1 /* $Id: laser.c,v 1.10 2003-10-10 09:36:35 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 * This will contain the laser code
20 * Revision 1.1 1993/11/29 17:19:02 john
31 char laser_rcsid[] = "$Id: laser.c,v 1.10 2003-10-10 09:36:35 btb Exp $";
77 int Laser_rapid_fire = 0;
80 object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
81 int Guided_missile_sig[MAX_PLAYERS]={-1,-1,-1,-1,-1,-1,-1,-1};
83 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2);
85 extern char Multi_is_guided;
86 extern char BounceCheat;
88 extern void newdemo_record_guided_end();
89 extern void newdemo_record_guided_start();
91 int find_homing_object(vms_vector *curpos, object *tracker);
93 //---------------------------------------------------------------------------------
94 // Called by render code.... determines if the laser is from a robot or the
95 // player and calls the appropriate routine.
97 void Laser_render(object *obj)
100 // Commented out by John (sort of, typed by Mike) on 6/8/94
103 case WEAPON_TYPE_WEAK_LASER:
104 case WEAPON_TYPE_STRONG_LASER:
105 case WEAPON_TYPE_CANNON_BALL:
106 case WEAPON_TYPE_MISSILE:
109 Error( "Invalid weapon type in Laser_render\n" );
113 switch( Weapon_info[obj->id].render_type ) {
114 case WEAPON_RENDER_LASER:
115 Int3(); // Not supported anymore!
116 //Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
118 case WEAPON_RENDER_BLOB:
119 draw_object_blob(obj, Weapon_info[obj->id].bitmap );
121 case WEAPON_RENDER_POLYMODEL:
123 case WEAPON_RENDER_VCLIP:
124 Int3(); // Oops, not supported, type added by mk on 09/09/94, but not for lasers...
126 Error( "Invalid weapon render type in Laser_render\n" );
131 //---------------------------------------------------------------------------------
132 // Draws a texture-mapped laser bolt
134 //void Laser_draw_one( int objnum, grs_bitmap * bmp )
139 // vms_vector start_pos,end_pos;
141 // obj = &Objects[objnum];
143 // start_pos = obj->pos;
144 // vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
146 // g3_rotate_point(&p1,&start_pos);
147 // g3_rotate_point(&p2,&end_pos);
150 // t2 = Interpolation_method;
151 // t3 = Transparency_on;
154 // //Interpolation_method = 3; // Full perspective
155 // Interpolation_method = 1; // Linear
156 // Transparency_on = 1;
158 // //gr_setcolor( gr_getcolor(31,15,0));
159 // //g3_draw_line_ptrs(p1,p2);
160 // //g3_draw_rod(p1,0x2000,p2,0x2000);
161 // //g3_draw_rod(p1,Laser_width,p2,Laser_width);
162 // g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
164 // Interpolation_method = t2;
165 // Transparency_on = t3;
169 // Changed by MK on 09/07/94
170 // I want you to be able to blow up your own bombs.
171 // AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
172 // Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
173 int laser_are_related( int o1, int o2 )
175 if ( (o1<0) || (o2<0) )
178 // See if o2 is the parent of o1
179 if ( Objects[o1].type == OBJ_WEAPON )
180 if ( (Objects[o1].ctype.laser_info.parent_num==o2) && (Objects[o1].ctype.laser_info.parent_signature==Objects[o2].signature) )
182 // 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
183 if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
184 (Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
185 (((Objects[o1].id == PROXIMITY_ID) || (Objects[o1].id == SUPERPROX_ID)) && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*4))) {
191 // See if o1 is the parent of o2
192 if ( Objects[o2].type == OBJ_WEAPON )
194 if ( (Objects[o2].ctype.laser_info.parent_num==o1) && (Objects[o2].ctype.laser_info.parent_signature==Objects[o1].signature) )
196 // 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
197 if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
198 (Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
199 (((Objects[o2].id == PROXIMITY_ID) || (Objects[o2].id == SUPERPROX_ID)) && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*4))) {
206 // They must both be weapons
207 if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
210 // Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
211 // See if they're siblings...
212 // 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.
213 if ( Objects[o1].ctype.laser_info.parent_signature==Objects[o2].ctype.laser_info.parent_signature )
215 if (Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID || Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID) {
216 // If neither is older than 1/2 second, then can't blow up!
217 if ((GameTime > (Objects[o1].ctype.laser_info.creation_time + F1_0/2)) || (GameTime > (Objects[o2].ctype.laser_info.creation_time + F1_0/2)))
225 // Anything can cause a collision with a robot super prox mine.
226 if (Objects[o1].id == ROBOT_SUPERPROX_ID || Objects[o2].id == ROBOT_SUPERPROX_ID ||
227 Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID ||
228 Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID ||
229 Objects[o1].id == PMINE_ID || Objects[o2].id == PMINE_ID)
235 //--unused-- int Muzzle_scale=2;
238 void do_muzzle_stuff(int segnum, vms_vector *pos)
240 Muzzle_data[Muzzle_queue_index].create_time = timer_get_fixed_seconds();
241 Muzzle_data[Muzzle_queue_index].segnum = segnum;
242 Muzzle_data[Muzzle_queue_index].pos = *pos;
243 Muzzle_queue_index++;
244 if (Muzzle_queue_index >= MUZZLE_QUEUE_MAX)
245 Muzzle_queue_index = 0;
248 //creates a weapon object
249 int create_weapon_object(int weapon_type,int segnum,vms_vector *position)
252 fix laser_radius = -1;
256 switch( Weapon_info[weapon_type].render_type ) {
258 case WEAPON_RENDER_BLOB:
259 rtype = RT_LASER; // Render as a laser even if blob (see render code above for explanation)
260 laser_radius = Weapon_info[weapon_type].blob_size;
262 case WEAPON_RENDER_POLYMODEL:
263 laser_radius = 0; // Filled in below.
266 case WEAPON_RENDER_LASER:
267 Int3(); // Not supported anymore
269 case WEAPON_RENDER_NONE:
273 case WEAPON_RENDER_VCLIP:
274 rtype = RT_WEAPON_VCLIP;
275 laser_radius = Weapon_info[weapon_type].blob_size;
278 Error( "Invalid weapon render type in Laser_create_new\n" );
281 Assert(laser_radius != -1);
284 objnum = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
286 obj = &Objects[objnum];
288 if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
289 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
290 obj->size = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[obj->id].po_len_to_width_ratio);
293 obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
294 obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
295 vm_vec_zero(&obj->mtype.phys_info.thrust);
297 if (Weapon_info[weapon_type].bounce==1)
298 obj->mtype.phys_info.flags |= PF_BOUNCE;
300 if (Weapon_info[weapon_type].bounce==2 || BounceCheat)
301 obj->mtype.phys_info.flags |= PF_BOUNCE+PF_BOUNCES_TWICE;
307 extern int Doing_lighting_hack_flag;
309 // -------------------------------------------------------------------------------------------------------------------------------
310 // ***** HEY ARTISTS!! *****
311 // Here are the constants you're looking for! --MK
313 // Change the following constants to affect the look of the omega cannon.
314 // Changing these constants will not affect the damage done.
315 // WARNING: If you change DESIRED_OMEGA_DIST and MAX_OMEGA_BLOBS, you don't merely change the look of the cannon,
316 // you change its range. If you decrease DESIRED_OMEGA_DIST, you decrease how far the gun can fire.
317 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
318 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
319 #define DESIRED_OMEGA_DIST (F1_0*5) // This is the desired distance between blobs. For distances > MIN_OMEGA_BLOBS*DESIRED_OMEGA_DIST, but not very large, this will apply.
320 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
321 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
323 // Additionally, several constants which apply to homing objects in general control the behavior of the Omega Cannon.
324 // They are defined in laser.h. They are copied here for reference. These values are valid on 1/10/96:
325 // If you want the Omega Cannon view cone to be different than the Homing Missile viewcone, contact MK to make the change.
326 // (Unless you are a programmer, in which case, do it yourself!)
327 #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.
328 #define OMEGA_MAX_TRACKABLE_DIST MAX_OMEGA_DIST // An object must be at least this close to be tracked.
330 // Note, you don't need to change these constants. You can control damage and energy consumption by changing the
331 // usual bitmaps.tbl parameters.
332 #define OMEGA_DAMAGE_SCALE 32 // Controls how much damage is done. This gets multiplied by FrameTime and then again by the damage specified in bitmaps.tbl in the $WEAPON line.
333 #define OMEGA_ENERGY_CONSUMPTION 16 // Controls how much energy is consumed. This gets multiplied by FrameTime and then again by the energy parameter from bitmaps.tbl.
334 // -------------------------------------------------------------------------------------------------------------------------------
336 void delete_old_omega_blobs(object *parent_objp)
342 parent_num = parent_objp->ctype.laser_info.parent_num;
344 for (i=0; i<=Highest_object_index; i++)
345 if (Objects[i].type == OBJ_WEAPON)
346 if (Objects[i].id == OMEGA_ID)
347 if (Objects[i].ctype.laser_info.parent_num == parent_num) {
352 mprintf((0, "%i Omega blobs deleted in frame %i\n", count, FrameCount));
355 // ---------------------------------------------------------------------------------
356 void create_omega_blobs(int firing_segnum, vms_vector *firing_pos, vms_vector *goal_pos, object *parent_objp)
358 int i, last_segnum, last_created_objnum = -1;
359 vms_vector vec_to_goal;
363 vms_vector omega_delta_vector;
364 vms_vector blob_pos, perturb_vec;
365 fix perturb_array[MAX_OMEGA_BLOBS];
367 if (Game_mode & GM_MULTI)
368 delete_old_omega_blobs(parent_objp);
370 vm_vec_sub(&vec_to_goal, goal_pos, firing_pos);
372 dist_to_goal = vm_vec_normalize_quick(&vec_to_goal);
374 if (dist_to_goal < MIN_OMEGA_BLOBS * MIN_OMEGA_DIST) {
375 omega_blob_dist = MIN_OMEGA_DIST;
376 num_omega_blobs = dist_to_goal/omega_blob_dist;
377 if (num_omega_blobs == 0)
380 omega_blob_dist = DESIRED_OMEGA_DIST;
381 num_omega_blobs = dist_to_goal / omega_blob_dist;
382 if (num_omega_blobs > MAX_OMEGA_BLOBS) {
383 num_omega_blobs = MAX_OMEGA_BLOBS;
384 omega_blob_dist = dist_to_goal / num_omega_blobs;
385 } else if (num_omega_blobs < MIN_OMEGA_BLOBS) {
386 num_omega_blobs = MIN_OMEGA_BLOBS;
387 omega_blob_dist = dist_to_goal / num_omega_blobs;
391 omega_delta_vector = vec_to_goal;
392 vm_vec_scale(&omega_delta_vector, omega_blob_dist);
394 // Now, create all the blobs
395 blob_pos = *firing_pos;
396 last_segnum = firing_segnum;
398 // If nearby, don't perturb vector. If not nearby, start halfway out.
399 if (dist_to_goal < MIN_OMEGA_DIST*4) {
400 for (i=0; i<num_omega_blobs; i++)
401 perturb_array[i] = 0;
403 vm_vec_scale_add2(&blob_pos, &omega_delta_vector, F1_0/2); // Put first blob half way out.
404 for (i=0; i<num_omega_blobs/2; i++) {
405 perturb_array[i] = F1_0*i + F1_0/4;
406 perturb_array[num_omega_blobs-1-i] = F1_0*i;
410 // Create random perturbation vector, but favor _not_ going up in player's reference.
411 make_random_vector(&perturb_vec);
412 vm_vec_scale_add2(&perturb_vec, &parent_objp->orient.uvec, -F1_0/2);
414 Doing_lighting_hack_flag = 1; // Ugly, but prevents blobs which are probably outside the mine from killing framerate.
416 for (i=0; i<num_omega_blobs; i++) {
418 int blob_objnum, segnum;
420 // This will put the last blob right at the destination object, causing damage.
421 if (i == num_omega_blobs-1)
422 vm_vec_scale_add2(&blob_pos, &omega_delta_vector, 15*F1_0/32); // Move last blob another (almost) half section
424 // Every so often, re-perturb blobs
428 make_random_vector(&temp_vec);
429 vm_vec_scale_add2(&perturb_vec, &temp_vec, F1_0/4);
432 vm_vec_scale_add(&temp_pos, &blob_pos, &perturb_vec, perturb_array[i]);
434 segnum = find_point_seg(&temp_pos, last_segnum);
438 last_segnum = segnum;
439 blob_objnum = obj_create(OBJ_WEAPON, OMEGA_ID, segnum, &temp_pos, NULL, 0, CT_WEAPON, MT_PHYSICS, RT_WEAPON_VCLIP );
440 if (blob_objnum == -1)
443 last_created_objnum = blob_objnum;
445 objp = &Objects[blob_objnum];
447 objp->lifeleft = ONE_FRAME_TIME;
448 objp->mtype.phys_info.velocity = vec_to_goal;
450 // Only make the last one move fast, else multiple blobs might collide with target.
451 vm_vec_scale(&objp->mtype.phys_info.velocity, F1_0*4);
453 objp->size = Weapon_info[objp->id].blob_size;
455 objp->shields = fixmul(OMEGA_DAMAGE_SCALE*FrameTime, Weapon_info[objp->id].strength[Difficulty_level]);
457 objp->ctype.laser_info.parent_type = parent_objp->type;
458 objp->ctype.laser_info.parent_signature = parent_objp->signature;
459 objp->ctype.laser_info.parent_num = parent_objp-Objects;
460 objp->movement_type = MT_NONE; // Only last one moves, that will get bashed below.
464 vm_vec_add2(&blob_pos, &omega_delta_vector);
468 // Make last one move faster, but it's already moving at speed = F1_0*4.
469 if (last_created_objnum != -1) {
470 vm_vec_scale(&Objects[last_created_objnum].mtype.phys_info.velocity, Weapon_info[OMEGA_ID].speed[Difficulty_level]/4);
471 Objects[last_created_objnum].movement_type = MT_PHYSICS;
474 Doing_lighting_hack_flag = 0;
477 #define MIN_OMEGA_CHARGE (MAX_OMEGA_CHARGE/8)
478 #define OMEGA_CHARGE_SCALE 4 // FrameTime / OMEGA_CHARGE_SCALE added to Omega_charge every frame.
479 fix Omega_charge = MAX_OMEGA_CHARGE;
481 #define OMEGA_CHARGE_SCALE 4
483 int Last_omega_fire_frame=0;
485 // ---------------------------------------------------------------------------------
486 // Call this every frame to recharge the Omega Cannon.
487 void omega_charge_frame(void)
489 fix delta_charge, old_omega_charge;
491 if (Omega_charge == MAX_OMEGA_CHARGE)
494 if (!(player_has_weapon(OMEGA_INDEX, 0) & HAS_WEAPON_FLAG))
500 if ((Primary_weapon == OMEGA_INDEX) && (Omega_charge == 0) && (Players[Player_num].energy == 0)) {
502 auto_select_weapon(0);
505 // Don't charge while firing.
506 if ((Last_omega_fire_frame == FrameCount) || (Last_omega_fire_frame == FrameCount-1))
509 if (Players[Player_num].energy) {
512 old_omega_charge = Omega_charge;
513 Omega_charge += FrameTime/OMEGA_CHARGE_SCALE;
514 if (Omega_charge > MAX_OMEGA_CHARGE)
515 Omega_charge = MAX_OMEGA_CHARGE;
517 delta_charge = Omega_charge - old_omega_charge;
519 energy_used = fixmul(F1_0*190/17, delta_charge);
520 if (Difficulty_level < 2)
521 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
523 Players[Player_num].energy -= energy_used;
524 if (Players[Player_num].energy < 0)
525 Players[Player_num].energy = 0;
531 // -- fix Last_omega_muzzle_flash_time;
533 // ---------------------------------------------------------------------------------
534 // *objp is the object firing the omega cannon
535 // *pos is the location from which the omega bolt starts
536 void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_objp)
538 int lock_objnum, firing_segnum;
540 int pnum = parent_objp->id;
542 if (pnum == Player_num) {
543 // If charge >= min, or (some charge and zero energy), allow to fire.
544 if (!((Omega_charge >= MIN_OMEGA_CHARGE) || (Omega_charge && !Players[pnum].energy))) {
545 obj_delete(weapon_objp-Objects);
549 Omega_charge -= FrameTime;
550 if (Omega_charge < 0)
553 // Ensure that the lightning cannon can be fired next frame.
554 Next_laser_fire_time = GameTime+1;
556 Last_omega_fire_frame = FrameCount;
559 weapon_objp->ctype.laser_info.parent_type = OBJ_PLAYER;
560 weapon_objp->ctype.laser_info.parent_num = Players[pnum].objnum;
561 weapon_objp->ctype.laser_info.parent_signature = Objects[Players[pnum].objnum].signature;
563 lock_objnum = find_homing_object(firing_pos, weapon_objp);
565 firing_segnum = find_point_seg(firing_pos, parent_objp->segnum);
568 if ( parent_objp == Viewer )
569 digi_play_sample( Weapon_info[weapon_objp->id].flash_sound, F1_0 );
571 digi_link_sound_to_pos( Weapon_info[weapon_objp->id].flash_sound, weapon_objp->segnum, 0, &weapon_objp->pos, 0, F1_0 );
573 // -- if ((Last_omega_muzzle_flash_time + F1_0/4 < GameTime) || (Last_omega_muzzle_flash_time > GameTime)) {
574 // -- do_muzzle_stuff(firing_segnum, firing_pos);
575 // -- Last_omega_muzzle_flash_time = GameTime;
578 // Delete the original object. Its only purpose in life was to determine which object to home in on.
579 obj_delete(weapon_objp-Objects);
581 // If couldn't lock on anything, fire straight ahead.
582 if (lock_objnum == -1) {
586 vms_vector perturb_vec, perturbed_fvec;
588 make_random_vector(&perturb_vec);
589 vm_vec_scale_add(&perturbed_fvec, &parent_objp->orient.fvec, &perturb_vec, F1_0/16);
591 vm_vec_scale_add(&goal_pos, firing_pos, &perturbed_fvec, MAX_OMEGA_DIST);
592 fq.startseg = firing_segnum;
593 if (fq.startseg == -1) {
594 mprintf((1, "Trying to fire Omega Cannon, but gun is outside mine. Aborting!\n"));
600 fq.thisobjnum = parent_objp-Objects;
601 fq.ignore_obj_list = NULL;
602 fq.flags = FQ_IGNORE_POWERUPS | FQ_TRANSPOINT | FQ_CHECK_OBJS; //what about trans walls???
604 fate = find_vector_intersection(&fq, &hit_data);
605 if (fate != HIT_NONE) {
606 Assert(hit_data.hit_seg != -1); // How can this be? We went from inside the mine to outside without hitting anything?
607 goal_pos = hit_data.hit_pnt;
610 goal_pos = Objects[lock_objnum].pos;
612 // This is where we create a pile of omega blobs!
613 create_omega_blobs(firing_segnum, firing_pos, &goal_pos, parent_objp);
617 // ---------------------------------------------------------------------------------
618 // Initializes a laser after Fire is pressed
619 // Returns object number.
620 int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int weapon_type, int make_sound )
624 fix parent_speed, weapon_speed;
628 Assert( weapon_type < N_weapon_types );
630 if ( (weapon_type<0) || (weapon_type>=N_weapon_types) )
633 // Don't let homing blobs make muzzle flash.
634 if (Objects[parent].type == OBJ_ROBOT)
635 do_muzzle_stuff(segnum, position);
637 objnum = create_weapon_object(weapon_type,segnum,position);
640 mprintf((1, "Can't create laser - Out of objects!\n" ));
644 obj = &Objects[objnum];
646 // Do the special Omega Cannon stuff. Then return on account of everything that follows does
647 // not apply to the Omega Cannon.
648 if (weapon_type == OMEGA_ID) {
649 // Create orientation matrix for tracking purposes.
650 vm_vector_2_matrix( &obj->orient, direction, &Objects[parent].orient.uvec ,NULL);
652 if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
654 if (Weapon_info[obj->id].flash_vclip > -1 )
655 object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
658 do_omega_stuff(&Objects[parent], position, obj);
663 if (Objects[parent].type == OBJ_PLAYER) {
664 if (weapon_type == FUSION_ID) {
666 if (Fusion_charge <= 0)
667 obj->ctype.laser_info.multiplier = F1_0;
668 else if (Fusion_charge <= 4*F1_0)
669 obj->ctype.laser_info.multiplier = F1_0 + Fusion_charge/2;
671 obj->ctype.laser_info.multiplier = 4*F1_0;
673 } else if ((weapon_type >= LASER_ID && weapon_type <= MAX_SUPER_LASER_LEVEL) && (Players[Objects[parent].id].flags & PLAYER_FLAGS_QUAD_LASERS))
674 obj->ctype.laser_info.multiplier = F1_0*3/4;
675 else if (weapon_type == GUIDEDMISS_ID) {
676 if (parent==Players[Player_num].objnum) {
677 Guided_missile[Player_num]= obj;
678 Guided_missile_sig[Player_num] = obj->signature;
679 if (Newdemo_state==ND_STATE_RECORDING)
680 newdemo_record_guided_start();
685 // Make children of smart bomb bounce so if they hit a wall right away, they
686 // won't detonate. The frame interval code will clear this bit after 1/2 second.
687 if ((weapon_type == PLAYER_SMART_HOMING_ID) || (weapon_type == SMART_MINE_HOMING_ID) || (weapon_type == ROBOT_SMART_HOMING_ID) || (weapon_type == ROBOT_SMART_MINE_HOMING_ID) || (weapon_type == EARTHSHAKER_MEGA_ID))
688 obj->mtype.phys_info.flags |= PF_BOUNCE;
690 if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL)
691 laser_length = Polygon_models[obj->rtype.pobj_info.model_num].rad * 2;
693 if (weapon_type == FLARE_ID)
694 obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
696 obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
698 // Fill in laser-specific data
700 obj->lifeleft = Weapon_info[obj->id].lifetime;
701 obj->ctype.laser_info.parent_type = Objects[parent].type;
702 obj->ctype.laser_info.parent_signature = Objects[parent].signature;
703 obj->ctype.laser_info.parent_num = parent;
705 // Assign parent type to highest level creator. This propagates parent type down from
706 // the original creator through weapons which create children of their own (ie, smart missile)
707 if (Objects[parent].type == OBJ_WEAPON) {
708 int highest_parent = parent;
712 while ((count++ < 10) && (Objects[highest_parent].type == OBJ_WEAPON)) {
715 next_parent = Objects[highest_parent].ctype.laser_info.parent_num;
716 if (Objects[next_parent].signature != Objects[highest_parent].ctype.laser_info.parent_signature)
717 break; // Probably means parent was killed. Just continue.
719 if (next_parent == highest_parent) {
720 Int3(); // Hmm, object is parent of itself. This would seem to be bad, no?
724 highest_parent = next_parent;
726 obj->ctype.laser_info.parent_num = highest_parent;
727 obj->ctype.laser_info.parent_type = Objects[highest_parent].type;
728 obj->ctype.laser_info.parent_signature = Objects[highest_parent].signature;
732 // Create orientation matrix so we can look from this pov
733 // Homing missiles also need an orientation matrix so they know if they can make a turn.
734 if ((obj->render_type == RT_POLYOBJ) || (Weapon_info[obj->id].homing_flag))
735 vm_vector_2_matrix( &obj->orient,direction, &Objects[parent].orient.uvec ,NULL);
737 if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
739 if (Weapon_info[obj->id].flash_vclip > -1 )
740 object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
744 if (Weapon_info[obj->id].flash_sound > -1 ) {
746 if ( parent == (Viewer-Objects) ) {
747 if (weapon_type == VULCAN_ID) // Make your own vulcan gun 1/2 as loud.
749 digi_play_sample( Weapon_info[obj->id].flash_sound, volume );
751 digi_link_sound_to_pos( Weapon_info[obj->id].flash_sound, obj->segnum, 0, &obj->pos, 0, volume );
756 // Fire the laser from the gun tip so that the back end of the laser bolt is at the gun tip.
757 // Move 1 frame, so that the end-tip of the laser is touching the gun barrel.
758 // This also jitters the laser a bit so that it doesn't alias.
759 // Don't do for weapons created by weapons.
760 if ((Objects[parent].type == OBJ_PLAYER) && (Weapon_info[weapon_type].render_type != WEAPON_RENDER_NONE) && (weapon_type != FLARE_ID)) {
764 vm_vec_scale_add( &end_pos, &obj->pos, direction, Laser_offset+(laser_length/2) );
765 end_segnum = find_point_seg(&end_pos, obj->segnum);
766 if (end_segnum != obj->segnum) {
767 // mprintf(0, "Warning: Laser tip not in same segment as player.\n");
768 if (end_segnum != -1) {
770 obj_relink(obj-Objects, end_segnum);
772 mprintf((0, "Warning: Laser tip outside mine. Laser not being moved to end of gun.\n"));
777 // Here's where to fix the problem with objects which are moving backwards imparting higher velocity to their weaponfire.
778 // Find out if moving backwards.
779 if ((weapon_type == PROXIMITY_ID) || (weapon_type == SUPERPROX_ID)) {
780 parent_speed = vm_vec_mag_quick(&Objects[parent].mtype.phys_info.velocity);
781 if (vm_vec_dot(&Objects[parent].mtype.phys_info.velocity, &Objects[parent].orient.fvec) < 0)
782 parent_speed = -parent_speed;
786 weapon_speed = Weapon_info[obj->id].speed[Difficulty_level];
787 if (Weapon_info[obj->id].speedvar != 128) {
790 // Get a scale factor between speedvar% and 1.0.
791 randval = F1_0 - ((d_rand() * Weapon_info[obj->id].speedvar) >> 6);
792 weapon_speed = fixmul(weapon_speed, randval);
795 // Ugly hack (too bad we're on a deadline), for homing missiles dropped by smart bomb, start them out slower.
796 if ((obj->id == PLAYER_SMART_HOMING_ID) || (obj->id == SMART_MINE_HOMING_ID) || (obj->id == ROBOT_SMART_HOMING_ID) || (obj->id == ROBOT_SMART_MINE_HOMING_ID) || (obj->id == EARTHSHAKER_MEGA_ID))
799 if (Weapon_info[obj->id].thrust != 0)
802 vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
805 if (Weapon_info[weapon_type].thrust != 0) {
806 obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
807 vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent_speed));
810 if ((obj->type == OBJ_WEAPON) && (obj->id == FLARE_ID))
811 obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds
813 // mprintf( 0, "Weapon speed = %.1f (%.1f)\n", f2fl(Weapon_info[obj->id].speed[Difficulty_level] + parent_speed), f2fl(parent_speed) );
818 // -----------------------------------------------------------------------------------------------------------
819 // Calls Laser_create_new, but takes care of the segment and point computation for you.
820 int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound )
824 object *pobjp = &Objects[parent];
827 // Find segment containing laser fire position. If the robot is straddling a segment, the position from
828 // which it fires may be in a different segment, which is bad news for find_vector_intersection. So, cast
829 // a ray from the object center (whose segment we know) to the laser position. Then, in the call to Laser_create_new
830 // use the data returned from this call to find_vector_intersection.
831 // Note that while find_vector_intersection is pretty slow, it is not terribly slow if the destination point is
832 // in the same segment as the source point.
835 fq.startseg = pobjp->segnum;
838 fq.thisobjnum = pobjp-Objects;
839 fq.ignore_obj_list = NULL;
840 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS; //what about trans walls???
842 fate = find_vector_intersection(&fq, &hit_data);
843 if (fate != HIT_NONE || hit_data.hit_seg==-1) {
844 mprintf((1, "Warning: Laser from parent=%i stuck in wall or object, didn't fire!\n", parent));
848 return Laser_create_new( direction, &hit_data.hit_pnt, hit_data.hit_seg, parent, weapon_type, make_sound );
852 int Muzzle_queue_index = 0;
854 muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
856 // -----------------------------------------------------------------------------------------------------------
857 // Determine if two objects are on a line of sight. If so, return true, else return false.
859 int object_to_object_visibility(object *obj1, object *obj2, int trans_type)
866 fq.startseg = obj1->segnum;
869 fq.thisobjnum = obj1-Objects;
870 fq.ignore_obj_list = NULL;
871 fq.flags = trans_type;
873 fate = find_vector_intersection(&fq, &hit_data);
875 if (fate == HIT_WALL)
877 else if (fate == HIT_NONE)
880 Int3(); // Contact Mike: Oops, what happened? What is fate?
881 // 2 = hit object (impossible), 3 = bad starting point (bad)
886 fix Min_trackable_dot = MIN_TRACKABLE_DOT;
888 // -----------------------------------------------------------------------------------------------------------
889 // Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
890 // In order for the object to be trackable, it must be within a reasonable turning radius for the missile
891 // and it must not be obstructed by a wall.
892 int object_is_trackable(int track_goal, object *tracker, fix *dot)
894 vms_vector vector_to_goal;
897 if (track_goal == -1)
900 if (Game_mode & GM_MULTI_COOP)
903 objp = &Objects[track_goal];
905 // Don't track player if he's cloaked.
906 if ((track_goal == Players[Player_num].objnum) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
909 // Can't track AI object if he's cloaked.
910 if (objp->type == OBJ_ROBOT) {
911 if (objp->ctype.ai_info.CLOAKED)
913 // Your missiles don't track your escort.
914 if (Robot_info[objp->id].companion)
915 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
918 vm_vec_sub(&vector_to_goal, &objp->pos, &tracker->pos);
919 vm_vec_normalize_quick(&vector_to_goal);
920 *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
922 if ((*dot < Min_trackable_dot) && (*dot > F1_0*9/10)) {
923 // -- mprintf((0, "."));
924 vm_vec_normalize(&vector_to_goal);
925 *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
928 //mprintf((0, " OIT: dot=%5.2f ", f2fl(dot)));
930 // mprintf((0, "object_is_trackable: [%3i] %7.3f, min = %7.3f\n", track_goal, f2fl(dot), f2fl(Min_trackable_dot)));
932 if (*dot >= Min_trackable_dot) {
934 // dot is in legal range, now see if object is visible
935 rval = object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
936 //mprintf((0, " TRACK "));
939 //mprintf((0, " LOST! "));
945 extern int Robots_kill_robots_cheat;
947 // --------------------------------------------------------------------------------------------
948 int call_find_homing_object_complete(object *tracker, vms_vector *curpos)
950 if (Game_mode & GM_MULTI) {
951 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER) {
952 // It's fired by a player, so if robots present, track robot, else track player.
953 if (Game_mode & GM_MULTI_COOP)
954 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
956 return find_homing_object_complete( curpos, tracker, OBJ_PLAYER, OBJ_ROBOT);
960 if (Robots_kill_robots_cheat)
961 goal2_type = OBJ_ROBOT;
962 Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
963 return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, goal2_type);
966 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
969 // --------------------------------------------------------------------------------------------
970 // Find object to home in on.
971 // Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
972 int find_homing_object(vms_vector *curpos, object *tracker)
975 fix max_dot = -F1_0*2;
976 int best_objnum = -1;
978 // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
979 Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
981 // Find an object to track based on game mode (eg, whether in network play) and who fired it.
983 if (Game_mode & GM_MULTI)
984 return call_find_homing_object_complete(tracker, curpos);
986 int cur_min_trackable_dot;
988 cur_min_trackable_dot = MIN_TRACKABLE_DOT;
989 if ((tracker->type == OBJ_WEAPON) && (tracker->id == OMEGA_ID))
990 cur_min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
992 // Not in network mode. If not fired by player, then track player.
993 if (tracker->ctype.laser_info.parent_num != Players[Player_num].objnum) {
994 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
995 best_objnum = ConsoleObject - Objects;
998 fix dist, max_trackable_dist;
1000 // Find the window which has the forward view.
1001 for (i=0; i<MAX_RENDERED_WINDOWS; i++)
1002 if (Window_rendered_data[i].frame >= FrameCount-1)
1003 if (Window_rendered_data[i].viewer == ConsoleObject)
1004 if (!Window_rendered_data[i].rear_view) {
1009 // Couldn't find suitable view from this frame, so do complete search.
1010 if (window_num == -1) {
1011 mprintf((0, "Note: Calling find_homing_object_complete because no suitable rendered window.\n"));
1012 return call_find_homing_object_complete(tracker, curpos);
1015 max_trackable_dist = MAX_TRACKABLE_DIST;
1016 if (tracker->id == OMEGA_ID)
1017 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
1019 // Not in network mode and fired by player.
1020 for (i=Window_rendered_data[window_num].num_objects-1; i>=0; i--) {
1022 vms_vector vec_to_curobj;
1023 int objnum = Window_rendered_data[window_num].rendered_objects[i];
1024 object *curobjp = &Objects[objnum];
1026 if (objnum == Players[Player_num].objnum)
1029 // Can't track AI object if he's cloaked.
1030 if (curobjp->type == OBJ_ROBOT) {
1031 if (curobjp->ctype.ai_info.CLOAKED)
1034 // Your missiles don't track your escort.
1035 if (Robot_info[curobjp->id].companion)
1036 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1040 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1041 dist = vm_vec_normalize_quick(&vec_to_curobj);
1042 if (dist < max_trackable_dist) {
1043 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1045 // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1047 // Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1048 // to determine if an object is initially trackable. find_homing_object is called on subsequent
1049 // frames to determine if the object remains trackable.
1050 // mprintf((0, "find_homing_object: [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1051 if (dot > cur_min_trackable_dot) {
1052 if (dot > max_dot) {
1053 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1055 best_objnum = objnum;
1058 } else if (dot > F1_0 - (F1_0 - cur_min_trackable_dot)*2) {
1059 vm_vec_normalize(&vec_to_curobj);
1060 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1061 if (dot > cur_min_trackable_dot) {
1062 if (dot > max_dot) {
1063 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1065 best_objnum = objnum;
1075 // mprintf(0, "Selecting object #%i\n=n", best_objnum);
1080 // --------------------------------------------------------------------------------------------
1081 // Find object to home in on.
1082 // Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
1083 // Can track two kinds of objects. If you are only interested in one type, set track_obj_type2 to NULL
1084 // Always track proximity bombs. --MK, 06/14/95
1085 // Make homing objects not track parent's prox bombs.
1086 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2)
1089 fix max_dot = -F1_0*2;
1090 int best_objnum = -1;
1091 fix max_trackable_dist;
1092 fix min_trackable_dot;
1094 // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
1095 Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
1097 max_trackable_dist = MAX_TRACKABLE_DIST;
1098 min_trackable_dot = MIN_TRACKABLE_DOT;
1100 if (tracker->id == OMEGA_ID) {
1101 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
1102 min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
1105 for (objnum=0; objnum<=Highest_object_index; objnum++) {
1106 int is_proximity = 0;
1108 vms_vector vec_to_curobj;
1109 object *curobjp = &Objects[objnum];
1111 if ((curobjp->type != track_obj_type1) && (curobjp->type != track_obj_type2))
1113 if ((curobjp->type == OBJ_WEAPON) && ((curobjp->id == PROXIMITY_ID) || (curobjp->id == SUPERPROX_ID))) {
1114 if (curobjp->ctype.laser_info.parent_signature != tracker->ctype.laser_info.parent_signature)
1122 if (objnum == tracker->ctype.laser_info.parent_num) // Don't track shooter
1125 // Don't track cloaked players.
1126 if (curobjp->type == OBJ_PLAYER)
1128 if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
1130 // Don't track teammates in team games
1132 if ((Game_mode & GM_TEAM) && (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) && (get_team(curobjp->id) == get_team(Objects[tracker->ctype.laser_info.parent_num].id)))
1137 // Can't track AI object if he's cloaked.
1138 if (curobjp->type == OBJ_ROBOT) {
1139 if (curobjp->ctype.ai_info.CLOAKED)
1142 // Your missiles don't track your escort.
1143 if (Robot_info[curobjp->id].companion)
1144 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1148 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1149 dist = vm_vec_mag_quick(&vec_to_curobj);
1151 if (dist < max_trackable_dist) {
1152 vm_vec_normalize_quick(&vec_to_curobj);
1153 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1155 dot = ((dot << 3) + dot) >> 3; // I suspect Watcom would be too stupid to figure out the obvious...
1157 // Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1158 // to determine if an object is initially trackable. find_homing_object is called on subsequent
1159 // frames to determine if the object remains trackable.
1160 // mprintf((0, "fho_complete: [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1161 if (dot > min_trackable_dot) {
1162 // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1163 if (dot > max_dot) {
1164 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1166 best_objnum = objnum;
1174 // -- mprintf((0, "Selecting object #%i in find_homing_object_complete\n\n", best_objnum));
1179 // ------------------------------------------------------------------------------------------------------------
1180 // See if legal to keep tracking currently tracked object. If not, see if another object is trackable. If not, return -1,
1181 // else return object number of tracking object.
1182 // Computes and returns a fairly precise dot product.
1183 int track_track_goal(int track_goal, object *tracker, fix *dot)
1185 // Every 8 frames for each object, scan all objects.
1186 if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ FrameCount) % 8) != 0)) {
1187 //mprintf((0, "ttg: QO"));
1189 } else if ((((tracker-Objects) ^ FrameCount) % 4) == 0) {
1192 // If player fired missile, then search for an object, if not, then give up.
1193 if (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) {
1196 if (track_goal == -1)
1198 if (Game_mode & GM_MULTI)
1200 if (Game_mode & GM_MULTI_COOP)
1201 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_ROBOT, -1);
1202 else if (Game_mode & GM_MULTI_ROBOTS) // Not cooperative, if robots, track either robot or player
1203 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1204 else // Not cooperative and no robots, track only a player
1205 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, -1);
1208 rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1212 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1213 if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
1214 rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, -1);
1220 int goal_type, goal2_type = -1;
1222 if (Robots_kill_robots_cheat)
1223 goal2_type = OBJ_ROBOT;
1225 if (track_goal == -1)
1226 rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, goal2_type);
1228 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1229 rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, goal2_type);
1233 Assert(rval != -2); // This means it never got set which is bad! Contact Mike.
1237 //if (track_goal != -1)
1238 // mprintf((0, "Object %i not tracking anything.\n", tracker-Objects));
1243 //-------------- Initializes a laser after Fire is pressed -----------------
1245 void Laser_player_fire_spread_delay(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, fix delay_time, int make_sound, int harmless)
1248 vms_vector LaserPos, LaserDir;
1251 vms_vector gun_point, *pnt;
1255 create_awareness_event(obj, PA_WEAPON_WALL_COLLISION);
1257 // Find the initial position of the laser
1258 pnt = &Player_ship->gun_points[gun_num];
1260 vm_copy_transpose_matrix(&m,&obj->orient);
1261 vm_vec_rotate(&gun_point,pnt,&m);
1263 vm_vec_add(&LaserPos,&obj->pos,&gun_point);
1265 // If supposed to fire at a delayed time (delay_time), then move this point backwards.
1267 vm_vec_scale_add2(&LaserPos, &obj->orient.fvec, -fixmul(delay_time, Weapon_info[laser_type].speed[Difficulty_level]));
1269 // do_muzzle_stuff(obj, &Pos);
1271 //--------------- Find LaserPos and LaserSeg ------------------
1273 fq.startseg = obj->segnum;
1276 fq.thisobjnum = obj-Objects;
1277 fq.ignore_obj_list = NULL;
1278 fq.flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS;
1280 Fate = find_vector_intersection(&fq, &hit_data);
1282 LaserSeg = hit_data.hit_seg;
1284 if (LaserSeg == -1) //some sort of annoying error
1287 //SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
1288 if ( vm_vec_dist_quick(&LaserPos, &obj->pos) > 0x50000 )
1291 if (Fate==HIT_WALL) {
1293 mprintf((0, "Your DELAYED laser is stuck thru a wall!\n" ));
1295 mprintf((0, "Your laser is stuck thru a wall!\n" ));
1299 if (Fate==HIT_OBJECT) {
1300 // if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
1301 // Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
1302 mprintf((0, "Your laser is stuck in an object!\n" ));
1303 // if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
1305 //as of 12/6/94, we don't care if the laser is stuck in an object. We
1306 //just fire away normally
1309 // Now, make laser spread out.
1310 LaserDir = obj->orient.fvec;
1311 if ((spreadr != 0) || (spreadu != 0)) {
1312 vm_vec_scale_add2(&LaserDir, &obj->orient.rvec, spreadr);
1313 vm_vec_scale_add2(&LaserDir, &obj->orient.uvec, spreadu);
1316 objnum = Laser_create_new( &LaserDir, &LaserPos, LaserSeg, obj-Objects, laser_type, make_sound );
1318 // Omega cannon is a hack, not surprisingly. Don't want to do the rest of this stuff.
1319 if (laser_type == OMEGA_ID)
1326 if (laser_type==GUIDEDMISS_ID && Multi_is_guided) {
1327 mprintf ((0,"Guided missile %s activated!\n",Players[obj->id].callsign));
1328 Guided_missile[obj->id]=&Objects[objnum];
1334 if (laser_type == CONCUSSION_ID ||
1335 laser_type == HOMING_ID ||
1336 laser_type == SMART_ID ||
1337 laser_type == MEGA_ID ||
1338 laser_type == FLASH_ID ||
1339 //laser_type == GUIDEDMISS_ID ||
1340 //laser_type == SUPERPROX_ID ||
1341 laser_type == MERCURY_ID ||
1342 laser_type == EARTHSHAKER_ID)
1343 if (Missile_viewer == NULL && obj->id==Player_num)
1344 Missile_viewer = &Objects[objnum];
1346 // If this weapon is supposed to be silent, set that bit!
1348 Objects[objnum].flags |= OF_SILENT;
1350 // If this weapon is supposed to be silent, set that bit!
1352 Objects[objnum].flags |= OF_HARMLESS;
1354 // If the object firing the laser is the player, then indicate the laser object so robots can dodge.
1355 // New by MK on 6/8/95, don't let robots evade proximity bombs, thereby decreasing uselessness of bombs.
1356 if ((obj == ConsoleObject) && ((Objects[objnum].id != PROXIMITY_ID) && (Objects[objnum].id != SUPERPROX_ID)))
1357 Player_fired_laser_this_frame = objnum;
1359 if (Weapon_info[laser_type].homing_flag) {
1360 if (obj == ConsoleObject)
1362 Objects[objnum].ctype.laser_info.track_goal = find_homing_object(&LaserPos, &Objects[objnum]);
1364 Network_laser_track = Objects[objnum].ctype.laser_info.track_goal;
1368 else // Some other player shot the homing thing
1370 Assert(Game_mode & GM_MULTI);
1371 Objects[objnum].ctype.laser_info.track_goal = Network_laser_track;
1374 // mprintf((0, "Selecting object #%i in find_homing_object_complete\n", Network_laser_track));
1378 // -----------------------------------------------------------------------------------------------------------
1379 void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless)
1381 Laser_player_fire_spread_delay(obj, laser_type, gun_num, spreadr, spreadu, 0, make_sound, harmless);
1385 // -----------------------------------------------------------------------------------------------------------
1386 void Laser_player_fire(object *obj, int laser_type, int gun_num, int make_sound, int harmless)
1388 Laser_player_fire_spread(obj, laser_type, gun_num, 0, 0, make_sound, harmless);
1391 // -----------------------------------------------------------------------------------------------------------
1392 void Flare_create(object *obj)
1396 energy_usage = Weapon_info[FLARE_ID].energy_usage;
1398 if (Difficulty_level < 2)
1399 energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4);
1401 // MK, 11/04/95: Allowed to fire flare even if no energy.
1402 // -- if (Players[Player_num].energy >= energy_usage) {
1403 Players[Player_num].energy -= energy_usage;
1405 if (Players[Player_num].energy <= 0) {
1406 Players[Player_num].energy = 0;
1407 // -- auto_select_weapon(0);
1410 Laser_player_fire( obj, FLARE_ID, 6, 1, 0);
1413 if (Game_mode & GM_MULTI) {
1414 Network_laser_fired = 1;
1415 Network_laser_gun = FLARE_ADJUST;
1416 Network_laser_flags = 0;
1417 Network_laser_level = 0;
1424 #define HOMING_MISSILE_SCALE 16
1426 //-------------------------------------------------------------------------------------------
1427 // Set object *objp's orientation to (or towards if I'm ambitious) its velocity.
1428 void homing_missile_turn_towards_velocity(object *objp, vms_vector *norm_vel)
1430 vms_vector new_fvec;
1432 new_fvec = *norm_vel;
1434 vm_vec_scale(&new_fvec, FrameTime*HOMING_MISSILE_SCALE);
1435 vm_vec_add2(&new_fvec, &objp->orient.fvec);
1436 vm_vec_normalize_quick(&new_fvec);
1438 // if ((norm_vel->x == 0) && (norm_vel->y == 0) && (norm_vel->z == 0))
1441 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, NULL);
1444 //-------------------------------------------------------------------------------------------
1445 //sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
1446 void Laser_do_weapon_sequence(object *obj)
1448 Assert(obj->control_type == CT_WEAPON);
1450 // Ok, this is a big hack by MK.
1451 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME
1452 if (obj->lifeleft == ONE_FRAME_TIME) {
1453 if (Game_mode & GM_MULTI)
1454 obj->lifeleft = OMEGA_MULTI_LIFELEFT;
1457 obj->render_type = RT_NONE;
1460 if (obj->lifeleft < 0 ) { // We died of old age
1461 obj->flags |= OF_SHOULD_BE_DEAD;
1462 if ( Weapon_info[obj->id].damage_radius )
1463 explode_badass_weapon(obj,&obj->pos);
1467 //delete weapons that are not moving
1468 if ( !((FrameCount ^ obj->signature) & 3) &&
1469 (obj->id != FLARE_ID) &&
1470 (Weapon_info[obj->id].speed[Difficulty_level] > 0) &&
1471 (vm_vec_mag_quick(&obj->mtype.phys_info.velocity) < F2_0)) {
1472 obj_delete(obj-Objects);
1476 if ( obj->id == FUSION_ID ) { //always set fusion weapon to max vel
1478 vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
1480 vm_vec_scale(&obj->mtype.phys_info.velocity, Weapon_info[obj->id].speed[Difficulty_level]);
1483 // -- // The Super Spreadfire (Helix) blobs travel in a sinusoidal path. That is accomplished
1484 // -- // by modifying velocity (direction) in the frame interval.
1485 // -- if (obj->id == SSPREADFIRE_ID) {
1486 // -- fix age, sinval, cosval;
1487 // -- vms_vector p, newp;
1490 // -- speed = vm_vec_mag_quick(&obj->phys_info.velocity);
1492 // -- age = Weapon_info[obj->id].lifetime - obj->lifeleft;
1494 // -- fix_fast_sincos(age, &sinval, &cosval);
1496 // -- // Note: Below code assumes x=1, y=0. Need to scale this for values around a circle for 5 helix positions.
1497 // -- p.x = cosval << 3;
1498 // -- p.y = sinval << 3;
1501 // -- vm_vec_rotate(&newp, &p, &obj->orient);
1503 // -- vm_vec_add(&goal_point, &obj->pos, &newp);
1505 // -- vm_vec_sub(&vec_to_goal, &goal_point, obj
1509 // For homing missiles, turn towards target. (unless it's the guided missile)
1510 if (Weapon_info[obj->id].homing_flag && !(obj->id==GUIDEDMISS_ID && obj==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id] && obj->signature==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id]->signature)) {
1511 vms_vector vector_to_object, temp_vec;
1513 fix speed, max_speed;
1515 // For first 1/2 second of life, missile flies straight.
1516 if (obj->ctype.laser_info.creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime) {
1518 int track_goal = obj->ctype.laser_info.track_goal;
1520 //mprintf((0, "%5i: mtd=%5.2f", FrameCount, f2fl(Min_trackable_dot)));
1522 // If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
1523 if ((obj->id == ROBOT_SMART_MINE_HOMING_ID) || (obj->id == ROBOT_SMART_HOMING_ID) || (obj->id == SMART_MINE_HOMING_ID) || (obj->id == PLAYER_SMART_HOMING_ID) || (obj->id == EARTHSHAKER_MEGA_ID)) {
1524 // if (obj->mtype.phys_info.flags & PF_BOUNCE) mprintf(0, "Debouncing smart child %i\n", obj-Objects);
1525 obj->mtype.phys_info.flags &= ~PF_BOUNCE;
1528 // Make sure the object we are tracking is still trackable.
1529 track_goal = track_track_goal(track_goal, obj, &dot);
1531 //mprintf((0, " after ttg=%3i ", track_goal));
1533 if (track_goal == Players[Player_num].objnum) {
1536 dist_to_player = vm_vec_dist_quick(&obj->pos, &Objects[track_goal].pos);
1537 if ((dist_to_player < Players[Player_num].homing_object_dist) || (Players[Player_num].homing_object_dist < 0))
1538 Players[Player_num].homing_object_dist = dist_to_player;
1542 if (track_goal != -1) {
1543 vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
1545 vm_vec_normalize_quick(&vector_to_object);
1546 temp_vec = obj->mtype.phys_info.velocity;
1547 speed = vm_vec_normalize_quick(&temp_vec);
1548 max_speed = Weapon_info[obj->id].speed[Difficulty_level];
1549 if (speed+F1_0 < max_speed) {
1550 speed += fixmul(max_speed, FrameTime/2);
1551 if (speed > max_speed)
1555 // -- dot = vm_vec_dot(&temp_vec, &vector_to_object);
1556 //mprintf((0, " dot=%5.2f ", f2fl(dot)));
1557 vm_vec_add2(&temp_vec, &vector_to_object);
1558 // The boss' smart children track better...
1559 if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
1560 vm_vec_add2(&temp_vec, &vector_to_object);
1561 vm_vec_normalize_quick(&temp_vec);
1562 obj->mtype.phys_info.velocity = temp_vec;
1563 vm_vec_scale(&obj->mtype.phys_info.velocity, speed);
1565 // Subtract off life proportional to amount turned.
1566 // For hardest turn, it will lose 2 seconds per second.
1568 fix lifelost, absdot;
1570 absdot = abs(F1_0 - dot);
1572 lifelost = fixmul(absdot*32, FrameTime);
1573 obj->lifeleft -= lifelost;
1574 // -- mprintf((0, "Missile %3i, dot = %7.3f life lost = %7.3f, life left = %7.3f\n", obj-Objects, f2fl(dot), f2fl(lifelost), f2fl(obj->lifeleft)));
1577 // Only polygon objects have visible orientation, so only they should turn.
1578 if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
1579 homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
1583 //mprintf((0, "\n"));
1586 // Make sure weapon is not moving faster than allowed speed.
1590 weapon_speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
1591 if (weapon_speed > Weapon_info[obj->id].speed[Difficulty_level]) {
1592 // Only slow down if not allowed to move. Makes sense, huh? Allows proxbombs to get moved by physics force. --MK, 2/13/96
1593 if (Weapon_info[obj->id].speed[Difficulty_level]) {
1596 scale_factor = fixdiv(Weapon_info[obj->id].speed[Difficulty_level], weapon_speed);
1597 vm_vec_scale(&obj->mtype.phys_info.velocity, scale_factor);
1603 fix Last_laser_fired_time = 0;
1605 extern int Player_fired_laser_this_frame;
1609 // --------------------------------------------------------------------------------------------------
1610 // Assumption: This is only called by the actual console player, not for network players
1612 int do_laser_firing_player(void)
1614 player *plp = &Players[Player_num];
1616 int ammo_used,primary_ammo;
1621 static int Spreadfire_toggle=0;
1622 static int Helix_orientation = 0;
1627 weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
1628 energy_used = Weapon_info[weapon_index].energy_usage;
1629 if (Primary_weapon == OMEGA_INDEX)
1630 energy_used = 0; // Omega consumes energy when recharging, not when firing.
1632 if (Difficulty_level < 2)
1633 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
1635 // MK, 01/26/96, Helix use 2x energy in multiplayer. bitmaps.tbl parm should have been reduced for single player.
1636 if (weapon_index == HELIX_INDEX)
1637 if (Game_mode & GM_MULTI)
1640 ammo_used = Weapon_info[weapon_index].ammo_usage;
1642 addval = 2*FrameTime;
1646 if ((Last_laser_fired_time + 2*FrameTime < GameTime) || (GameTime < Last_laser_fired_time))
1647 Next_laser_fire_time = GameTime;
1649 Last_laser_fired_time = GameTime;
1651 primary_ammo = (Primary_weapon == GAUSS_INDEX)?(plp->primary_ammo[VULCAN_INDEX]):(plp->primary_ammo[Primary_weapon]);
1653 if (!((plp->energy >= energy_used) && (primary_ammo >= ammo_used)))
1654 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1661 while (Next_laser_fire_time <= GameTime) {
1662 if ((plp->energy >= energy_used) && (primary_ammo >= ammo_used)) {
1663 int laser_level, flags;
1666 if (Laser_rapid_fire!=0xBADA55)
1667 Next_laser_fire_time += Weapon_info[weapon_index].fire_wait;
1669 Next_laser_fire_time += F1_0/25;
1671 laser_level = Players[Player_num].laser_level;
1675 if (Primary_weapon == SPREADFIRE_INDEX) {
1676 if (Spreadfire_toggle)
1677 flags |= LASER_SPREADFIRE_TOGGLED;
1678 Spreadfire_toggle = !Spreadfire_toggle;
1681 if (Primary_weapon == HELIX_INDEX) {
1682 Helix_orientation++;
1683 flags |= ((Helix_orientation & LASER_HELIX_MASK) << LASER_HELIX_SHIFT);
1686 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1687 flags |= LASER_QUAD;
1689 rval += do_laser_firing(Players[Player_num].objnum, Primary_weapon, laser_level, flags, nfires);
1691 plp->energy -= (energy_used * rval) / Weapon_info[weapon_index].fire_count;
1692 if (plp->energy < 0)
1695 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
1696 if (ammo_used > plp->primary_ammo[VULCAN_INDEX])
1697 plp->primary_ammo[VULCAN_INDEX] = 0;
1699 plp->primary_ammo[VULCAN_INDEX] -= ammo_used;
1702 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1705 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1706 Next_laser_fire_time = GameTime; // Prevents shots-to-fire from building up.
1707 break; // Couldn't fire weapon, so abort.
1710 //mprintf(0, " fires = %i\n", rval);
1712 Global_laser_firing_count = 0;
1717 // -- #define MAX_LIGHTNING_DISTANCE (F1_0*300)
1718 // -- #define MAX_LIGHTNING_BLOBS 16
1719 // -- #define LIGHTNING_BLOB_DISTANCE (MAX_LIGHTNING_DISTANCE/MAX_LIGHTNING_BLOBS)
1721 // -- #define LIGHTNING_BLOB_ID 13
1723 // -- #define LIGHTNING_TIME (F1_0/4)
1724 // -- #define LIGHTNING_DELAY (F1_0/8)
1726 // -- int Lightning_gun_num = 1;
1728 // -- fix Lightning_start_time = -F1_0*10, Lightning_last_time;
1730 // -- // --------------------------------------------------------------------------------------------------
1731 // -- // Return -1 if failed to create at least one blob. Else return index of last blob created.
1732 // -- int create_lightning_blobs(vms_vector *direction, vms_vector *start_pos, int start_segnum, int parent)
1736 // -- fvi_info hit_data;
1737 // -- vms_vector end_pos;
1738 // -- vms_vector norm_dir;
1740 // -- int num_blobs;
1741 // -- vms_vector tvec;
1742 // -- fix dist_to_hit_point;
1743 // -- vms_vector point_pos, delta_pos;
1745 // -- vms_vector *gun_pos;
1747 // -- vms_vector gun_pos2;
1749 // -- if (Players[Player_num].energy > F1_0)
1750 // -- Players[Player_num].energy -= F1_0;
1752 // -- if (Players[Player_num].energy <= F1_0) {
1753 // -- Players[Player_num].energy = 0;
1754 // -- auto_select_weapon(0);
1758 // -- norm_dir = *direction;
1760 // -- vm_vec_normalize_quick(&norm_dir);
1761 // -- vm_vec_scale_add(&end_pos, start_pos, &norm_dir, MAX_LIGHTNING_DISTANCE);
1763 // -- fq.p0 = start_pos;
1764 // -- fq.startseg = start_segnum;
1765 // -- fq.p1 = &end_pos;
1767 // -- fq.thisobjnum = parent;
1768 // -- fq.ignore_obj_list = NULL;
1769 // -- fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
1771 // -- fate = find_vector_intersection(&fq, &hit_data);
1772 // -- if (hit_data.hit_seg == -1) {
1773 // -- mprintf((1, "Warning: Lightning bolt has hit seg of -1.\n"));
1777 // -- dist_to_hit_point = vm_vec_mag(vm_vec_sub(&tvec, &hit_data.hit_pnt, start_pos));
1778 // -- num_blobs = dist_to_hit_point/LIGHTNING_BLOB_DISTANCE;
1780 // -- if (num_blobs > MAX_LIGHTNING_BLOBS)
1781 // -- num_blobs = MAX_LIGHTNING_BLOBS;
1783 // -- if (num_blobs < MAX_LIGHTNING_BLOBS/4)
1784 // -- num_blobs = MAX_LIGHTNING_BLOBS/4;
1786 // -- // Find the initial position of the laser
1787 // -- gun_pos = &Player_ship->gun_points[Lightning_gun_num];
1788 // -- vm_copy_transpose_matrix(&m,&Objects[parent].orient);
1789 // -- vm_vec_rotate(&gun_pos2, gun_pos, &m);
1790 // -- vm_vec_add(&point_pos, &Objects[parent].pos, &gun_pos2);
1792 // -- delta_pos = norm_dir;
1793 // -- vm_vec_scale(&delta_pos, dist_to_hit_point/num_blobs);
1795 // -- for (i=0; i<num_blobs; i++) {
1796 // -- int point_seg;
1799 // -- vm_vec_add2(&point_pos, &delta_pos);
1800 // -- point_seg = find_point_seg(&point_pos, start_segnum);
1801 // -- if (point_seg == -1) // Hey, we thought we were creating points on a line, but we left the mine!
1804 // -- objnum = Laser_create_new( direction, &point_pos, point_seg, parent, LIGHTNING_BLOB_ID, 0 );
1806 // -- if ( objnum < 0 ) {
1807 // -- mprintf((1, "Can't create lightning blob - Out of objects!\n" ));
1812 // -- obj = &Objects[objnum];
1814 // -- digi_play_sample( Weapon_info[obj->id].flash_sound, F1_0 );
1816 // -- // -- vm_vec_scale( &obj->mtype.phys_info.velocity, F1_0/2);
1818 // -- obj->lifeleft = (LIGHTNING_TIME + LIGHTNING_DELAY)/2;
1822 // -- return objnum;
1826 // -- // --------------------------------------------------------------------------------------------------
1827 // -- // Lightning Cannon.
1828 // -- // While being fired, creates path of blobs forward from player until it hits something.
1829 // -- // Up to MAX_LIGHTNING_BLOBS blobs, spaced LIGHTNING_BLOB_DISTANCE units apart.
1830 // -- // When the player releases the firing key, the blobs move forward.
1831 // -- void lightning_frame(void)
1833 // -- if ((GameTime - Lightning_start_time < LIGHTNING_TIME) && (GameTime - Lightning_start_time > 0)) {
1834 // -- if (GameTime - Lightning_last_time > LIGHTNING_DELAY) {
1835 // -- create_lightning_blobs(&ConsoleObject->orient.fvec, &ConsoleObject->pos, ConsoleObject->segnum, ConsoleObject-Objects);
1836 // -- Lightning_last_time = GameTime;
1841 // --------------------------------------------------------------------------------------------------
1842 // Object "objnum" fires weapon "weapon_num" of level "level". (Right now (9/24/94) level is used only for type 0 laser.
1843 // Flags are the player flags. For network mode, set to 0.
1844 // It is assumed that this is a player object (as in multiplayer), and therefore the gun positions are known.
1845 // Returns number of times a weapon was fired. This is typically 1, but might be more for low frame rates.
1846 // More than one shot is fired with a pseudo-delay so that players on show machines can fire (for themselves
1847 // or other players) often enough for things like the vulcan cannon.
1848 int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires)
1850 object *objp = &Objects[objnum];
1852 switch (weapon_num) {
1856 Laser_offset = ((F1_0*2)*(d_rand()%8))/8;
1858 if (level <= MAX_LASER_LEVEL)
1859 weapon_num = LASER_ID + level;
1861 weapon_num = SUPER_LASER_ID + (level-MAX_LASER_LEVEL-1);
1863 Laser_player_fire( objp, weapon_num, 0, 1, 0);
1864 Laser_player_fire( objp, weapon_num, 1, 0, 0);
1866 if (flags & LASER_QUAD) {
1867 // hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1868 Laser_player_fire( objp, weapon_num, 2, 0, 0);
1869 Laser_player_fire( objp, weapon_num, 3, 0, 0);
1873 case VULCAN_INDEX: {
1874 // Only make sound for 1/4 of vulcan bullets.
1876 //if (d_rand() > 24576)
1878 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, make_sound, 0);
1880 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1882 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1887 case SPREADFIRE_INDEX:
1888 if (flags & LASER_SPREADFIRE_TOGGLED) {
1889 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, F1_0/16, 0, 0, 0);
1890 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, -F1_0/16, 0, 0, 0);
1891 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1893 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, F1_0/16, 0, 0);
1894 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, -F1_0/16, 0, 0);
1895 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1900 Laser_player_fire( objp, PLASMA_ID, 0, 1, 0);
1901 Laser_player_fire( objp, PLASMA_ID, 1, 0, 0);
1903 Laser_player_fire_spread_delay( objp, PLASMA_ID, 0, 0, 0, FrameTime/2, 1, 0);
1904 Laser_player_fire_spread_delay( objp, PLASMA_ID, 1, 0, 0, FrameTime/2, 0, 0);
1908 case FUSION_INDEX: {
1909 vms_vector force_vec;
1911 // mprintf((0, "Fusion multiplier %f.\n", f2fl(Fusion_charge)));
1913 Laser_player_fire( objp, FUSION_ID, 0, 1, 0);
1914 Laser_player_fire( objp, FUSION_ID, 1, 1, 0);
1916 flags = (sbyte)(Fusion_charge >> 12);
1920 force_vec.x = -(objp->orient.fvec.x << 7);
1921 force_vec.y = -(objp->orient.fvec.y << 7);
1922 force_vec.z = -(objp->orient.fvec.z << 7);
1923 phys_apply_force(objp, &force_vec);
1925 force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
1926 force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
1927 force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
1928 phys_apply_rot(objp, &force_vec);
1932 case SUPER_LASER_INDEX: {
1933 int super_level = 3; //make some new kind of laser eventually
1934 Laser_player_fire( objp, super_level, 0, 1, 0);
1935 Laser_player_fire( objp, super_level, 1, 0, 0);
1937 if (flags & LASER_QUAD) {
1938 // hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1939 Laser_player_fire( objp, super_level, 2, 0, 0);
1940 Laser_player_fire( objp, super_level, 3, 0, 0);
1945 // Only make sound for 1/4 of vulcan bullets.
1947 //if (d_rand() > 24576)
1950 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, 0);
1952 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1954 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1961 fix spreadr,spreadu;
1962 helix_orient = (flags >> LASER_HELIX_SHIFT) & LASER_HELIX_MASK;
1963 switch(helix_orient) {
1965 case 0: spreadr = F1_0/16; spreadu = 0; break; // Vertical
1966 case 1: spreadr = F1_0/17; spreadu = F1_0/42; break; // 22.5 degrees
1967 case 2: spreadr = F1_0/22; spreadu = F1_0/22; break; // 45 degrees
1968 case 3: spreadr = F1_0/42; spreadu = F1_0/17; break; // 67.5 degrees
1969 case 4: spreadr = 0; spreadu = F1_0/16; break; // 90 degrees
1970 case 5: spreadr = -F1_0/42; spreadu = F1_0/17; break; // 112.5 degrees
1971 case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
1972 case 7: spreadr = -F1_0/17; spreadu = F1_0/42; break; // 157.5 degrees
1974 Error("Invalid helix_orientation value %x\n",helix_orient);
1977 Laser_player_fire_spread( objp, HELIX_ID, 6, 0, 0, 1, 0);
1978 Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr, spreadu, 0, 0);
1979 Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr, -spreadu, 0, 0);
1980 Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr*2, spreadu*2, 0, 0);
1981 Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr*2, -spreadu*2, 0, 0);
1986 Laser_player_fire( objp, PHOENIX_ID, 0, 1, 0);
1987 Laser_player_fire( objp, PHOENIX_ID, 1, 0, 0);
1989 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, 0);
1990 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, 0);
1995 Laser_player_fire( objp, OMEGA_ID, 1, 1, 0);
1999 Int3(); // Contact Yuan: Unknown Primary weapon type, setting to 0.
2003 // Set values to be recognized during comunication phase, if we are the
2006 if ((Game_mode & GM_MULTI) && (objnum == Players[Player_num].objnum))
2008 // mprintf((0, "Flags on fire: %d.\n", flags));
2009 Network_laser_fired = nfires;
2010 Network_laser_gun = weapon_num;
2011 Network_laser_flags = flags;
2012 Network_laser_level = level;
2019 #define MAX_SMART_DISTANCE (F1_0*150)
2020 #define MAX_OBJDISTS 30
2022 // -------------------------------------------------------------------------------------------
2023 // if goal_obj == -1, then create random vector
2024 int create_homing_missile(object *objp, int goal_obj, int objtype, int make_sound)
2027 vms_vector vector_to_goal;
2028 vms_vector random_vector;
2029 //vms_vector goal_pos;
2031 if (goal_obj == -1) {
2032 make_random_vector(&vector_to_goal);
2034 vm_vec_normalized_dir_quick(&vector_to_goal, &Objects[goal_obj].pos, &objp->pos);
2035 make_random_vector(&random_vector);
2036 vm_vec_scale_add2(&vector_to_goal, &random_vector, F1_0/4);
2037 vm_vec_normalize_quick(&vector_to_goal);
2040 // Create a vector towards the goal, then add some noise to it.
2041 objnum = Laser_create_new(&vector_to_goal, &objp->pos, objp->segnum, objp-Objects, objtype, make_sound);
2045 // Fixed to make sure the right person gets credit for the kill
2047 // Objects[objnum].ctype.laser_info.parent_num = objp->ctype.laser_info.parent_num;
2048 // Objects[objnum].ctype.laser_info.parent_type = objp->ctype.laser_info.parent_type;
2049 // Objects[objnum].ctype.laser_info.parent_signature = objp->ctype.laser_info.parent_signature;
2051 Objects[objnum].ctype.laser_info.track_goal = goal_obj;
2056 extern void blast_nearby_glass(object *objp, fix damage);
2058 //-----------------------------------------------------------------------------
2059 // Create the children of a smart bomb, which is a bunch of homing missiles.
2060 void create_smart_children(object *objp, int num_smart_children)
2062 int parent_type, parent_num;
2065 int objlist[MAX_OBJDISTS];
2068 if (objp->type == OBJ_WEAPON) {
2069 parent_type = objp->ctype.laser_info.parent_type;
2070 parent_num = objp->ctype.laser_info.parent_num;
2071 } else if (objp->type == OBJ_ROBOT) {
2072 parent_type = OBJ_ROBOT;
2073 parent_num = objp-Objects;
2075 Int3(); // Hey, what kind of object is this!?
2080 if (objp->id == EARTHSHAKER_ID)
2081 blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level]);
2084 if ((objp->type == OBJ_WEAPON) && ((objp->id == SMART_ID) || (objp->id == SUPERPROX_ID) || (objp->id == ROBOT_SUPERPROX_ID) || (objp->id == EARTHSHAKER_ID)))
2085 Assert(Weapon_info[objp->id].children != -1);
2088 if (((objp->type == OBJ_WEAPON) && (Weapon_info[objp->id].children != -1)) || (objp->type == OBJ_ROBOT)) {
2091 if (Game_mode & GM_MULTI)
2094 for (objnum=0; objnum<=Highest_object_index; objnum++) {
2095 object *curobjp = &Objects[objnum];
2097 if ((((curobjp->type == OBJ_ROBOT) && (!curobjp->ctype.ai_info.CLOAKED)) || (curobjp->type == OBJ_PLAYER)) && (objnum != parent_num)) {
2100 if (curobjp->type == OBJ_PLAYER)
2102 if ((parent_type == OBJ_PLAYER) && (Game_mode & GM_MULTI_COOP))
2105 if ((Game_mode & GM_TEAM) && (get_team(curobjp->id) == get_team(Objects[parent_num].id)))
2109 if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
2113 // Robot blobs can't track robots.
2114 if (curobjp->type == OBJ_ROBOT) {
2115 if (parent_type == OBJ_ROBOT)
2118 // Your shots won't track the buddy.
2119 if (parent_type == OBJ_PLAYER)
2120 if (Robot_info[curobjp->id].companion)
2124 dist = vm_vec_dist_quick(&objp->pos, &curobjp->pos);
2125 if (dist < MAX_SMART_DISTANCE) {
2128 oovis = object_to_object_visibility(objp, curobjp, FQ_TRANSWALL);
2130 if (oovis) { //object_to_object_visibility(objp, curobjp, FQ_TRANSWALL)) {
2131 objlist[numobjs] = objnum;
2133 if (numobjs >= MAX_OBJDISTS) {
2134 mprintf((0, "Warning -- too many objects near smart bomb explosion. See laser.c.\n"));
2135 numobjs = MAX_OBJDISTS;
2143 // Get type of weapon for child from parent.
2144 if (objp->type == OBJ_WEAPON) {
2145 blob_id = Weapon_info[objp->id].children;
2146 Assert(blob_id != -1); // Hmm, missing data in bitmaps.tbl. Need "children=NN" parameter.
2148 Assert(objp->type == OBJ_ROBOT);
2149 blob_id = ROBOT_SMART_HOMING_ID;
2152 // -- //determine what kind of blob to drop
2153 // -- // Note: parent_type is not the type of the weapon's parent. It is actually the type of the weapon's
2154 // -- // earliest ancestor. This deals with the issue of weapons spewing weapons which spew weapons.
2155 // -- switch (parent_type) {
2156 // -- case OBJ_WEAPON:
2157 // -- Int3(); // Should this ever happen?
2158 // -- switch (objp->id) {
2159 // -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
2160 // -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2161 // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2162 // -- default: Int3(); //bogus id for weapon
2165 // -- case OBJ_PLAYER:
2166 // -- switch (objp->id) {
2167 // -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
2168 // -- case ROBOT_SUPERPROX_ID: Int3(); break;
2169 // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2170 // -- case SMART_ID: blob_id = PLAYER_SMART_HOMING_ID; break;
2171 // -- default: Int3(); //bogus id for weapon
2174 // -- case OBJ_ROBOT:
2175 // -- switch (objp->id) {
2176 // -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2177 // -- // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2178 // -- case SMART_ID: blob_id = ROBOT_SMART_HOMING_ID; break;
2179 // -- default: blob_id = ROBOT_SMART_HOMING_ID; break;
2182 // -- default: Int3(); //bogus type for parent object
2186 for (i=0; i<num_smart_children; i++) {
2188 objnum = (numobjs==0)?-1:objlist[(d_rand() * numobjs) >> 15];
2189 create_homing_missile(objp, objnum, blob_id, make_sound);
2195 int Missile_gun = 0;
2197 //give up control of the guided missile
2198 void release_guided_missile(int player_num)
2200 if (player_num == Player_num)
2202 if (Guided_missile[player_num]==NULL)
2205 Missile_viewer = Guided_missile[player_num];
2207 if (Game_mode & GM_MULTI)
2208 multi_send_guided_info (Guided_missile[Player_num],1);
2210 if (Newdemo_state==ND_STATE_RECORDING)
2211 newdemo_record_guided_end();
2214 Guided_missile[player_num] = NULL;
2217 int Proximity_dropped=0,Smartmines_dropped=0;
2219 // -------------------------------------------------------------------------------------------
2220 //parameter determines whether or not to do autoselect if have run out of ammo
2221 //this is needed because if you drop a bomb with the B key, you don't want
2222 //want to autoselect if the bomb isn't actually selected.
2223 void do_missile_firing(int do_autoselect)
2227 Assert(Secondary_weapon < MAX_SECONDARY_WEAPONS);
2229 if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
2230 release_guided_missile(Player_num);
2231 Next_missile_fire_time = GameTime + Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_wait;
2235 if (!Player_is_dead && (Players[Player_num].secondary_ammo[Secondary_weapon] > 0)) {
2237 int weapon_id,weapon_gun;
2239 Players[Player_num].secondary_ammo[Secondary_weapon]--;
2241 weapon_id = Secondary_weapon_to_weapon_info[Secondary_weapon];
2243 if (Laser_rapid_fire!=0xBADA55)
2244 Next_missile_fire_time = GameTime + Weapon_info[weapon_id].fire_wait;
2246 Next_missile_fire_time = GameTime + F1_0/25;
2248 weapon_gun = Secondary_weapon_to_gun_num[Secondary_weapon];
2250 if (weapon_gun==4) { //alternate left/right
2251 weapon_gun += (gun_flag = (Missile_gun & 1));
2255 Laser_player_fire( ConsoleObject, weapon_id, weapon_gun, 1, 0);
2257 if (Secondary_weapon == PROXIMITY_INDEX) {
2258 if (++Proximity_dropped == 4) {
2259 Proximity_dropped = 0;
2261 maybe_drop_net_powerup(POW_PROXIMITY_WEAPON);
2265 else if (Secondary_weapon == SMART_MINE_INDEX) {
2266 if (++Smartmines_dropped == 4) {
2267 Smartmines_dropped = 0;
2269 maybe_drop_net_powerup(POW_SMART_MINE);
2274 else if (Secondary_weapon != CONCUSSION_INDEX)
2275 maybe_drop_net_powerup(Secondary_weapon_to_powerup[Secondary_weapon]);
2278 if (Secondary_weapon == MEGA_INDEX || Secondary_weapon == SMISSILE5_INDEX) {
2279 vms_vector force_vec;
2281 force_vec.x = -(ConsoleObject->orient.fvec.x << 7);
2282 force_vec.y = -(ConsoleObject->orient.fvec.y << 7);
2283 force_vec.z = -(ConsoleObject->orient.fvec.z << 7);
2284 phys_apply_force(ConsoleObject, &force_vec);
2286 force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
2287 force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
2288 force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
2289 phys_apply_rot(ConsoleObject, &force_vec);
2293 if (Game_mode & GM_MULTI)
2295 Network_laser_fired = 1; //how many
2296 Network_laser_gun = Secondary_weapon + MISSILE_ADJUST;
2297 Network_laser_flags = gun_flag;
2298 Network_laser_level = 0;
2303 auto_select_weapon(1); //select next missile, if this one out of ammo