2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Code for rendering & otherwise dealing with explosions
37 #define EXPLOSION_SCALE (F1_0*5/2) //explosion is the obj size times this
40 //--unused-- ubyte Frame_processed[MAX_OBJECTS];
44 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 )
49 objnum = obj_create( OBJ_FIREBALL,vclip_type,segnum,position,&vmd_identity_matrix,size,
50 CT_EXPLOSION,MT_NONE,RT_FIREBALL);
53 mprintf((1, "Can't create object in object_create_explosion_sub.\n"));
57 obj = &Objects[objnum];
59 //mprintf( 0, "Fireball created at %d, %d, %d\n", obj->pos.x, obj->pos.y, obj->pos.z );
61 //now set explosion-specific data
63 obj->lifeleft = Vclip[vclip_type ].play_time;
64 obj->ctype.expl_info.spawn_time = -1;
65 obj->ctype.expl_info.delete_objnum = -1;
66 obj->ctype.expl_info.delete_time = -1;
70 vms_vector pos_hit, vforce;
73 object * obj0p = &Objects[0];
75 // -- now legal for badass explosions on a wall. Assert(objp != NULL);
77 for (i=0; i<=Highest_object_index; i++ ) {
78 // Weapons used to be affected by badass explosions, but this introduces serious problems.
79 // When a smart bomb blows up, if one of its children goes right towards a nearby wall, it will
80 // blow up, blowing up all the children. So I remove it. MK, 09/11/94
81 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))))) {
82 dist = vm_vec_dist_quick( &obj0p->pos, &obj->pos );
83 // Make damage be from 'maxdamage' to 0.0, where 0.0 is 'maxdistance' away;
84 if ( dist < maxdistance ) {
85 if (object_to_object_visibility(obj, obj0p, FQ_TRANSWALL)) {
87 damage = maxdamage - fixmuldiv( dist, maxdamage, maxdistance );
88 force = maxforce - fixmuldiv( dist, maxforce, maxdistance );
90 // Find the force vector on the object
91 vm_vec_normalized_dir_quick( &vforce, &obj0p->pos, &obj->pos );
92 vm_vec_scale(&vforce, force );
94 // Find where the point of impact is... ( pos_hit )
95 vm_vec_scale(vm_vec_sub(&pos_hit, &obj->pos, &obj0p->pos), fixdiv(obj0p->size, obj0p->size + dist));
97 switch ( obj0p->type ) {
99 phys_apply_force(obj0p,&vforce);
101 if (obj0p->id == PROXIMITY_ID || obj0p->id == SUPERPROX_ID) { //prox bombs have chance of blowing up
102 if (fixmul(dist,force) > i2f(8000)) {
103 obj0p->flags |= OF_SHOULD_BE_DEAD;
104 explode_badass_weapon(obj0p,&obj0p->pos);
111 phys_apply_force(obj0p,&vforce);
113 // If not a boss, stun for 2 seconds at 32 force, 1 second at 16 force
114 if ((objp != NULL) && (!Robot_info[obj0p->id].boss_flag) && (Weapon_info[objp->id].flash)) {
115 ai_static *aip = &obj0p->ctype.ai_info;
116 int force_val = f2i(fixdiv(vm_vec_mag_quick(&vforce) * Weapon_info[objp->id].flash, FrameTime)/128) + 2;
118 if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < F1_0) {
119 aip->SKIP_AI_COUNT += force_val;
120 obj0p->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
121 obj0p->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
122 obj0p->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
123 obj0p->mtype.phys_info.flags |= PF_USES_THRUST;
125 //@@if (Robot_info[obj0p->id].companion)
126 //@@ buddy_message("Daisy, Daisy, Give me...");
128 aip->SKIP_AI_COUNT--;
132 // When a robot gets whacked by a badass force, he looks towards it because robots tend to get blasted from behind.
134 vms_vector neg_vforce;
135 neg_vforce.x = vforce.x * -2 * (7 - Difficulty_level)/8;
136 neg_vforce.y = vforce.y * -2 * (7 - Difficulty_level)/8;
137 neg_vforce.z = vforce.z * -2 * (7 - Difficulty_level)/8;
138 phys_apply_rot(obj0p,&neg_vforce);
140 if ( obj0p->shields >= 0 ) {
141 if (Robot_info[obj0p->id].boss_flag)
142 if (Boss_invulnerable_matter[Robot_info[obj0p->id].boss_flag-BOSS_D2])
145 if (apply_damage_to_robot(obj0p, damage, parent))
146 if ((objp != NULL) && (parent == Players[Player_num].objnum))
147 add_points_to_score(Robot_info[obj0p->id].score_value);
150 if ((objp != NULL) && (Robot_info[obj0p->id].companion) && (!Weapon_info[objp->id].flash)) {
152 char ouch_str[6*4 + 2];
154 count = f2i(damage/8);
160 for (i=0; i<count; i++)
161 strcat(ouch_str, "ouch! ");
163 buddy_message(ouch_str);
168 if ( obj0p->shields >= 0 ) {
169 apply_damage_to_controlcen(obj0p, damage, parent );
173 object * killer=NULL;
176 // Hack! Warning! Test code!
177 if ((objp != NULL) && Weapon_info[objp->id].flash && obj0p->id==Player_num) {
180 fe = min(F1_0*4, force*Weapon_info[objp->id].flash/32); // For four seconds or less
182 if (objp->ctype.laser_info.parent_signature == ConsoleObject->signature) {
188 PALETTE_FLASH_ADD(PK1 + f2i(PK2*force), PK1 + f2i(PK2*force), PK1 + f2i(PK2*force));
189 mprintf((0, "force = %7.3f, adding %i\n", f2fl(force), PK1 + f2i(PK2*force)));
193 if ((objp != NULL) && (Game_mode & GM_MULTI) && (objp->type == OBJ_PLAYER)) {
198 killer = &Objects[parent];
199 if (killer != ConsoleObject) // if someone else whacks you, cut force by 2x
200 vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2;
202 vforce2.x /= 2; vforce2.y /= 2; vforce2.z /= 2;
204 phys_apply_force(obj0p,&vforce);
205 phys_apply_rot(obj0p,&vforce2);
206 if (Difficulty_level == 0)
208 if ( obj0p->shields >= 0 )
209 apply_damage_to_player(obj0p, killer, damage );
214 Int3(); // Illegal object type
217 ; // mprintf((0, "No badass: robot=%2i, dist=%7.3f, maxdistance=%7.3f .\n", i, f2fl(dist), f2fl(maxdistance)));
218 } // end if (object_to_object_visibility...
219 } // end if (dist < maxdistance)
223 } // end if (maxdamage...
232 object *object_create_muzzle_flash(short segnum, vms_vector * position, fix size, int vclip_type )
234 return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
237 object *object_create_explosion(short segnum, vms_vector * position, fix size, int vclip_type )
239 return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
242 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 )
246 rval = object_create_explosion_sub(objp, segnum, position, size, vclip_type, maxdamage, maxdistance, maxforce, parent );
248 if ((objp != NULL) && (objp->type == OBJ_WEAPON))
249 create_smart_children(objp, NUM_SMART_CHILDREN);
251 // -- if (objp->type == OBJ_ROBOT)
252 // -- if (Robot_info[objp->id].smart_blobs)
253 // -- create_smart_children(objp, Robot_info[objp->id].smart_blobs);
258 //blows up a badass weapon, creating the badass explosion
259 //return the explosion object
260 object *explode_badass_weapon(object *obj,vms_vector *pos)
262 weapon_info *wi = &Weapon_info[obj->id];
264 Assert(wi->damage_radius);
266 if ((obj->id == EARTHSHAKER_ID) || (obj->id == ROBOT_EARTHSHAKER_ID))
269 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(obj), 0, F1_0);
271 return object_create_badass_explosion(obj, obj->segnum, pos,
274 wi->strength[Difficulty_level],
275 wi->damage_radius,wi->strength[Difficulty_level],
276 obj->ctype.laser_info.parent_num);
280 object *explode_badass_object(object *objp, fix damage, fix distance, fix force)
285 rval = object_create_badass_explosion(objp, objp->segnum, &objp->pos, objp->size,
286 get_explosion_vclip(objp, 0),
287 damage, distance, force,
288 OBJECT_NUMBER(objp));
290 digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(rval), 0, F1_0);
296 //blows up the player with a badass explosion
297 //return the explosion object
298 object *explode_badass_player(object *objp)
300 return explode_badass_object(objp, F1_0*50, F1_0*40, F1_0*150);
304 #define DEBRIS_LIFE (f1_0 * 2) //lifespan in seconds
306 object *object_create_debris(object *parent, int subobj_num)
312 Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER) );
314 objnum = obj_create(OBJ_DEBRIS,0,parent->segnum,&parent->pos,
315 &parent->orient,Polygon_models[parent->rtype.pobj_info.model_num].submodel_rads[subobj_num],
316 CT_DEBRIS,MT_PHYSICS,RT_POLYOBJ);
318 if ((objnum < 0 ) && (Highest_object_index >= MAX_OBJECTS-1)) {
319 mprintf((1, "Can't create object in object_create_debris.\n"));
320 // Int3(); // this happens often and is normal :-)
324 return NULL; // Not enough debris slots!
325 obj = &Objects[objnum];
327 Assert(subobj_num < 32);
329 //Set polygon-object-specific data
331 obj->rtype.pobj_info.model_num = parent->rtype.pobj_info.model_num;
332 obj->rtype.pobj_info.subobj_flags = 1<<subobj_num;
333 obj->rtype.pobj_info.tmap_override = parent->rtype.pobj_info.tmap_override;
335 //Set physics data for this object
337 po = &Polygon_models[obj->rtype.pobj_info.model_num];
339 obj->mtype.phys_info.velocity.x = D_RAND_MAX/2 - d_rand();
340 obj->mtype.phys_info.velocity.y = D_RAND_MAX/2 - d_rand();
341 obj->mtype.phys_info.velocity.z = D_RAND_MAX/2 - d_rand();
342 vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
343 vm_vec_scale(&obj->mtype.phys_info.velocity,i2f(10 + (30 * d_rand() / D_RAND_MAX)));
345 vm_vec_add2(&obj->mtype.phys_info.velocity,&parent->mtype.phys_info.velocity);
347 // -- used to be: Notice, not random! vm_vec_make(&obj->mtype.phys_info.rotvel,10*0x2000/3,10*0x4000/3,10*0x7000/3);
348 vm_vec_make(&obj->mtype.phys_info.rotvel, d_rand() + 0x1000, d_rand()*2 + 0x4000, d_rand()*3 + 0x2000);
349 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
351 obj->lifeleft = 3*DEBRIS_LIFE/4 + fixmul(d_rand(), DEBRIS_LIFE); // Some randomness, so they don't all go away at the same time.
353 obj->mtype.phys_info.mass = fixmuldiv(parent->mtype.phys_info.mass,obj->size,parent->size);
354 obj->mtype.phys_info.drag = 0; //fl2f(0.2); //parent->mtype.phys_info.drag;
360 void draw_fireball(object *obj)
362 //mprintf( 0, "[Drawing obj %d type %d fireball size %x]\n", OBJECT_NUMBER(obj), obj->id, obj->size );
364 if ( obj->lifeleft > 0 )
365 draw_vclip_object(obj,obj->lifeleft,0, obj->id);
369 // --------------------------------------------------------------------------------------------------------------------
370 // Return true if there is a door here and it is openable
371 // It is assumed that the player has all keys.
372 int door_is_openable_by_player(segment *segp, int sidenum)
374 int wall_num, wall_type;
376 wall_num = segp->sides[sidenum].wall_num;
377 wall_type = Walls[wall_num].type;
380 return 0; // no wall here.
382 // Can't open locked doors.
383 if (((wall_type == WALL_DOOR) && (Walls[wall_num].flags & WALL_DOOR_LOCKED)) || (wall_type == WALL_CLOSED))
390 #define QUEUE_SIZE 64
392 // --------------------------------------------------------------------------------------------------------------------
393 // Return a segment %i segments away from initial segment.
394 // Returns -1 if can't find a segment that distance away.
395 int pick_connected_segment(object *objp, int max_depth)
401 int seg_queue[QUEUE_SIZE*2];
402 sbyte visited[MAX_SEGMENTS];
403 sbyte depth[MAX_SEGMENTS];
404 sbyte side_rand[MAX_SIDES_PER_SEGMENT];
406 // mprintf((0, "Finding a segment %i segments away from segment %i: ", max_depth, objp->segnum));
408 start_seg = objp->segnum;
411 seg_queue[head++] = start_seg;
413 memset(visited, 0, Highest_segment_index+1);
414 memset(depth, 0, Highest_segment_index+1);
417 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
420 // Now, randomize a bit to start, so we don't always get started in the same direction.
421 for (i=0; i<4; i++) {
424 ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
425 temp = side_rand[ind1];
426 side_rand[ind1] = side_rand[i];
431 while (tail != head) {
434 int ind1, ind2, temp;
436 if (cur_depth >= max_depth) {
437 // mprintf((0, "selected segment %i\n", seg_queue[tail]));
438 return seg_queue[tail];
441 segp = &Segments[seg_queue[tail++]];
442 tail &= QUEUE_SIZE-1;
444 // to make random, switch a pair of entries in side_rand.
445 ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
446 ind2 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
447 temp = side_rand[ind1];
448 side_rand[ind1] = side_rand[ind2];
449 side_rand[ind2] = temp;
452 for (sidenum=ind1; count<MAX_SIDES_PER_SEGMENT; count++) {
453 int snrand, wall_num;
455 if (sidenum == MAX_SIDES_PER_SEGMENT)
458 snrand = side_rand[sidenum];
459 wall_num = segp->sides[snrand].wall_num;
462 if (((wall_num == -1) && (segp->children[snrand] > -1)) || door_is_openable_by_player(segp, snrand)) {
463 if (visited[segp->children[snrand]] == 0) {
464 seg_queue[head++] = segp->children[snrand];
465 visited[segp->children[snrand]] = 1;
466 depth[segp->children[snrand]] = cur_depth+1;
467 head &= QUEUE_SIZE-1;
469 if (head == tail + QUEUE_SIZE-1)
470 Int3(); // queue overflow. Make it bigger!
472 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
473 Int3(); // queue overflow. Make it bigger!
477 if ((seg_queue[tail] < 0) || (seg_queue[tail] > Highest_segment_index)) {
478 // -- Int3(); // Something bad has happened. Queue is trashed. --MK, 12/13/94
481 cur_depth = depth[seg_queue[tail]];
484 mprintf((0, "...failed at depth %i, returning -1\n", cur_depth));
489 #define BASE_NET_DROP_DEPTH 8
491 // ------------------------------------------------------------------------------------------------------
492 // Choose segment to drop a powerup in.
493 // For all active net players, try to create a N segment path from the player. If possible, return that
494 // segment. If not possible, try another player. After a few tries, use a random segment.
495 // Don't drop if control center in segment.
496 int choose_drop_segment()
503 vms_vector tempv,*player_pos;
505 mprintf((0,"choose_drop_segment:"));
507 d_srand(timer_get_fixed_seconds());
509 cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15);
511 player_pos = &Objects[Players[Player_num].objnum].pos;
512 player_seg = Objects[Players[Player_num].objnum].segnum;
514 while ((segnum == -1) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) {
515 pnum = (d_rand() * N_players) >> 15;
517 while ((count < N_players) && ((Players[pnum].connected == 0) || (pnum==Player_num) || ((Game_mode & (GM_TEAM|GM_CAPTURE)) && (get_team(pnum)==get_team(Player_num))))) {
518 pnum = (pnum+1)%N_players;
522 if (count == N_players) {
523 //if can't valid non-player person, use the player
526 //mprintf((1, "Warning: choose_drop_segment: Couldn't find legal drop segment because no connected players.\n"));
527 //return (d_rand() * Highest_segment_index) >> 15;
530 segnum = pick_connected_segment(&Objects[Players[pnum].objnum], cur_drop_depth);
531 mprintf((0," %d",segnum));
537 if (Segment2s[segnum].special == SEGMENT_IS_CONTROLCEN)
538 {segnum = -1; mprintf((0,"C")); }
539 else { //don't drop in any children of control centers
542 int ch = Segments[segnum].children[i];
543 if (IS_CHILD(ch) && Segment2s[ch].special == SEGMENT_IS_CONTROLCEN) {
551 //bail if not far enough from original position
553 compute_segment_center(&tempv, &Segments[segnum]);
554 if (find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG) < i2f(20)*cur_drop_depth) {
564 mprintf((0," dist=%x\n",find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG)));
567 mprintf((1, "Warning: Unable to find a connected segment. Picking a random one.\n"));
568 return (d_rand() * Highest_segment_index) >> 15;
576 // ------------------------------------------------------------------------------------------------------
577 // Drop cloak powerup if in a network game.
579 extern char PowerupsInMine[],MaxPowerupsAllowed[];
581 void maybe_drop_net_powerup(int powerup_type)
583 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
587 if (Game_mode & GM_NETWORK)
589 if (PowerupsInMine[powerup_type]>=MaxPowerupsAllowed[powerup_type])
594 if (Control_center_destroyed || Endlevel_sequence)
597 segnum = choose_drop_segment();
598 //--old-- segnum = (d_rand() * Highest_segment_index) >> 15;
599 //--old-- Assert((segnum >= 0) && (segnum <= Highest_segment_index));
600 //--old-- if (segnum < 0)
601 //--old-- segnum = -segnum;
602 //--old-- while (segnum > Highest_segment_index)
603 //--old-- segnum /= 2;
606 objnum = call_object_create_egg(&Objects[Players[Player_num].objnum], 1, OBJ_POWERUP, powerup_type);
611 pick_random_point_in_seg(&new_pos, segnum);
613 multi_send_create_powerup(powerup_type, segnum, objnum, &new_pos);
615 Objects[objnum].pos = new_pos;
616 vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
617 obj_relink(objnum, segnum);
619 object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE );
620 // 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));
625 // ------------------------------------------------------------------------------------------------------
626 // Return true if current segment contains some object.
627 int segment_contains_object(int obj_type, int obj_id, int segnum)
634 objnum = Segments[segnum].objects;
637 if ((Objects[objnum].type == obj_type) && (Objects[objnum].id == obj_id))
640 objnum = Objects[objnum].next;
645 // ------------------------------------------------------------------------------------------------------
646 int object_nearby_aux(int segnum, int object_type, int object_id, int depth)
653 if (segment_contains_object(object_type, object_id, segnum))
656 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
657 int seg2 = Segments[segnum].children[i];
660 if (object_nearby_aux(seg2, object_type, object_id, depth-1))
668 // ------------------------------------------------------------------------------------------------------
669 // Return true if some powerup is nearby (within 3 segments).
670 int weapon_nearby(object *objp, int weapon_id)
672 return object_nearby_aux(objp->segnum, OBJ_POWERUP, weapon_id, 3);
675 // ------------------------------------------------------------------------------------------------------
676 void maybe_replace_powerup_with_energy(object *del_obj)
680 if (del_obj->contains_type != OBJ_POWERUP)
683 if (del_obj->contains_id == POW_CLOAK) {
684 if (weapon_nearby(del_obj, del_obj->contains_id)) {
685 mprintf((0, "Bashing cloak into nothing because there's one nearby.\n"));
686 del_obj->contains_count = 0;
690 switch (del_obj->contains_id) {
691 case POW_VULCAN_WEAPON: weapon_index = VULCAN_INDEX; break;
692 case POW_GAUSS_WEAPON: weapon_index = GAUSS_INDEX; break;
693 case POW_SPREADFIRE_WEAPON: weapon_index = SPREADFIRE_INDEX; break;
694 case POW_PLASMA_WEAPON: weapon_index = PLASMA_INDEX; break;
695 case POW_FUSION_WEAPON: weapon_index = FUSION_INDEX; break;
697 case POW_HELIX_WEAPON: weapon_index = HELIX_INDEX; break;
698 case POW_PHOENIX_WEAPON: weapon_index = PHOENIX_INDEX; break;
699 case POW_OMEGA_WEAPON: weapon_index = OMEGA_INDEX; break;
703 // Don't drop vulcan ammo if player maxed out.
704 if (((weapon_index == VULCAN_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX))
705 del_obj->contains_count = 0;
706 else if (((weapon_index == GAUSS_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX))
707 del_obj->contains_count = 0;
708 else if (weapon_index != -1) {
709 if ((player_has_weapon(weapon_index, 0) & HAS_WEAPON_FLAG) || weapon_nearby(del_obj, del_obj->contains_id)) {
710 if (d_rand() > 16384) {
711 del_obj->contains_type = OBJ_POWERUP;
712 if (weapon_index == VULCAN_INDEX) {
713 del_obj->contains_id = POW_VULCAN_AMMO;
714 } else if (weapon_index == GAUSS_INDEX) {
715 del_obj->contains_id = POW_VULCAN_AMMO;
717 del_obj->contains_id = POW_ENERGY;
720 del_obj->contains_type = OBJ_POWERUP;
721 del_obj->contains_id = POW_SHIELD_BOOST;
724 } else if (del_obj->contains_id == POW_QUAD_FIRE)
725 if ((Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) || weapon_nearby(del_obj, del_obj->contains_id)) {
726 if (d_rand() > 16384) {
727 del_obj->contains_type = OBJ_POWERUP;
728 del_obj->contains_id = POW_ENERGY;
730 del_obj->contains_type = OBJ_POWERUP;
731 del_obj->contains_id = POW_SHIELD_BOOST;
735 // If this robot was gated in by the boss and it now contains energy, make it contain nothing,
736 // else the room gets full of energy.
737 if ( (del_obj->matcen_creator == BOSS_GATE_MATCEN_NUM) && (del_obj->contains_id == POW_ENERGY) && (del_obj->contains_type == OBJ_POWERUP) ) {
738 mprintf((0, "Converting energy powerup to nothing because robot %i gated in by boss.\n", OBJECT_NUMBER(del_obj)));
739 del_obj->contains_count = 0;
742 // Change multiplayer extra-lives into invulnerability
743 if ((Game_mode & GM_MULTI) && (del_obj->contains_id == POW_EXTRA_LIFE))
745 del_obj->contains_id = POW_INVULNERABILITY;
749 int drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, int segnum)
753 vms_vector new_velocity, new_pos;
759 for (count=0; count<num; count++) {
761 new_velocity = *init_vel;
762 old_mag = vm_vec_mag_quick(init_vel);
764 // We want powerups to move more in network mode.
765 if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) {
767 // extra life powerups are converted to invulnerability in multiplayer, for what is an extra life, anyway?
768 if (id == POW_EXTRA_LIFE)
769 id = POW_INVULNERABILITY;
773 new_velocity.x += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
774 new_velocity.y += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
775 new_velocity.z += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
777 // Give keys zero velocity so they can be tracked better in multi
779 if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD))
780 vm_vec_zero(&new_velocity);
783 // new_pos.x += (d_rand()-16384)*8;
784 // new_pos.y += (d_rand()-16384)*8;
785 // new_pos.z += (d_rand()-16384)*8;
788 if (Game_mode & GM_MULTI)
790 if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
792 mprintf( (1, "Not enough slots to drop all powerups!\n" ));
795 if ((Game_mode & GM_NETWORK) && Network_status == NETSTAT_ENDLEVEL)
799 objnum = obj_create( type, id, segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
802 mprintf((1, "Can't create object in object_create_egg. Aborting.\n"));
808 if (Game_mode & GM_MULTI)
810 Net_create_objnums[Net_create_loc++] = objnum;
814 obj = &Objects[objnum];
816 obj->mtype.phys_info.velocity = new_velocity;
818 // 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));
819 // mprintf(0, " pos = x=%d y=%d z=%d\n", obj->pos.x, obj->pos.y, obj->pos.z);
821 obj->mtype.phys_info.drag = 512; //1024;
822 obj->mtype.phys_info.mass = F1_0;
824 obj->mtype.phys_info.flags = PF_BOUNCE;
826 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
827 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
828 obj->rtype.vclip_info.framenum = 0;
833 case POW_SHIELD_BOOST:
835 obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
836 if (Game_mode & GM_MULTI)
840 // if (Game_mode & GM_MULTI)
841 // obj->lifeleft = (d_rand() + F1_0*3) * 64; // Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
848 for (count=0; count<num; count++) {
850 new_velocity = *init_vel;
851 old_mag = vm_vec_mag_quick(init_vel);
853 vm_vec_normalize_quick(&new_velocity);
855 // We want powerups to move more in network mode.
856 // if (Game_mode & GM_MULTI)
861 new_velocity.x += (d_rand()-16384)*2;
862 new_velocity.y += (d_rand()-16384)*2;
863 new_velocity.z += (d_rand()-16384)*2;
865 vm_vec_normalize_quick(&new_velocity);
866 vm_vec_scale(&new_velocity, (F1_0*32 + old_mag) * rand_scale);
868 // This is dangerous, could be outside mine.
869 // new_pos.x += (d_rand()-16384)*8;
870 // new_pos.y += (d_rand()-16384)*7;
871 // new_pos.z += (d_rand()-16384)*6;
873 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);
876 mprintf((1, "Can't create object in object_create_egg, robots. Aborting.\n"));
882 if (Game_mode & GM_MULTI)
884 Net_create_objnums[Net_create_loc++] = objnum;
888 obj = &Objects[objnum];
890 //@@Took out this ugly hack 1/12/96, because Mike has added code
891 //@@that should fix it in a better way.
892 //@@//this is a super-ugly hack. Since the baby stripe robots have
893 //@@//their firing point on their bounding sphere, the firing points
894 //@@//can poke through a wall if the robots are very close to it. So
895 //@@//we make their radii bigger so the guns can't get too close to
897 //@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
898 //@@ obj->size = (obj->size*3)/2;
900 //Set polygon-object-specific data
902 obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
903 obj->rtype.pobj_info.subobj_flags = 0;
907 obj->mtype.phys_info.velocity = new_velocity;
909 obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
910 obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
912 obj->mtype.phys_info.flags |= (PF_LEVELLING);
914 obj->shields = Robot_info[obj->id].strength;
916 obj->ctype.ai_info.behavior = AIB_NORMAL;
917 Ai_local_info[OBJECT_NUMBER(obj)].player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
918 Ai_local_info[OBJECT_NUMBER(obj)].player_awareness_time = F1_0*3;
919 obj->ctype.ai_info.CURRENT_STATE = AIS_LOCK;
920 obj->ctype.ai_info.GOAL_STATE = AIS_LOCK;
921 obj->ctype.ai_info.REMOTE_OWNER = -1;
924 // At JasenW's request, robots which contain robots
925 // sometimes drop shields.
926 if (d_rand() > 16384)
927 drop_powerup(OBJ_POWERUP, POW_SHIELD_BOOST, 1, init_vel, pos, segnum);
932 Error("Error: Illegal type (%i) in object spawning.\n", type);
938 // ----------------------------------------------------------------------------
939 // Returns created object number.
940 // If object dropped by player, set flag.
941 int object_create_egg(object *objp)
945 if (!(Game_mode & GM_MULTI) & (objp->type != OBJ_PLAYER))
947 if (objp->contains_type == OBJ_POWERUP)
949 if (objp->contains_id == POW_SHIELD_BOOST) {
950 if (Players[Player_num].shields >= i2f(100)) {
951 if (d_rand() > 16384) {
952 mprintf((0, "Not dropping shield!\n"));
955 } else if (Players[Player_num].shields >= i2f(150)) {
956 if (d_rand() > 8192) {
957 mprintf((0, "Not dropping shield!\n"));
961 } else if (objp->contains_id == POW_ENERGY) {
962 if (Players[Player_num].energy >= i2f(100)) {
963 if (d_rand() > 16384) {
964 mprintf((0, "Not dropping energy!\n"));
967 } else if (Players[Player_num].energy >= i2f(150)) {
968 if (d_rand() > 8192) {
969 mprintf((0, "Not dropping energy!\n"));
977 rval = drop_powerup(objp->contains_type, objp->contains_id, objp->contains_count, &objp->mtype.phys_info.velocity, &objp->pos, objp->segnum);
981 if ((objp->type == OBJ_PLAYER) && (objp->id == Player_num))
982 Objects[rval].flags |= OF_PLAYER_DROPPED;
984 if (objp->type == OBJ_ROBOT && objp->contains_type==OBJ_POWERUP)
986 if (objp->contains_id==POW_VULCAN_WEAPON || objp->contains_id==POW_GAUSS_WEAPON)
987 Objects[rval].ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
988 else if (objp->contains_id==POW_OMEGA_WEAPON)
989 Objects[rval].ctype.powerup_info.count = MAX_OMEGA_CHARGE;
996 // -- extern int Items_destroyed;
998 // -------------------------------------------------------------------------------------------------------
999 // Put count objects of type type (eg, powerup), id = id (eg, energy) into *objp, then drop them! Yippee!
1000 // Returns created object number.
1001 int call_object_create_egg(object *objp, int count, int type, int id)
1003 // -- if (!(Game_mode & GM_MULTI) && (objp == ConsoleObject))
1004 // -- if (d_rand() < 32767/6) {
1005 // -- Items_destroyed++;
1010 objp->contains_count = count;
1011 objp->contains_type = type;
1012 objp->contains_id = id;
1013 return object_create_egg(objp);
1019 //what vclip does this explode with?
1020 int get_explosion_vclip(object *obj,int stage)
1022 if (obj->type==OBJ_ROBOT) {
1024 if (stage==0 && Robot_info[obj->id].exp1_vclip_num>-1)
1025 return Robot_info[obj->id].exp1_vclip_num;
1026 else if (stage==1 && Robot_info[obj->id].exp2_vclip_num>-1)
1027 return Robot_info[obj->id].exp2_vclip_num;
1030 else if (obj->type==OBJ_PLAYER && Player_ship->expl_vclip_num>-1)
1031 return Player_ship->expl_vclip_num;
1033 return VCLIP_SMALL_EXPLOSION; //default
1036 //blow up a polygon model
1037 void explode_model(object *obj)
1039 Assert(obj->render_type == RT_POLYOBJ);
1041 if (Dying_modelnums[obj->rtype.pobj_info.model_num] != -1)
1042 obj->rtype.pobj_info.model_num = Dying_modelnums[obj->rtype.pobj_info.model_num];
1044 if (Polygon_models[obj->rtype.pobj_info.model_num].n_models > 1) {
1047 for (i=1;i<Polygon_models[obj->rtype.pobj_info.model_num].n_models;i++)
1048 if (!(obj->type == OBJ_ROBOT && obj->id == 44 && i == 5)) //energy sucker energy part
1049 object_create_debris(obj,i);
1051 //make parent object only draw center part
1052 obj->rtype.pobj_info.subobj_flags=1;
1056 //if the object has a destroyed model, switch to it. Otherwise, delete it.
1057 void maybe_delete_object(object *del_obj)
1059 if (Dead_modelnums[del_obj->rtype.pobj_info.model_num] != -1) {
1060 del_obj->rtype.pobj_info.model_num = Dead_modelnums[del_obj->rtype.pobj_info.model_num];
1061 del_obj->flags |= OF_DESTROYED;
1063 else { //normal, multi-stage explosion
1064 if (del_obj->type == OBJ_PLAYER)
1065 del_obj->render_type = RT_NONE;
1067 del_obj->flags |= OF_SHOULD_BE_DEAD;
1071 // -------------------------------------------------------------------------------------------------------
1072 //blow up an object. Takes the object to destroy, and the point of impact
1073 void explode_object(object *hitobj,fix delay_time)
1075 if (hitobj->flags & OF_EXPLODING) return;
1077 if (delay_time) { //wait a little while before creating explosion
1081 //create a placeholder object to do the delay, with id==-1
1083 objnum = obj_create( OBJ_FIREBALL,-1,hitobj->segnum,&hitobj->pos,&vmd_identity_matrix,0,
1084 CT_EXPLOSION,MT_NONE,RT_NONE);
1087 maybe_delete_object(hitobj); //no explosion, die instantly
1088 mprintf((1,"Couldn't start explosion, deleting object now\n"));
1093 obj = &Objects[objnum];
1095 //now set explosion-specific data
1097 obj->lifeleft = delay_time;
1098 obj->ctype.expl_info.delete_objnum = OBJECT_NUMBER(hitobj);
1100 if (obj->ctype.expl_info.delete_objnum < 0)
1103 obj->ctype.expl_info.delete_time = -1;
1104 obj->ctype.expl_info.spawn_time = 0;
1111 vclip_num = get_explosion_vclip(hitobj,0);
1113 expl_obj = object_create_explosion(hitobj->segnum, &hitobj->pos, fixmul(hitobj->size,EXPLOSION_SCALE), vclip_num );
1116 maybe_delete_object(hitobj); //no explosion, die instantly
1117 mprintf((0,"Couldn't start explosion, deleting object now\n"));
1121 //don't make debris explosions have physics, because they often
1122 //happen when the debris has hit the wall, so the fireball is trying
1123 //to move into the wall, which shows off FVI problems.
1124 if (hitobj->type!=OBJ_DEBRIS && hitobj->movement_type==MT_PHYSICS) {
1125 expl_obj->movement_type = MT_PHYSICS;
1126 expl_obj->mtype.phys_info = hitobj->mtype.phys_info;
1129 if (hitobj->render_type==RT_POLYOBJ && hitobj->type!=OBJ_DEBRIS)
1130 explode_model(hitobj);
1132 maybe_delete_object(hitobj);
1135 hitobj->flags |= OF_EXPLODING; //say that this is blowing up
1136 hitobj->control_type = CT_NONE; //become inert while exploding
1141 //do whatever needs to be done for this piece of debris for this frame
1142 void do_debris_frame(object *obj)
1144 Assert(obj->control_type == CT_DEBRIS);
1146 if (obj->lifeleft < 0)
1147 explode_object(obj,0);
1151 extern void drop_stolen_items(object *objp);
1153 //do whatever needs to be done for this explosion for this frame
1154 void do_explosion_sequence(object *obj)
1156 Assert(obj->control_type == CT_EXPLOSION);
1158 //mprintf( 0, "Object %d life left is %d\n", OBJECT_NUMBER(obj), obj->lifeleft );
1160 //See if we should die of old age
1161 if (obj->lifeleft <= 0 ) { // We died of old age
1162 obj->flags |= OF_SHOULD_BE_DEAD;
1166 //See if we should create a secondary explosion
1167 if (obj->lifeleft <= obj->ctype.expl_info.spawn_time) {
1168 object *expl_obj,*del_obj;
1170 vms_vector *spawn_pos;
1172 if ((obj->ctype.expl_info.delete_objnum < 0) || (obj->ctype.expl_info.delete_objnum > Highest_object_index)) {
1173 mprintf((0, "Illegal value for delete_objnum in fireball.c\n"));
1174 Int3(); // get Rob, please... thanks
1178 del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
1180 spawn_pos = &del_obj->pos;
1182 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))) {
1183 Int3(); //pretty bad
1187 vclip_num = get_explosion_vclip(del_obj,1);
1189 if (del_obj->type == OBJ_ROBOT && Robot_info[del_obj->id].badass)
1190 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 );
1192 expl_obj = object_create_explosion( del_obj->segnum, spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num );
1194 if ((del_obj->contains_count > 0) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside of this code!!
1195 // If dropping a weapon that the player has, drop energy instead, unless it's vulcan, in which case drop vulcan ammo.
1196 if (del_obj->contains_type == OBJ_POWERUP)
1197 maybe_replace_powerup_with_energy(del_obj);
1198 object_create_egg(del_obj);
1199 } else if ((del_obj->type == OBJ_ROBOT) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside this code!!
1200 robot_info *robptr = &Robot_info[del_obj->id];
1201 if (robptr->contains_count) {
1202 if (((d_rand() * 16) >> 15) < robptr->contains_prob) {
1203 del_obj->contains_count = ((d_rand() * robptr->contains_count) >> 15) + 1;
1204 del_obj->contains_type = robptr->contains_type;
1205 del_obj->contains_id = robptr->contains_id;
1206 maybe_replace_powerup_with_energy(del_obj);
1207 object_create_egg(del_obj);
1212 drop_stolen_items(del_obj);
1214 if (robptr->companion) {
1215 DropBuddyMarker(del_obj);
1219 if ( Robot_info[del_obj->id].exp2_sound_num > -1 )
1220 digi_link_sound_to_pos( Robot_info[del_obj->id].exp2_sound_num, del_obj->segnum, 0, spawn_pos, 0, F1_0 );
1221 //PLAY_SOUND_3D( Robot_info[del_obj->id].exp2_sound_num, spawn_pos, del_obj->segnum );
1223 // mprintf( 0, "Spawned an explosion of type %d\n", Robot_info[del_obj->id].exp2_vclip_num );
1225 //mprintf( 0, "Object %d spawned.\n", OBJECT_NUMBER(obj) );
1226 //mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z );
1227 //mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z );
1228 //mprintf( 0, "Spawned exp at %d,%d,%d\n", expl_obj->pos.x, expl_obj->pos.y, expl_obj->pos.z );
1230 obj->ctype.expl_info.spawn_time = -1;
1233 if (del_obj->render_type==RT_POLYOBJ)
1234 explode_model(del_obj); //explode a polygon model
1236 //set some parm in explosion
1239 if (del_obj->movement_type == MT_PHYSICS) {
1240 expl_obj->movement_type = MT_PHYSICS;
1241 expl_obj->mtype.phys_info = del_obj->mtype.phys_info;
1244 expl_obj->ctype.expl_info.delete_time = expl_obj->lifeleft/2;
1245 expl_obj->ctype.expl_info.delete_objnum = OBJECT_NUMBER(del_obj);
1247 if (obj->ctype.expl_info.delete_objnum < 0)
1253 maybe_delete_object(del_obj);
1254 mprintf((0,"Couldn't create secondary explosion, deleting object now\n"));
1259 //See if we should delete an object
1260 if (obj->lifeleft <= obj->ctype.expl_info.delete_time) {
1261 object *del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
1263 obj->ctype.expl_info.delete_time = -1;
1265 maybe_delete_object(del_obj);
1269 #define EXPL_WALL_TIME (f1_0)
1270 #define EXPL_WALL_TOTAL_FIREBALLS 32
1271 #define EXPL_WALL_FIREBALL_SIZE (0x48000*6/10) //smallest size
1273 expl_wall expl_wall_list[MAX_EXPLODING_WALLS];
1275 void init_exploding_walls()
1279 for (i=0;i<MAX_EXPLODING_WALLS;i++)
1280 expl_wall_list[i].segnum = -1;
1283 //explode the given wall
1284 void explode_wall(int segnum,int sidenum)
1291 for (i=0;i<MAX_EXPLODING_WALLS && expl_wall_list[i].segnum != -1;i++);
1293 if (i==MAX_EXPLODING_WALLS) { //didn't find slot.
1294 mprintf((0,"Couldn't find free slot for exploding wall!\n"));
1299 expl_wall_list[i].segnum = segnum;
1300 expl_wall_list[i].sidenum = sidenum;
1301 expl_wall_list[i].time = 0;
1303 //play one long sound for whole door wall explosion
1304 compute_center_point_on_side(&pos,&Segments[segnum],sidenum);
1305 digi_link_sound_to_pos( SOUND_EXPLODING_WALL,segnum, sidenum, &pos, 0, F1_0 );
1309 //handle walls for this frame
1310 //note: this wall code assumes the wall is not triangulated
1311 void do_exploding_wall_frame()
1315 for (i=0;i<MAX_EXPLODING_WALLS;i++) {
1316 int segnum = expl_wall_list[i].segnum;
1319 int sidenum = expl_wall_list[i].sidenum;
1320 fix oldfrac,newfrac;
1321 int old_count,new_count,e; //n,
1323 oldfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
1325 expl_wall_list[i].time += FrameTime;
1326 if (expl_wall_list[i].time > EXPL_WALL_TIME)
1327 expl_wall_list[i].time = EXPL_WALL_TIME;
1329 if (expl_wall_list[i].time>(EXPL_WALL_TIME*3)/4) {
1330 segment *seg,*csegp;
1333 seg = &Segments[segnum];
1335 a = Walls[seg->sides[sidenum].wall_num].clip_num;
1336 n = WallAnims[a].num_frames;
1338 csegp = &Segments[seg->children[sidenum]];
1339 cside = find_connect_side(seg, csegp);
1341 wall_set_tmap_num(seg,sidenum,csegp,cside,a,n-1);
1343 Walls[seg->sides[sidenum].wall_num].flags |= WALL_BLASTED;
1344 Walls[csegp->sides[cside].wall_num].flags |= WALL_BLASTED;
1348 newfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
1350 old_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(oldfrac,oldfrac));
1351 new_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(newfrac,newfrac));
1353 //n = new_count - old_count;
1355 // mprintf(0,"Creating %d new explosions\n",new_count-old_count);
1357 //now create all the next explosions
1359 for (e=old_count;e<new_count;e++) {
1360 short vertnum_list[4];
1361 vms_vector *v0,*v1,*v2;
1362 vms_vector vv0,vv1,pos;
1365 //calc expl position
1367 get_side_verts(vertnum_list,segnum,sidenum);
1369 v0 = &Vertices[vertnum_list[0]];
1370 v1 = &Vertices[vertnum_list[1]];
1371 v2 = &Vertices[vertnum_list[2]];
1373 vm_vec_sub(&vv0,v0,v1);
1374 vm_vec_sub(&vv1,v2,v1);
1376 vm_vec_scale_add(&pos,v1,&vv0,d_rand()*2);
1377 vm_vec_scale_add2(&pos,&vv1,d_rand()*2);
1379 size = EXPL_WALL_FIREBALL_SIZE + (2*EXPL_WALL_FIREBALL_SIZE * e / EXPL_WALL_TOTAL_FIREBALLS);
1381 //fireballs start away from door, with subsequent ones getting closer
1385 get_side_normal(&Segments[segnum], sidenum, 0, &_vn );
1386 vm_vec_scale_add2(&pos,&_vn,size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
1389 vm_vec_scale_add2(&pos,&Segments[segnum].sides[sidenum].normals[0],size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
1392 if (e & 3) //3 of 4 are normal
1393 object_create_explosion(expl_wall_list[i].segnum,&pos,size,VCLIP_SMALL_EXPLOSION);
1395 object_create_badass_explosion( NULL, expl_wall_list[i].segnum, &pos,
1397 VCLIP_SMALL_EXPLOSION,
1398 i2f(4), // damage strength
1399 i2f(20), // damage radius
1400 i2f(50), // damage force
1407 if (expl_wall_list[i].time >= EXPL_WALL_TIME)
1408 expl_wall_list[i].segnum = -1; //flag this slot as free
1416 //creates afterburner blobs behind the specified object
1417 void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime)
1419 vms_vector pos_left,pos_right;
1422 vm_vec_scale_add(&pos_left, &obj->pos, &obj->orient.fvec, -obj->size);
1423 vm_vec_scale_add2(&pos_left, &obj->orient.rvec, -obj->size/4);
1424 vm_vec_scale_add(&pos_right, &pos_left, &obj->orient.rvec, obj->size/2);
1427 vm_vec_avg(&pos_left, &pos_left, &pos_right);
1429 segnum = find_point_seg(&pos_left, obj->segnum);
1431 object_create_explosion(segnum, &pos_left, size_scale, VCLIP_AFTERBURNER_BLOB );
1434 segnum = find_point_seg(&pos_right, obj->segnum);
1437 blob_obj = object_create_explosion(segnum, &pos_right, size_scale, VCLIP_AFTERBURNER_BLOB );
1439 blob_obj->lifeleft = lifetime;