) {
1335 DropBuddyMarker(del_obj);
1339 if ( Robot_info[del_obj->id].exp2_sound_num > -1 )
1340 digi_link_sound_to_pos( Robot_info[del_obj->id].exp2_sound_num, del_obj->segnum, 0, spawn_pos, 0, F1_0 );
1341 //PLAY_SOUND_3D( Robot_info[del_obj->id].exp2_sound_num, spawn_pos, del_obj->segnum );
1343 // mprintf( 0, "Spawned an explosion of type %d\n", Robot_info[del_obj->id].exp2_vclip_num );
1345 //mprintf( 0, "Object %d spawned.\n", obj-Objects );
1346 //mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z );
1347 //mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z );
1348 //mprintf( 0, "Spawned exp at %d,%d,%d\n", expl_obj->pos.x, expl_obj->pos.y, expl_obj->pos.z );
1350 obj->ctype.expl_info.spawn_time = -1;
1353 if (del_obj->render_type==RT_POLYOBJ)
1354 explode_model(del_obj); //explode a polygon model
1356 //set some parm in explosion
1359 if (del_obj->movement_type == MT_PHYSICS) {
1360 expl_obj->movement_type = MT_PHYSICS;
1361 expl_obj->mtype.phys_info = del_obj->mtype.phys_info;
1364 expl_obj->ctype.expl_info.delete_time = expl_obj->lifeleft/2;
1365 expl_obj->ctype.expl_info.delete_objnum = del_obj-Objects;
1367 if (obj->ctype.expl_info.delete_objnum < 0)
1373 maybe_delete_object(del_obj);
1374 mprintf((0,"Couldn't create secondary explosion, deleting object now\n"));
1379 //See if we should delete an object
1380 if (obj->lifeleft <= obj->ctype.expl_info.delete_time) {
1381 object *del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
1383 obj->ctype.expl_info.delete_time = -1;
1385 maybe_delete_object(del_obj);
1389 #define EXPL_WALL_TIME (f1_0)
1390 #define EXPL_WALL_TOTAL_FIREBALLS 32
1391 #define EXPL_WALL_FIREBALL_SIZE (0x48000*6/10) //smallest size
1393 expl_wall expl_wall_list[MAX_EXPLODING_WALLS];
1395 void init_exploding_walls()
1399 for (i=0;i<MAX_EXPLODING_WALLS;i++)
1400 expl_wall_list[i].segnum = -1;
1403 //explode the given wall
1404 void explode_wall(int segnum,int sidenum)
1411 for (i=0;i<MAX_EXPLODING_WALLS && expl_wall_list[i].segnum != -1;i++);
1413 if (i==MAX_EXPLODING_WALLS) { //didn't find slot.
1414 mprintf((0,"Couldn't find free slot for exploding wall!\n"));
1419 expl_wall_list[i].segnum = segnum;
1420 expl_wall_list[i].sidenum = sidenum;
1421 expl_wall_list[i].time = 0;
1423 //play one long sound for whole door wall explosion
1424 compute_center_point_on_side(&pos,&Segments[segnum],sidenum);
1425 digi_link_sound_to_pos( SOUND_EXPLODING_WALL,segnum, sidenum, &pos, 0, F1_0 );
1429 //handle walls for this frame
1430 //note: this wall code assumes the wall is not triangulated
1431 void do_exploding_wall_frame()
1435 for (i=0;i<MAX_EXPLODING_WALLS;i++) {
1436 int segnum = expl_wall_list[i].segnum;
1439 int sidenum = expl_wall_list[i].sidenum;
1440 fix oldfrac,newfrac;
1441 int old_count,new_count,e; //n,
1443 oldfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
1445 expl_wall_list[i].time += FrameTime;
1446 if (expl_wall_list[i].time > EXPL_WALL_TIME)
1447 expl_wall_list[i].time = EXPL_WALL_TIME;
1449 if (expl_wall_list[i].time>(EXPL_WALL_TIME*3)/4) {
1450 segment *seg,*csegp;
1453 seg = &Segments[segnum];
1455 a = Walls[seg->sides[sidenum].wall_num].clip_num;
1456 n = WallAnims[a].num_frames;
1458 csegp = &Segments[seg->children[sidenum]];
1459 cside = find_connect_side(seg, csegp);
1461 wall_set_tmap_num(seg,sidenum,csegp,cside,a,n-1);
1463 Walls[seg->sides[sidenum].wall_num].flags |= WALL_BLASTED;
1464 Walls[csegp->sides[cside].wall_num].flags |= WALL_BLASTED;
1468 newfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
1470 old_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(oldfrac,oldfrac));
1471 new_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(newfrac,newfrac));
1473 //n = new_count - old_count;
1475 // mprintf(0,"Creating %d new explosions\n",new_count-old_count);
1477 //now create all the next explosions
1479 for (e=old_count;e<new_count;e++) {
1480 short vertnum_list[4];
1481 vms_vector *v0,*v1,*v2;
1482 vms_vector vv0,vv1,pos;
1485 //calc expl position
1487 get_side_verts(vertnum_list,segnum,sidenum);
1489 v0 = &Vertices[vertnum_list[0]];
1490 v1 = &Vertices[vertnum_list[1]];
1491 v2 = &Vertices[vertnum_list[2]];
1493 vm_vec_sub(&vv0,v0,v1);
1494 vm_vec_sub(&vv1,v2,v1);
1496 vm_vec_scale_add(&pos,v1,&vv0,d_rand()*2);
1497 vm_vec_scale_add2(&pos,&vv1,d_rand()*2);
1499 size = EXPL_WALL_FIREBALL_SIZE + (2*EXPL_WALL_FIREBALL_SIZE * e / EXPL_WALL_TOTAL_FIREBALLS);
1501 //fireballs start away from door, with subsequent ones getting closer
1505 get_side_normal(&Segments[segnum], sidenum, 0, &_vn );
1506 vm_vec_scale_add2(&pos,&_vn,size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
1509 vm_vec_scale_add2(&pos,&Segments[segnum].sides[sidenum].normals[0],size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
1512 if (e & 3) //3 of 4 are normal
1513 object_create_explosion(expl_wall_list[i].segnum,&pos,size,VCLIP_SMALL_EXPLOSION);
1515 object_create_badass_explosion( NULL, expl_wall_list[i].segnum, &pos,
1517 VCLIP_SMALL_EXPLOSION,
1518 i2f(4), // damage strength
1519 i2f(20), // damage radius
1520 i2f(50), // damage force
1527 if (expl_wall_list[i].time >= EXPL_WALL_TIME)
1528 expl_wall_list[i].segnum = -1; //flag this slot as free
1536 //creates afterburner blobs behind the specified object
1537 void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime)
1539 vms_vector pos_left,pos_right;
1542 vm_vec_scale_add(&pos_left, &obj->pos, &obj->orient.fvec, -obj->size);
1543 vm_vec_scale_add2(&pos_left, &obj->orient.rvec, -obj->size/4);
1544 vm_vec_scale_add(&pos_right, &pos_left, &obj->orient.rvec, obj->size/2);
1547 vm_vec_avg(&pos_left, &pos_left, &pos_right);
1549 segnum = find_point_seg(&pos_left, obj->segnum);
1551 object_create_explosion(segnum, &pos_left, size_scale, VCLIP_AFTERBURNER_BLOB );
1554 segnum = find_point_seg(&pos_right, obj->segnum);
1557 blob_obj = object_create_explosion(segnum, &pos_right, size_scale, VCLIP_AFTERBURNER_BLOB );
1559 blob_obj->lifeleft = lifetime;