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 * This will contain the laser code
41 int Laser_rapid_fire = 0;
44 object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
45 int Guided_missile_sig[MAX_PLAYERS]={-1,-1,-1,-1,-1,-1,-1,-1};
47 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2);
49 extern char Multi_is_guided;
50 extern char BounceCheat;
52 extern void newdemo_record_guided_end();
53 extern void newdemo_record_guided_start();
55 int find_homing_object(vms_vector *curpos, object *tracker);
57 //---------------------------------------------------------------------------------
58 // Called by render code.... determines if the laser is from a robot or the
59 // player and calls the appropriate routine.
61 void Laser_render(object *obj)
64 // Commented out by John (sort of, typed by Mike) on 6/8/94
67 case WEAPON_TYPE_WEAK_LASER:
68 case WEAPON_TYPE_STRONG_LASER:
69 case WEAPON_TYPE_CANNON_BALL:
70 case WEAPON_TYPE_MISSILE:
73 Error( "Invalid weapon type in Laser_render\n" );
77 switch( Weapon_info[obj->id].render_type ) {
78 case WEAPON_RENDER_LASER:
79 Int3(); // Not supported anymore!
80 //Laser_draw_one( OBJECT_NUMBER(obj), Weapon_info[obj->id].bitmap );
82 case WEAPON_RENDER_BLOB:
83 draw_object_blob(obj, Weapon_info[obj->id].bitmap );
85 case WEAPON_RENDER_POLYMODEL:
87 case WEAPON_RENDER_VCLIP:
88 Int3(); // Oops, not supported, type added by mk on 09/09/94, but not for lasers...
90 Error( "Invalid weapon render type in Laser_render\n" );
95 //---------------------------------------------------------------------------------
96 // Draws a texture-mapped laser bolt
98 //void Laser_draw_one( int objnum, grs_bitmap * bmp )
103 // vms_vector start_pos,end_pos;
105 // obj = &Objects[objnum];
107 // start_pos = obj->pos;
108 // vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
110 // g3_rotate_point(&p1,&start_pos);
111 // g3_rotate_point(&p2,&end_pos);
114 // t2 = Interpolation_method;
115 // t3 = Transparency_on;
118 // //Interpolation_method = 3; // Full perspective
119 // Interpolation_method = 1; // Linear
120 // Transparency_on = 1;
122 // //gr_setcolor( gr_getcolor(31,15,0));
123 // //g3_draw_line_ptrs(p1,p2);
124 // //g3_draw_rod(p1,0x2000,p2,0x2000);
125 // //g3_draw_rod(p1,Laser_width,p2,Laser_width);
126 // g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
128 // Interpolation_method = t2;
129 // Transparency_on = t3;
133 // Changed by MK on 09/07/94
134 // I want you to be able to blow up your own bombs.
135 // AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
136 // Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
137 int laser_are_related( int o1, int o2 )
139 if ( (o1<0) || (o2<0) )
142 // See if o2 is the parent of o1
143 if ( Objects[o1].type == OBJ_WEAPON )
144 if ( (Objects[o1].ctype.laser_info.parent_num==o2) && (Objects[o1].ctype.laser_info.parent_signature==Objects[o2].signature) )
146 // 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
147 if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
148 (Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
149 (((Objects[o1].id == PROXIMITY_ID) || (Objects[o1].id == SUPERPROX_ID)) && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*4))) {
155 // See if o1 is the parent of o2
156 if ( Objects[o2].type == OBJ_WEAPON )
158 if ( (Objects[o2].ctype.laser_info.parent_num==o1) && (Objects[o2].ctype.laser_info.parent_signature==Objects[o1].signature) )
160 // 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
161 if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
162 (Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
163 (((Objects[o2].id == PROXIMITY_ID) || (Objects[o2].id == SUPERPROX_ID)) && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*4))) {
170 // They must both be weapons
171 if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
174 // Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
175 // See if they're siblings...
176 // 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.
177 if ( Objects[o1].ctype.laser_info.parent_signature==Objects[o2].ctype.laser_info.parent_signature )
179 if (Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID || Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID) {
180 // If neither is older than 1/2 second, then can't blow up!
181 if ((GameTime > (Objects[o1].ctype.laser_info.creation_time + F1_0/2)) || (GameTime > (Objects[o2].ctype.laser_info.creation_time + F1_0/2)))
189 // Anything can cause a collision with a robot super prox mine.
190 if (Objects[o1].id == ROBOT_SUPERPROX_ID || Objects[o2].id == ROBOT_SUPERPROX_ID ||
191 Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID ||
192 Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID ||
193 Objects[o1].id == PMINE_ID || Objects[o2].id == PMINE_ID)
199 //--unused-- int Muzzle_scale=2;
202 void do_muzzle_stuff(int segnum, vms_vector *pos)
204 Muzzle_data[Muzzle_queue_index].create_time = timer_get_fixed_seconds();
205 Muzzle_data[Muzzle_queue_index].segnum = segnum;
206 Muzzle_data[Muzzle_queue_index].pos = *pos;
207 Muzzle_queue_index++;
208 if (Muzzle_queue_index >= MUZZLE_QUEUE_MAX)
209 Muzzle_queue_index = 0;
212 //creates a weapon object
213 int create_weapon_object(int weapon_type,int segnum,vms_vector *position)
216 fix laser_radius = -1;
220 switch( Weapon_info[weapon_type].render_type ) {
222 case WEAPON_RENDER_BLOB:
223 rtype = RT_LASER; // Render as a laser even if blob (see render code above for explanation)
224 laser_radius = Weapon_info[weapon_type].blob_size;
226 case WEAPON_RENDER_POLYMODEL:
227 laser_radius = 0; // Filled in below.
230 case WEAPON_RENDER_LASER:
231 Int3(); // Not supported anymore
233 case WEAPON_RENDER_NONE:
237 case WEAPON_RENDER_VCLIP:
238 rtype = RT_WEAPON_VCLIP;
239 laser_radius = Weapon_info[weapon_type].blob_size;
242 Error( "Invalid weapon render type in Laser_create_new\n" );
245 Assert(laser_radius != -1);
248 objnum = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
252 obj = &Objects[objnum];
254 if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
255 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
256 obj->size = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[obj->id].po_len_to_width_ratio);
259 obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
260 obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
261 vm_vec_zero(&obj->mtype.phys_info.thrust);
263 if (Weapon_info[weapon_type].bounce==1)
264 obj->mtype.phys_info.flags |= PF_BOUNCE;
266 if (Weapon_info[weapon_type].bounce==2 || BounceCheat)
267 obj->mtype.phys_info.flags |= PF_BOUNCE+PF_BOUNCES_TWICE;
273 extern int Doing_lighting_hack_flag;
275 // -------------------------------------------------------------------------------------------------------------------------------
276 // ***** HEY ARTISTS!! *****
277 // Here are the constants you're looking for! --MK
279 // Change the following constants to affect the look of the omega cannon.
280 // Changing these constants will not affect the damage done.
281 // WARNING: If you change DESIRED_OMEGA_DIST and MAX_OMEGA_BLOBS, you don't merely change the look of the cannon,
282 // you change its range. If you decrease DESIRED_OMEGA_DIST, you decrease how far the gun can fire.
283 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
284 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
285 #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.
286 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
287 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
289 // Additionally, several constants which apply to homing objects in general control the behavior of the Omega Cannon.
290 // They are defined in laser.h. They are copied here for reference. These values are valid on 1/10/96:
291 // If you want the Omega Cannon view cone to be different than the Homing Missile viewcone, contact MK to make the change.
292 // (Unless you are a programmer, in which case, do it yourself!)
293 #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.
294 #define OMEGA_MAX_TRACKABLE_DIST MAX_OMEGA_DIST // An object must be at least this close to be tracked.
296 // Note, you don't need to change these constants. You can control damage and energy consumption by changing the
297 // usual bitmaps.tbl parameters.
298 #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.
299 #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.
300 // -------------------------------------------------------------------------------------------------------------------------------
302 void delete_old_omega_blobs(object *parent_objp)
308 parent_num = parent_objp->ctype.laser_info.parent_num;
310 for (i=0; i<=Highest_object_index; i++)
311 if (Objects[i].type == OBJ_WEAPON)
312 if (Objects[i].id == OMEGA_ID)
313 if (Objects[i].ctype.laser_info.parent_num == parent_num) {
318 mprintf((0, "%i Omega blobs deleted in frame %i\n", count, FrameCount));
321 // ---------------------------------------------------------------------------------
322 void create_omega_blobs(int firing_segnum, vms_vector *firing_pos, vms_vector *goal_pos, object *parent_objp)
324 int i, last_segnum, last_created_objnum = -1;
325 vms_vector vec_to_goal;
329 vms_vector omega_delta_vector;
330 vms_vector blob_pos, perturb_vec;
331 fix perturb_array[MAX_OMEGA_BLOBS];
333 if (Game_mode & GM_MULTI)
334 delete_old_omega_blobs(parent_objp);
336 vm_vec_sub(&vec_to_goal, goal_pos, firing_pos);
338 dist_to_goal = vm_vec_normalize_quick(&vec_to_goal);
340 if (dist_to_goal < MIN_OMEGA_BLOBS * MIN_OMEGA_DIST) {
341 omega_blob_dist = MIN_OMEGA_DIST;
342 num_omega_blobs = dist_to_goal/omega_blob_dist;
343 if (num_omega_blobs == 0)
346 omega_blob_dist = DESIRED_OMEGA_DIST;
347 num_omega_blobs = dist_to_goal / omega_blob_dist;
348 if (num_omega_blobs > MAX_OMEGA_BLOBS) {
349 num_omega_blobs = MAX_OMEGA_BLOBS;
350 omega_blob_dist = dist_to_goal / num_omega_blobs;
351 } else if (num_omega_blobs < MIN_OMEGA_BLOBS) {
352 num_omega_blobs = MIN_OMEGA_BLOBS;
353 omega_blob_dist = dist_to_goal / num_omega_blobs;
357 omega_delta_vector = vec_to_goal;
358 vm_vec_scale(&omega_delta_vector, omega_blob_dist);
360 // Now, create all the blobs
361 blob_pos = *firing_pos;
362 last_segnum = firing_segnum;
364 // If nearby, don't perturb vector. If not nearby, start halfway out.
365 if (dist_to_goal < MIN_OMEGA_DIST*4) {
366 for (i=0; i<num_omega_blobs; i++)
367 perturb_array[i] = 0;
369 vm_vec_scale_add2(&blob_pos, &omega_delta_vector, F1_0/2); // Put first blob half way out.
370 for (i=0; i<num_omega_blobs/2; i++) {
371 perturb_array[i] = F1_0*i + F1_0/4;
372 perturb_array[num_omega_blobs-1-i] = F1_0*i;
376 // Create random perturbation vector, but favor _not_ going up in player's reference.
377 make_random_vector(&perturb_vec);
378 vm_vec_scale_add2(&perturb_vec, &parent_objp->orient.uvec, -F1_0/2);
380 Doing_lighting_hack_flag = 1; // Ugly, but prevents blobs which are probably outside the mine from killing framerate.
382 for (i=0; i<num_omega_blobs; i++) {
384 int blob_objnum, segnum;
386 // This will put the last blob right at the destination object, causing damage.
387 if (i == num_omega_blobs-1)
388 vm_vec_scale_add2(&blob_pos, &omega_delta_vector, 15*F1_0/32); // Move last blob another (almost) half section
390 // Every so often, re-perturb blobs
394 make_random_vector(&temp_vec);
395 vm_vec_scale_add2(&perturb_vec, &temp_vec, F1_0/4);
398 vm_vec_scale_add(&temp_pos, &blob_pos, &perturb_vec, perturb_array[i]);
400 segnum = find_point_seg(&temp_pos, last_segnum);
404 last_segnum = segnum;
405 blob_objnum = obj_create(OBJ_WEAPON, OMEGA_ID, segnum, &temp_pos, NULL, 0, CT_WEAPON, MT_PHYSICS, RT_WEAPON_VCLIP );
406 if (blob_objnum == -1)
409 last_created_objnum = blob_objnum;
411 objp = &Objects[blob_objnum];
413 objp->lifeleft = ONE_FRAME_TIME;
414 objp->mtype.phys_info.velocity = vec_to_goal;
416 // Only make the last one move fast, else multiple blobs might collide with target.
417 vm_vec_scale(&objp->mtype.phys_info.velocity, F1_0*4);
419 objp->size = Weapon_info[objp->id].blob_size;
421 objp->shields = fixmul(OMEGA_DAMAGE_SCALE*FrameTime, Weapon_info[objp->id].strength[Difficulty_level]);
423 objp->ctype.laser_info.parent_type = parent_objp->type;
424 objp->ctype.laser_info.parent_signature = parent_objp->signature;
425 objp->ctype.laser_info.parent_num = OBJECT_NUMBER(parent_objp);
426 objp->movement_type = MT_NONE; // Only last one moves, that will get bashed below.
430 vm_vec_add2(&blob_pos, &omega_delta_vector);
434 // Make last one move faster, but it's already moving at speed = F1_0*4.
435 if (last_created_objnum != -1) {
436 vm_vec_scale(&Objects[last_created_objnum].mtype.phys_info.velocity, Weapon_info[OMEGA_ID].speed[Difficulty_level]/4);
437 Objects[last_created_objnum].movement_type = MT_PHYSICS;
440 Doing_lighting_hack_flag = 0;
443 #define MIN_OMEGA_CHARGE (MAX_OMEGA_CHARGE/8)
444 #define OMEGA_CHARGE_SCALE 4 // FrameTime / OMEGA_CHARGE_SCALE added to Omega_charge every frame.
445 fix Omega_charge = MAX_OMEGA_CHARGE;
447 #define OMEGA_CHARGE_SCALE 4
449 int Last_omega_fire_frame=0;
451 // ---------------------------------------------------------------------------------
452 // Call this every frame to recharge the Omega Cannon.
453 void omega_charge_frame(void)
455 fix delta_charge, old_omega_charge;
457 if (Omega_charge == MAX_OMEGA_CHARGE)
460 if (!(player_has_weapon(OMEGA_INDEX, 0) & HAS_WEAPON_FLAG))
466 if ((Primary_weapon == OMEGA_INDEX) && (Omega_charge == 0) && (Players[Player_num].energy == 0)) {
468 auto_select_weapon(0);
471 // Don't charge while firing.
472 if ((Last_omega_fire_frame == FrameCount) || (Last_omega_fire_frame == FrameCount-1))
475 if (Players[Player_num].energy) {
478 old_omega_charge = Omega_charge;
479 Omega_charge += FrameTime/OMEGA_CHARGE_SCALE;
480 if (Omega_charge > MAX_OMEGA_CHARGE)
481 Omega_charge = MAX_OMEGA_CHARGE;
483 delta_charge = Omega_charge - old_omega_charge;
485 energy_used = fixmul(F1_0*190/17, delta_charge);
486 if (Difficulty_level < 2)
487 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
489 Players[Player_num].energy -= energy_used;
490 if (Players[Player_num].energy < 0)
491 Players[Player_num].energy = 0;
497 // -- fix Last_omega_muzzle_flash_time;
499 // ---------------------------------------------------------------------------------
500 // *objp is the object firing the omega cannon
501 // *pos is the location from which the omega bolt starts
502 void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_objp)
504 int lock_objnum, firing_segnum;
506 int pnum = parent_objp->id;
508 if (pnum == Player_num) {
509 // If charge >= min, or (some charge and zero energy), allow to fire.
510 if (!((Omega_charge >= MIN_OMEGA_CHARGE) || (Omega_charge && !Players[pnum].energy))) {
511 obj_delete(OBJECT_NUMBER(weapon_objp));
515 Omega_charge -= FrameTime;
516 if (Omega_charge < 0)
519 // Ensure that the lightning cannon can be fired next frame.
520 Next_laser_fire_time = GameTime+1;
522 Last_omega_fire_frame = FrameCount;
525 weapon_objp->ctype.laser_info.parent_type = OBJ_PLAYER;
526 weapon_objp->ctype.laser_info.parent_num = Players[pnum].objnum;
527 weapon_objp->ctype.laser_info.parent_signature = Objects[Players[pnum].objnum].signature;
529 lock_objnum = find_homing_object(firing_pos, weapon_objp);
531 firing_segnum = find_point_seg(firing_pos, parent_objp->segnum);
534 if ( parent_objp == Viewer )
535 digi_play_sample( Weapon_info[weapon_objp->id].flash_sound, F1_0 );
537 digi_link_sound_to_pos( Weapon_info[weapon_objp->id].flash_sound, weapon_objp->segnum, 0, &weapon_objp->pos, 0, F1_0 );
539 // -- if ((Last_omega_muzzle_flash_time + F1_0/4 < GameTime) || (Last_omega_muzzle_flash_time > GameTime)) {
540 // -- do_muzzle_stuff(firing_segnum, firing_pos);
541 // -- Last_omega_muzzle_flash_time = GameTime;
544 // Delete the original object. Its only purpose in life was to determine which object to home in on.
545 obj_delete(OBJECT_NUMBER(weapon_objp));
547 // If couldn't lock on anything, fire straight ahead.
548 if (lock_objnum == -1) {
552 vms_vector perturb_vec, perturbed_fvec;
554 make_random_vector(&perturb_vec);
555 vm_vec_scale_add(&perturbed_fvec, &parent_objp->orient.fvec, &perturb_vec, F1_0/16);
557 vm_vec_scale_add(&goal_pos, firing_pos, &perturbed_fvec, MAX_OMEGA_DIST);
558 fq.startseg = firing_segnum;
559 if (fq.startseg == -1) {
560 mprintf((1, "Trying to fire Omega Cannon, but gun is outside mine. Aborting!\n"));
566 fq.thisobjnum = OBJECT_NUMBER(parent_objp);
567 fq.ignore_obj_list = NULL;
568 fq.flags = FQ_IGNORE_POWERUPS | FQ_TRANSPOINT | FQ_CHECK_OBJS; //what about trans walls???
570 fate = find_vector_intersection(&fq, &hit_data);
571 if (fate != HIT_NONE) {
572 Assert(hit_data.hit_seg != -1); // How can this be? We went from inside the mine to outside without hitting anything?
573 goal_pos = hit_data.hit_pnt;
576 goal_pos = Objects[lock_objnum].pos;
578 // This is where we create a pile of omega blobs!
579 create_omega_blobs(firing_segnum, firing_pos, &goal_pos, parent_objp);
583 // ---------------------------------------------------------------------------------
584 // Initializes a laser after Fire is pressed
585 // Returns object number.
586 int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int weapon_type, int make_sound )
590 fix parent_speed, weapon_speed;
594 Assert( weapon_type < N_weapon_types );
596 if ( (weapon_type<0) || (weapon_type>=N_weapon_types) )
599 // Don't let homing blobs make muzzle flash.
600 if (Objects[parent].type == OBJ_ROBOT)
601 do_muzzle_stuff(segnum, position);
603 objnum = create_weapon_object(weapon_type,segnum,position);
606 mprintf((1, "Can't create laser - Out of objects!\n" ));
610 obj = &Objects[objnum];
612 // Do the special Omega Cannon stuff. Then return on account of everything that follows does
613 // not apply to the Omega Cannon.
614 if (weapon_type == OMEGA_ID) {
615 // Create orientation matrix for tracking purposes.
616 vm_vector_2_matrix( &obj->orient, direction, &Objects[parent].orient.uvec ,NULL);
618 if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
620 if (Weapon_info[obj->id].flash_vclip > -1 )
621 object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
624 do_omega_stuff(&Objects[parent], position, obj);
629 if (Objects[parent].type == OBJ_PLAYER) {
630 if (weapon_type == FUSION_ID) {
632 if (Fusion_charge <= 0)
633 obj->ctype.laser_info.multiplier = F1_0;
634 else if (Fusion_charge <= 4*F1_0)
635 obj->ctype.laser_info.multiplier = F1_0 + Fusion_charge/2;
637 obj->ctype.laser_info.multiplier = 4*F1_0;
639 } else if ((weapon_type >= LASER_ID && weapon_type <= MAX_SUPER_LASER_LEVEL) && (Players[Objects[parent].id].flags & PLAYER_FLAGS_QUAD_LASERS))
640 obj->ctype.laser_info.multiplier = F1_0*3/4;
641 else if (weapon_type == GUIDEDMISS_ID) {
642 if (parent==Players[Player_num].objnum) {
643 Guided_missile[Player_num]= obj;
644 Guided_missile_sig[Player_num] = obj->signature;
645 if (Newdemo_state==ND_STATE_RECORDING)
646 newdemo_record_guided_start();
651 // Make children of smart bomb bounce so if they hit a wall right away, they
652 // won't detonate. The frame interval code will clear this bit after 1/2 second.
653 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))
654 obj->mtype.phys_info.flags |= PF_BOUNCE;
656 if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL)
657 laser_length = Polygon_models[obj->rtype.pobj_info.model_num].rad * 2;
659 if (weapon_type == FLARE_ID)
660 obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
662 obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
664 // Fill in laser-specific data
666 obj->lifeleft = Weapon_info[obj->id].lifetime;
667 obj->ctype.laser_info.parent_type = Objects[parent].type;
668 obj->ctype.laser_info.parent_signature = Objects[parent].signature;
669 obj->ctype.laser_info.parent_num = parent;
671 // Assign parent type to highest level creator. This propagates parent type down from
672 // the original creator through weapons which create children of their own (ie, smart missile)
673 if (Objects[parent].type == OBJ_WEAPON) {
674 int highest_parent = parent;
678 while ((count++ < 10) && (Objects[highest_parent].type == OBJ_WEAPON)) {
681 next_parent = Objects[highest_parent].ctype.laser_info.parent_num;
682 if (Objects[next_parent].signature != Objects[highest_parent].ctype.laser_info.parent_signature)
683 break; // Probably means parent was killed. Just continue.
685 if (next_parent == highest_parent) {
686 Int3(); // Hmm, object is parent of itself. This would seem to be bad, no?
690 highest_parent = next_parent;
692 obj->ctype.laser_info.parent_num = highest_parent;
693 obj->ctype.laser_info.parent_type = Objects[highest_parent].type;
694 obj->ctype.laser_info.parent_signature = Objects[highest_parent].signature;
698 // Create orientation matrix so we can look from this pov
699 // Homing missiles also need an orientation matrix so they know if they can make a turn.
700 if ((obj->render_type == RT_POLYOBJ) || (Weapon_info[obj->id].homing_flag))
701 vm_vector_2_matrix( &obj->orient,direction, &Objects[parent].orient.uvec ,NULL);
703 if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
705 if (Weapon_info[obj->id].flash_vclip > -1 )
706 object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
710 if (Weapon_info[obj->id].flash_sound > -1 ) {
712 if ( parent == OBJECT_NUMBER(Viewer) ) {
713 if (weapon_type == VULCAN_ID) // Make your own vulcan gun 1/2 as loud.
715 digi_play_sample( Weapon_info[obj->id].flash_sound, volume );
717 digi_link_sound_to_pos( Weapon_info[obj->id].flash_sound, obj->segnum, 0, &obj->pos, 0, volume );
722 // Fire the laser from the gun tip so that the back end of the laser bolt is at the gun tip.
723 // Move 1 frame, so that the end-tip of the laser is touching the gun barrel.
724 // This also jitters the laser a bit so that it doesn't alias.
725 // Don't do for weapons created by weapons.
726 if ((Objects[parent].type == OBJ_PLAYER) && (Weapon_info[weapon_type].render_type != WEAPON_RENDER_NONE) && (weapon_type != FLARE_ID)) {
730 vm_vec_scale_add( &end_pos, &obj->pos, direction, Laser_offset+(laser_length/2) );
731 end_segnum = find_point_seg(&end_pos, obj->segnum);
732 if (end_segnum != obj->segnum) {
733 // mprintf(0, "Warning: Laser tip not in same segment as player.\n");
734 if (end_segnum != -1) {
736 obj_relink(OBJECT_NUMBER(obj), end_segnum);
738 mprintf((0, "Warning: Laser tip outside mine. Laser not being moved to end of gun.\n"));
743 // Here's where to fix the problem with objects which are moving backwards imparting higher velocity to their weaponfire.
744 // Find out if moving backwards.
745 if ((weapon_type == PROXIMITY_ID) || (weapon_type == SUPERPROX_ID)) {
746 parent_speed = vm_vec_mag_quick(&Objects[parent].mtype.phys_info.velocity);
747 if (vm_vec_dot(&Objects[parent].mtype.phys_info.velocity, &Objects[parent].orient.fvec) < 0)
748 parent_speed = -parent_speed;
752 weapon_speed = Weapon_info[obj->id].speed[Difficulty_level];
753 if (Weapon_info[obj->id].speedvar != 128) {
756 // Get a scale factor between speedvar% and 1.0.
757 randval = F1_0 - ((d_rand() * Weapon_info[obj->id].speedvar) >> 6);
758 weapon_speed = fixmul(weapon_speed, randval);
761 // Ugly hack (too bad we're on a deadline), for homing missiles dropped by smart bomb, start them out slower.
762 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))
765 if (Weapon_info[obj->id].thrust != 0)
768 vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
771 if (Weapon_info[weapon_type].thrust != 0) {
772 obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
773 vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent_speed));
776 if ((obj->type == OBJ_WEAPON) && (obj->id == FLARE_ID))
777 obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds
779 // mprintf( 0, "Weapon speed = %.1f (%.1f)\n", f2fl(Weapon_info[obj->id].speed[Difficulty_level] + parent_speed), f2fl(parent_speed) );
784 // -----------------------------------------------------------------------------------------------------------
785 // Calls Laser_create_new, but takes care of the segment and point computation for you.
786 int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound )
790 object *pobjp = &Objects[parent];
793 // Find segment containing laser fire position. If the robot is straddling a segment, the position from
794 // which it fires may be in a different segment, which is bad news for find_vector_intersection. So, cast
795 // a ray from the object center (whose segment we know) to the laser position. Then, in the call to Laser_create_new
796 // use the data returned from this call to find_vector_intersection.
797 // Note that while find_vector_intersection is pretty slow, it is not terribly slow if the destination point is
798 // in the same segment as the source point.
801 fq.startseg = pobjp->segnum;
804 fq.thisobjnum = OBJECT_NUMBER(pobjp);
805 fq.ignore_obj_list = NULL;
806 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS; //what about trans walls???
808 fate = find_vector_intersection(&fq, &hit_data);
809 if (fate != HIT_NONE || hit_data.hit_seg==-1) {
810 mprintf((1, "Warning: Laser from parent=%i stuck in wall or object, didn't fire!\n", parent));
814 return Laser_create_new( direction, &hit_data.hit_pnt, hit_data.hit_seg, parent, weapon_type, make_sound );
818 int Muzzle_queue_index = 0;
820 muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
822 // -----------------------------------------------------------------------------------------------------------
823 // Determine if two objects are on a line of sight. If so, return true, else return false.
825 int object_to_object_visibility(object *obj1, object *obj2, int trans_type)
832 fq.startseg = obj1->segnum;
835 fq.thisobjnum = OBJECT_NUMBER(obj1);
836 fq.ignore_obj_list = NULL;
837 fq.flags = trans_type;
839 fate = find_vector_intersection(&fq, &hit_data);
841 if (fate == HIT_WALL)
843 else if (fate == HIT_NONE)
846 Int3(); // Contact Mike: Oops, what happened? What is fate?
847 // 2 = hit object (impossible), 3 = bad starting point (bad)
852 fix Min_trackable_dot = MIN_TRACKABLE_DOT;
854 // -----------------------------------------------------------------------------------------------------------
855 // Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
856 // In order for the object to be trackable, it must be within a reasonable turning radius for the missile
857 // and it must not be obstructed by a wall.
858 int object_is_trackable(int track_goal, object *tracker, fix *dot)
860 vms_vector vector_to_goal;
863 if (track_goal == -1)
866 if (Game_mode & GM_MULTI_COOP)
869 objp = &Objects[track_goal];
871 // Don't track player if he's cloaked.
872 if ((track_goal == Players[Player_num].objnum) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
875 // Can't track AI object if he's cloaked.
876 if (objp->type == OBJ_ROBOT) {
877 if (objp->ctype.ai_info.CLOAKED)
879 // Your missiles don't track your escort.
880 if (Robot_info[objp->id].companion)
881 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
884 vm_vec_sub(&vector_to_goal, &objp->pos, &tracker->pos);
885 vm_vec_normalize_quick(&vector_to_goal);
886 *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
888 if ((*dot < Min_trackable_dot) && (*dot > F1_0*9/10)) {
889 // -- mprintf((0, "."));
890 vm_vec_normalize(&vector_to_goal);
891 *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
894 //mprintf((0, " OIT: dot=%5.2f ", f2fl(dot)));
896 // mprintf((0, "object_is_trackable: [%3i] %7.3f, min = %7.3f\n", track_goal, f2fl(dot), f2fl(Min_trackable_dot)));
898 if (*dot >= Min_trackable_dot) {
900 // dot is in legal range, now see if object is visible
901 rval = object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
902 //mprintf((0, " TRACK "));
905 //mprintf((0, " LOST! "));
911 extern int Robots_kill_robots_cheat;
913 // --------------------------------------------------------------------------------------------
914 int call_find_homing_object_complete(object *tracker, vms_vector *curpos)
916 if (Game_mode & GM_MULTI) {
917 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER) {
918 // It's fired by a player, so if robots present, track robot, else track player.
919 if (Game_mode & GM_MULTI_COOP)
920 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
922 return find_homing_object_complete( curpos, tracker, OBJ_PLAYER, OBJ_ROBOT);
926 if (Robots_kill_robots_cheat)
927 goal2_type = OBJ_ROBOT;
928 Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
929 return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, goal2_type);
932 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
935 // --------------------------------------------------------------------------------------------
936 // Find object to home in on.
937 // Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
938 int find_homing_object(vms_vector *curpos, object *tracker)
941 fix max_dot = -F1_0*2;
942 int best_objnum = -1;
944 // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
945 Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
947 // Find an object to track based on game mode (eg, whether in network play) and who fired it.
949 if (Game_mode & GM_MULTI)
950 return call_find_homing_object_complete(tracker, curpos);
952 int cur_min_trackable_dot;
954 cur_min_trackable_dot = MIN_TRACKABLE_DOT;
955 if ((tracker->type == OBJ_WEAPON) && (tracker->id == OMEGA_ID))
956 cur_min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
958 // Not in network mode. If not fired by player, then track player.
959 if (tracker->ctype.laser_info.parent_num != Players[Player_num].objnum) {
960 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
961 best_objnum = OBJECT_NUMBER(ConsoleObject);
964 fix dist, max_trackable_dist;
966 // Find the window which has the forward view.
967 for (i=0; i<MAX_RENDERED_WINDOWS; i++)
968 if (Window_rendered_data[i].frame >= FrameCount-1)
969 if (Window_rendered_data[i].viewer == ConsoleObject)
970 if (!Window_rendered_data[i].rear_view) {
975 // Couldn't find suitable view from this frame, so do complete search.
976 if (window_num == -1) {
977 mprintf((0, "Note: Calling find_homing_object_complete because no suitable rendered window.\n"));
978 return call_find_homing_object_complete(tracker, curpos);
981 max_trackable_dist = MAX_TRACKABLE_DIST;
982 if (tracker->id == OMEGA_ID)
983 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
985 // Not in network mode and fired by player.
986 for (i=Window_rendered_data[window_num].num_objects-1; i>=0; i--) {
988 vms_vector vec_to_curobj;
989 int objnum = Window_rendered_data[window_num].rendered_objects[i];
990 object *curobjp = &Objects[objnum];
992 if (objnum == Players[Player_num].objnum)
995 // Can't track AI object if he's cloaked.
996 if (curobjp->type == OBJ_ROBOT) {
997 if (curobjp->ctype.ai_info.CLOAKED)
1000 // Your missiles don't track your escort.
1001 if (Robot_info[curobjp->id].companion)
1002 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1006 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1007 dist = vm_vec_normalize_quick(&vec_to_curobj);
1008 if (dist < max_trackable_dist) {
1009 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1011 // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1013 // Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1014 // to determine if an object is initially trackable. find_homing_object is called on subsequent
1015 // frames to determine if the object remains trackable.
1016 // mprintf((0, "find_homing_object: [%3i] %7.3f, min = %7.3f\n", OBJECT_NUMBER(curobjp), f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1017 if (dot > cur_min_trackable_dot) {
1018 if (dot > max_dot) {
1019 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1021 best_objnum = objnum;
1024 } else if (dot > F1_0 - (F1_0 - cur_min_trackable_dot)*2) {
1025 vm_vec_normalize(&vec_to_curobj);
1026 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1027 if (dot > cur_min_trackable_dot) {
1028 if (dot > max_dot) {
1029 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1031 best_objnum = objnum;
1041 // mprintf(0, "Selecting object #%i\n=n", best_objnum);
1046 // --------------------------------------------------------------------------------------------
1047 // Find object to home in on.
1048 // Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
1049 // Can track two kinds of objects. If you are only interested in one type, set track_obj_type2 to NULL
1050 // Always track proximity bombs. --MK, 06/14/95
1051 // Make homing objects not track parent's prox bombs.
1052 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2)
1055 fix max_dot = -F1_0*2;
1056 int best_objnum = -1;
1057 fix max_trackable_dist;
1058 fix min_trackable_dot;
1060 // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
1061 Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
1063 max_trackable_dist = MAX_TRACKABLE_DIST;
1064 min_trackable_dot = MIN_TRACKABLE_DOT;
1066 if (tracker->id == OMEGA_ID) {
1067 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
1068 min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
1071 for (objnum=0; objnum<=Highest_object_index; objnum++) {
1072 int is_proximity = 0;
1074 vms_vector vec_to_curobj;
1075 object *curobjp = &Objects[objnum];
1077 if ((curobjp->type != track_obj_type1) && (curobjp->type != track_obj_type2))
1079 if ((curobjp->type == OBJ_WEAPON) && ((curobjp->id == PROXIMITY_ID) || (curobjp->id == SUPERPROX_ID))) {
1080 if (curobjp->ctype.laser_info.parent_signature != tracker->ctype.laser_info.parent_signature)
1088 if (objnum == tracker->ctype.laser_info.parent_num) // Don't track shooter
1091 // Don't track cloaked players.
1092 if (curobjp->type == OBJ_PLAYER)
1094 if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
1096 // Don't track teammates in team games
1098 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)))
1103 // Can't track AI object if he's cloaked.
1104 if (curobjp->type == OBJ_ROBOT) {
1105 if (curobjp->ctype.ai_info.CLOAKED)
1108 // Your missiles don't track your escort.
1109 if (Robot_info[curobjp->id].companion)
1110 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1114 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1115 dist = vm_vec_mag_quick(&vec_to_curobj);
1117 if (dist < max_trackable_dist) {
1118 vm_vec_normalize_quick(&vec_to_curobj);
1119 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1121 dot = ((dot << 3) + dot) >> 3; // I suspect Watcom would be too stupid to figure out the obvious...
1123 // Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1124 // to determine if an object is initially trackable. find_homing_object is called on subsequent
1125 // frames to determine if the object remains trackable.
1126 // mprintf((0, "fho_complete: [%3i] %7.3f, min = %7.3f\n", OBJECT_NUMBER(curobjp), f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1127 if (dot > min_trackable_dot) {
1128 // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1129 if (dot > max_dot) {
1130 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1132 best_objnum = objnum;
1140 // -- mprintf((0, "Selecting object #%i in find_homing_object_complete\n\n", best_objnum));
1145 // ------------------------------------------------------------------------------------------------------------
1146 // See if legal to keep tracking currently tracked object. If not, see if another object is trackable. If not, return -1,
1147 // else return object number of tracking object.
1148 // Computes and returns a fairly precise dot product.
1149 int track_track_goal(int track_goal, object *tracker, fix *dot)
1151 // Every 8 frames for each object, scan all objects.
1152 if (object_is_trackable(track_goal, tracker, dot) && (((OBJECT_NUMBER(tracker) ^ FrameCount) % 8) != 0)) {
1153 //mprintf((0, "ttg: QO"));
1155 } else if (((OBJECT_NUMBER(tracker) ^ FrameCount) % 4) == 0) {
1158 // If player fired missile, then search for an object, if not, then give up.
1159 if (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) {
1162 if (track_goal == -1)
1164 if (Game_mode & GM_MULTI)
1166 if (Game_mode & GM_MULTI_COOP)
1167 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_ROBOT, -1);
1168 else if (Game_mode & GM_MULTI_ROBOTS) // Not cooperative, if robots, track either robot or player
1169 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1170 else // Not cooperative and no robots, track only a player
1171 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, -1);
1174 rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1178 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1179 if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
1180 rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, -1);
1186 int goal_type, goal2_type = -1;
1188 if (Robots_kill_robots_cheat)
1189 goal2_type = OBJ_ROBOT;
1191 if (track_goal == -1)
1192 rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, goal2_type);
1194 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1195 rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, goal2_type);
1199 Assert(rval != -2); // This means it never got set which is bad! Contact Mike.
1203 //if (track_goal != -1)
1204 // mprintf((0, "Object %i not tracking anything.\n", OBJECT_NUMBER(tracker)));
1209 //-------------- Initializes a laser after Fire is pressed -----------------
1211 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)
1214 vms_vector LaserPos, LaserDir;
1217 vms_vector gun_point, *pnt;
1221 create_awareness_event(obj, PA_WEAPON_WALL_COLLISION);
1223 // Find the initial position of the laser
1224 pnt = &Player_ship->gun_points[gun_num];
1226 vm_copy_transpose_matrix(&m,&obj->orient);
1227 vm_vec_rotate(&gun_point,pnt,&m);
1229 vm_vec_add(&LaserPos,&obj->pos,&gun_point);
1231 // If supposed to fire at a delayed time (delay_time), then move this point backwards.
1233 vm_vec_scale_add2(&LaserPos, &obj->orient.fvec, -fixmul(delay_time, Weapon_info[laser_type].speed[Difficulty_level]));
1235 // do_muzzle_stuff(obj, &Pos);
1237 //--------------- Find LaserPos and LaserSeg ------------------
1239 fq.startseg = obj->segnum;
1242 fq.thisobjnum = OBJECT_NUMBER(obj);
1243 fq.ignore_obj_list = NULL;
1244 fq.flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS;
1246 Fate = find_vector_intersection(&fq, &hit_data);
1248 LaserSeg = hit_data.hit_seg;
1250 if (LaserSeg == -1) //some sort of annoying error
1253 //SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
1254 if ( vm_vec_dist_quick(&LaserPos, &obj->pos) > 0x50000 )
1257 if (Fate==HIT_WALL) {
1259 mprintf((0, "Your DELAYED laser is stuck thru a wall!\n" ));
1261 mprintf((0, "Your laser is stuck thru a wall!\n" ));
1265 if (Fate==HIT_OBJECT) {
1266 // if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
1267 // Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
1268 mprintf((0, "Your laser is stuck in an object!\n" ));
1269 // if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
1271 //as of 12/6/94, we don't care if the laser is stuck in an object. We
1272 //just fire away normally
1275 // Now, make laser spread out.
1276 LaserDir = obj->orient.fvec;
1277 if ((spreadr != 0) || (spreadu != 0)) {
1278 vm_vec_scale_add2(&LaserDir, &obj->orient.rvec, spreadr);
1279 vm_vec_scale_add2(&LaserDir, &obj->orient.uvec, spreadu);
1282 objnum = Laser_create_new( &LaserDir, &LaserPos, LaserSeg, OBJECT_NUMBER(obj), laser_type, make_sound );
1284 // Omega cannon is a hack, not surprisingly. Don't want to do the rest of this stuff.
1285 if (laser_type == OMEGA_ID)
1292 if (laser_type==GUIDEDMISS_ID && Multi_is_guided) {
1293 mprintf ((0,"Guided missile %s activated!\n",Players[obj->id].callsign));
1294 Guided_missile[obj->id]=&Objects[objnum];
1300 if (laser_type == CONCUSSION_ID ||
1301 laser_type == HOMING_ID ||
1302 laser_type == SMART_ID ||
1303 laser_type == MEGA_ID ||
1304 laser_type == FLASH_ID ||
1305 //laser_type == GUIDEDMISS_ID ||
1306 //laser_type == SUPERPROX_ID ||
1307 laser_type == MERCURY_ID ||
1308 laser_type == EARTHSHAKER_ID)
1309 if (Missile_viewer == NULL && obj->id==Player_num)
1310 Missile_viewer = &Objects[objnum];
1312 // If this weapon is supposed to be silent, set that bit!
1314 Objects[objnum].flags |= OF_SILENT;
1316 // If this weapon is supposed to be silent, set that bit!
1318 Objects[objnum].flags |= OF_HARMLESS;
1320 // If the object firing the laser is the player, then indicate the laser object so robots can dodge.
1321 // New by MK on 6/8/95, don't let robots evade proximity bombs, thereby decreasing uselessness of bombs.
1322 if ((obj == ConsoleObject) && ((Objects[objnum].id != PROXIMITY_ID) && (Objects[objnum].id != SUPERPROX_ID)))
1323 Player_fired_laser_this_frame = objnum;
1325 if (Weapon_info[laser_type].homing_flag) {
1326 if (obj == ConsoleObject)
1328 Objects[objnum].ctype.laser_info.track_goal = find_homing_object(&LaserPos, &Objects[objnum]);
1330 Network_laser_track = Objects[objnum].ctype.laser_info.track_goal;
1334 else // Some other player shot the homing thing
1336 Assert(Game_mode & GM_MULTI);
1337 Objects[objnum].ctype.laser_info.track_goal = Network_laser_track;
1340 // mprintf((0, "Selecting object #%i in find_homing_object_complete\n", Network_laser_track));
1344 // -----------------------------------------------------------------------------------------------------------
1345 void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless)
1347 Laser_player_fire_spread_delay(obj, laser_type, gun_num, spreadr, spreadu, 0, make_sound, harmless);
1351 // -----------------------------------------------------------------------------------------------------------
1352 void Laser_player_fire(object *obj, int laser_type, int gun_num, int make_sound, int harmless)
1354 Laser_player_fire_spread(obj, laser_type, gun_num, 0, 0, make_sound, harmless);
1357 // -----------------------------------------------------------------------------------------------------------
1358 void Flare_create(object *obj)
1362 energy_usage = Weapon_info[FLARE_ID].energy_usage;
1364 if (Difficulty_level < 2)
1365 energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4);
1367 // MK, 11/04/95: Allowed to fire flare even if no energy.
1368 // -- if (Players[Player_num].energy >= energy_usage) {
1369 Players[Player_num].energy -= energy_usage;
1371 if (Players[Player_num].energy <= 0) {
1372 Players[Player_num].energy = 0;
1373 // -- auto_select_weapon(0);
1376 Laser_player_fire( obj, FLARE_ID, 6, 1, 0);
1379 if (Game_mode & GM_MULTI) {
1380 Network_laser_fired = 1;
1381 Network_laser_gun = FLARE_ADJUST;
1382 Network_laser_flags = 0;
1383 Network_laser_level = 0;
1390 #define HOMING_MISSILE_SCALE 16
1392 #define LIMIT_HOMERS 1
1393 #define HOMER_MAX_FPS 30
1394 #define HOMER_MIN_DELAY (1000 / HOMER_MAX_FPS)
1396 //--------------------------------------------------------------------
1397 // Set object *objp's orientation to (or towards if I'm ambitious) its velocity.
1398 void homing_missile_turn_towards_velocity(object *objp, vms_vector *norm_vel)
1400 vms_vector new_fvec;
1403 static time_t last_time = -1;
1404 static int nFrames = 1;
1405 time_t this_time, delta_time;
1408 if (last_time == -1) {
1409 last_time = clock ();
1410 frame_time = FrameTime;
1413 this_time = clock ();
1414 delta_time = this_time - last_time;
1415 if (delta_time < HOMER_MIN_DELAY) {
1418 fps = (int)((1000 + delta_time / 2) / delta_time);
1419 frame_time = fps ? (f1_0 + fps / 2) / fps : f1_0;
1420 // frame_time /= nFrames;
1422 last_time = this_time;
1426 fix frame_time = FrameTime;
1429 new_fvec = *norm_vel;
1431 vm_vec_scale(&new_fvec, frame_time * HOMING_MISSILE_SCALE);
1432 vm_vec_add2(&new_fvec, &objp->orient.fvec);
1433 vm_vec_normalize_quick(&new_fvec);
1435 // if ((norm_vel->x == 0) && (norm_vel->y == 0) && (norm_vel->z == 0))
1438 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, NULL);
1441 //-------------------------------------------------------------------------------------------
1442 //sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
1443 void Laser_do_weapon_sequence(object *obj)
1445 Assert(obj->control_type == CT_WEAPON);
1447 // Ok, this is a big hack by MK.
1448 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME
1449 if (obj->lifeleft == ONE_FRAME_TIME) {
1450 if (Game_mode & GM_MULTI)
1451 obj->lifeleft = OMEGA_MULTI_LIFELEFT;
1454 obj->render_type = RT_NONE;
1457 if (obj->lifeleft < 0 ) { // We died of old age
1458 obj->flags |= OF_SHOULD_BE_DEAD;
1459 if ( Weapon_info[obj->id].damage_radius )
1460 explode_badass_weapon(obj,&obj->pos);
1464 //delete weapons that are not moving
1465 if ( !((FrameCount ^ obj->signature) & 3) &&
1466 (obj->id != FLARE_ID) &&
1467 (Weapon_info[obj->id].speed[Difficulty_level] > 0) &&
1468 (vm_vec_mag_quick(&obj->mtype.phys_info.velocity) < F2_0)) {
1469 obj_delete(OBJECT_NUMBER(obj));
1473 if ( obj->id == FUSION_ID ) { //always set fusion weapon to max vel
1475 vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
1477 vm_vec_scale(&obj->mtype.phys_info.velocity, Weapon_info[obj->id].speed[Difficulty_level]);
1480 // -- // The Super Spreadfire (Helix) blobs travel in a sinusoidal path. That is accomplished
1481 // -- // by modifying velocity (direction) in the frame interval.
1482 // -- if (obj->id == SSPREADFIRE_ID) {
1483 // -- fix age, sinval, cosval;
1484 // -- vms_vector p, newp;
1487 // -- speed = vm_vec_mag_quick(&obj->phys_info.velocity);
1489 // -- age = Weapon_info[obj->id].lifetime - obj->lifeleft;
1491 // -- fix_fast_sincos(age, &sinval, &cosval);
1493 // -- // Note: Below code assumes x=1, y=0. Need to scale this for values around a circle for 5 helix positions.
1494 // -- p.x = cosval << 3;
1495 // -- p.y = sinval << 3;
1498 // -- vm_vec_rotate(&newp, &p, &obj->orient);
1500 // -- vm_vec_add(&goal_point, &obj->pos, &newp);
1502 // -- vm_vec_sub(&vec_to_goal, &goal_point, obj
1506 // For homing missiles, turn towards target. (unless it's the guided missile)
1507 if (Weapon_info[obj->id].homing_flag && !(obj->id==GUIDEDMISS_ID && obj->ctype.laser_info.parent_type==OBJ_PLAYER && obj==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id] && obj->signature==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id]->signature))
1509 vms_vector vector_to_object, temp_vec;
1511 fix speed, max_speed;
1513 // For first 1/2 second of life, missile flies straight.
1514 if (obj->ctype.laser_info.creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime) {
1516 int track_goal = obj->ctype.laser_info.track_goal;
1518 //mprintf((0, "%5i: mtd=%5.2f", FrameCount, f2fl(Min_trackable_dot)));
1520 // If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
1521 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)) {
1522 // if (obj->mtype.phys_info.flags & PF_BOUNCE) mprintf(0, "Debouncing smart child %i\n", OBJECT_NUMBER(obj));
1523 obj->mtype.phys_info.flags &= ~PF_BOUNCE;
1526 // Make sure the object we are tracking is still trackable.
1527 track_goal = track_track_goal(track_goal, obj, &dot);
1529 //mprintf((0, " after ttg=%3i ", track_goal));
1531 if (track_goal == Players[Player_num].objnum) {
1534 dist_to_player = vm_vec_dist_quick(&obj->pos, &Objects[track_goal].pos);
1535 if ((dist_to_player < Players[Player_num].homing_object_dist) || (Players[Player_num].homing_object_dist < 0))
1536 Players[Player_num].homing_object_dist = dist_to_player;
1540 if (track_goal != -1) {
1541 vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
1543 vm_vec_normalize_quick(&vector_to_object);
1544 temp_vec = obj->mtype.phys_info.velocity;
1545 speed = vm_vec_normalize_quick(&temp_vec);
1546 max_speed = Weapon_info[obj->id].speed[Difficulty_level];
1547 if (speed+F1_0 < max_speed) {
1548 speed += fixmul(max_speed, FrameTime/2);
1549 if (speed > max_speed)
1553 // -- dot = vm_vec_dot(&temp_vec, &vector_to_object);
1554 //mprintf((0, " dot=%5.2f ", f2fl(dot)));
1555 vm_vec_add2(&temp_vec, &vector_to_object);
1556 // The boss' smart children track better...
1557 if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
1558 vm_vec_add2(&temp_vec, &vector_to_object);
1559 vm_vec_normalize_quick(&temp_vec);
1560 obj->mtype.phys_info.velocity = temp_vec;
1561 vm_vec_scale(&obj->mtype.phys_info.velocity, speed);
1563 // Subtract off life proportional to amount turned.
1564 // For hardest turn, it will lose 2 seconds per second.
1566 fix lifelost, absdot;
1568 absdot = abs(F1_0 - dot);
1570 lifelost = fixmul(absdot*32, FrameTime);
1571 obj->lifeleft -= lifelost;
1572 // -- mprintf((0, "Missile %3i, dot = %7.3f life lost = %7.3f, life left = %7.3f\n", OBJECT_NUMBER(obj), f2fl(dot), f2fl(lifelost), f2fl(obj->lifeleft)));
1575 // Only polygon objects have visible orientation, so only they should turn.
1576 if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
1577 homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
1581 //mprintf((0, "\n"));
1584 // Make sure weapon is not moving faster than allowed speed.
1588 weapon_speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
1589 if (weapon_speed > Weapon_info[obj->id].speed[Difficulty_level]) {
1590 // Only slow down if not allowed to move. Makes sense, huh? Allows proxbombs to get moved by physics force. --MK, 2/13/96
1591 if (Weapon_info[obj->id].speed[Difficulty_level]) {
1594 scale_factor = fixdiv(Weapon_info[obj->id].speed[Difficulty_level], weapon_speed);
1595 vm_vec_scale(&obj->mtype.phys_info.velocity, scale_factor);
1601 fix Last_laser_fired_time = 0;
1603 extern int Player_fired_laser_this_frame;
1607 // --------------------------------------------------------------------------------------------------
1608 // Assumption: This is only called by the actual console player, not for network players
1610 int do_laser_firing_player(void)
1612 player *plp = &Players[Player_num];
1614 int ammo_used,primary_ammo;
1619 static int Spreadfire_toggle=0;
1620 static int Helix_orientation = 0;
1625 weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
1626 energy_used = Weapon_info[weapon_index].energy_usage;
1627 if (Primary_weapon == OMEGA_INDEX)
1628 energy_used = 0; // Omega consumes energy when recharging, not when firing.
1630 if (Difficulty_level < 2)
1631 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
1633 // MK, 01/26/96, Helix use 2x energy in multiplayer. bitmaps.tbl parm should have been reduced for single player.
1634 if (weapon_index == HELIX_INDEX)
1635 if (Game_mode & GM_MULTI)
1638 ammo_used = Weapon_info[weapon_index].ammo_usage;
1640 addval = 2*FrameTime;
1644 if ((Last_laser_fired_time + 2*FrameTime < GameTime) || (GameTime < Last_laser_fired_time))
1645 Next_laser_fire_time = GameTime;
1647 Last_laser_fired_time = GameTime;
1649 primary_ammo = (Primary_weapon == GAUSS_INDEX)?(plp->primary_ammo[VULCAN_INDEX]):(plp->primary_ammo[Primary_weapon]);
1651 if (!((plp->energy >= energy_used) && (primary_ammo >= ammo_used)))
1652 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1659 while (Next_laser_fire_time <= GameTime) {
1660 if ((plp->energy >= energy_used) && (primary_ammo >= ammo_used)) {
1661 int laser_level, flags;
1664 if (Laser_rapid_fire!=0xBADA55)
1665 Next_laser_fire_time += Weapon_info[weapon_index].fire_wait;
1667 Next_laser_fire_time += F1_0/25;
1669 laser_level = Players[Player_num].laser_level;
1673 if (Primary_weapon == SPREADFIRE_INDEX) {
1674 if (Spreadfire_toggle)
1675 flags |= LASER_SPREADFIRE_TOGGLED;
1676 Spreadfire_toggle = !Spreadfire_toggle;
1679 if (Primary_weapon == HELIX_INDEX) {
1680 Helix_orientation++;
1681 flags |= ((Helix_orientation & LASER_HELIX_MASK) << LASER_HELIX_SHIFT);
1684 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1685 flags |= LASER_QUAD;
1687 rval += do_laser_firing(Players[Player_num].objnum, Primary_weapon, laser_level, flags, nfires);
1689 plp->energy -= (energy_used * rval) / Weapon_info[weapon_index].fire_count;
1690 if (plp->energy < 0)
1693 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
1694 if (ammo_used > plp->primary_ammo[VULCAN_INDEX])
1695 plp->primary_ammo[VULCAN_INDEX] = 0;
1697 plp->primary_ammo[VULCAN_INDEX] -= ammo_used;
1700 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1703 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1704 Next_laser_fire_time = GameTime; // Prevents shots-to-fire from building up.
1705 break; // Couldn't fire weapon, so abort.
1708 //mprintf(0, " fires = %i\n", rval);
1710 Global_laser_firing_count = 0;
1715 // -- #define MAX_LIGHTNING_DISTANCE (F1_0*300)
1716 // -- #define MAX_LIGHTNING_BLOBS 16
1717 // -- #define LIGHTNING_BLOB_DISTANCE (MAX_LIGHTNING_DISTANCE/MAX_LIGHTNING_BLOBS)
1719 // -- #define LIGHTNING_BLOB_ID 13
1721 // -- #define LIGHTNING_TIME (F1_0/4)
1722 // -- #define LIGHTNING_DELAY (F1_0/8)
1724 // -- int Lightning_gun_num = 1;
1726 // -- fix Lightning_start_time = -F1_0*10, Lightning_last_time;
1728 // -- // --------------------------------------------------------------------------------------------------
1729 // -- // Return -1 if failed to create at least one blob. Else return index of last blob created.
1730 // -- int create_lightning_blobs(vms_vector *direction, vms_vector *start_pos, int start_segnum, int parent)
1734 // -- fvi_info hit_data;
1735 // -- vms_vector end_pos;
1736 // -- vms_vector norm_dir;
1738 // -- int num_blobs;
1739 // -- vms_vector tvec;
1740 // -- fix dist_to_hit_point;
1741 // -- vms_vector point_pos, delta_pos;
1743 // -- vms_vector *gun_pos;
1745 // -- vms_vector gun_pos2;
1747 // -- if (Players[Player_num].energy > F1_0)
1748 // -- Players[Player_num].energy -= F1_0;
1750 // -- if (Players[Player_num].energy <= F1_0) {
1751 // -- Players[Player_num].energy = 0;
1752 // -- auto_select_weapon(0);
1756 // -- norm_dir = *direction;
1758 // -- vm_vec_normalize_quick(&norm_dir);
1759 // -- vm_vec_scale_add(&end_pos, start_pos, &norm_dir, MAX_LIGHTNING_DISTANCE);
1761 // -- fq.p0 = start_pos;
1762 // -- fq.startseg = start_segnum;
1763 // -- fq.p1 = &end_pos;
1765 // -- fq.thisobjnum = parent;
1766 // -- fq.ignore_obj_list = NULL;
1767 // -- fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
1769 // -- fate = find_vector_intersection(&fq, &hit_data);
1770 // -- if (hit_data.hit_seg == -1) {
1771 // -- mprintf((1, "Warning: Lightning bolt has hit seg of -1.\n"));
1775 // -- dist_to_hit_point = vm_vec_mag(vm_vec_sub(&tvec, &hit_data.hit_pnt, start_pos));
1776 // -- num_blobs = dist_to_hit_point/LIGHTNING_BLOB_DISTANCE;
1778 // -- if (num_blobs > MAX_LIGHTNING_BLOBS)
1779 // -- num_blobs = MAX_LIGHTNING_BLOBS;
1781 // -- if (num_blobs < MAX_LIGHTNING_BLOBS/4)
1782 // -- num_blobs = MAX_LIGHTNING_BLOBS/4;
1784 // -- // Find the initial position of the laser
1785 // -- gun_pos = &Player_ship->gun_points[Lightning_gun_num];
1786 // -- vm_copy_transpose_matrix(&m,&Objects[parent].orient);
1787 // -- vm_vec_rotate(&gun_pos2, gun_pos, &m);
1788 // -- vm_vec_add(&point_pos, &Objects[parent].pos, &gun_pos2);
1790 // -- delta_pos = norm_dir;
1791 // -- vm_vec_scale(&delta_pos, dist_to_hit_point/num_blobs);
1793 // -- for (i=0; i<num_blobs; i++) {
1794 // -- int point_seg;
1797 // -- vm_vec_add2(&point_pos, &delta_pos);
1798 // -- point_seg = find_point_seg(&point_pos, start_segnum);
1799 // -- if (point_seg == -1) // Hey, we thought we were creating points on a line, but we left the mine!
1802 // -- objnum = Laser_create_new( direction, &point_pos, point_seg, parent, LIGHTNING_BLOB_ID, 0 );
1804 // -- if ( objnum < 0 ) {
1805 // -- mprintf((1, "Can't create lightning blob - Out of objects!\n" ));
1810 // -- obj = &Objects[objnum];
1812 // -- digi_play_sample( Weapon_info[obj->id].flash_sound, F1_0 );
1814 // -- // -- vm_vec_scale( &obj->mtype.phys_info.velocity, F1_0/2);
1816 // -- obj->lifeleft = (LIGHTNING_TIME + LIGHTNING_DELAY)/2;
1820 // -- return objnum;
1824 // -- // --------------------------------------------------------------------------------------------------
1825 // -- // Lightning Cannon.
1826 // -- // While being fired, creates path of blobs forward from player until it hits something.
1827 // -- // Up to MAX_LIGHTNING_BLOBS blobs, spaced LIGHTNING_BLOB_DISTANCE units apart.
1828 // -- // When the player releases the firing key, the blobs move forward.
1829 // -- void lightning_frame(void)
1831 // -- if ((GameTime - Lightning_start_time < LIGHTNING_TIME) && (GameTime - Lightning_start_time > 0)) {
1832 // -- if (GameTime - Lightning_last_time > LIGHTNING_DELAY) {
1833 // -- create_lightning_blobs(&ConsoleObject->orient.fvec, &ConsoleObject->pos, ConsoleObject->segnum, OBJECT_NUMBER(ConsoleObject));
1834 // -- Lightning_last_time = GameTime;
1839 // --------------------------------------------------------------------------------------------------
1840 // Object "objnum" fires weapon "weapon_num" of level "level". (Right now (9/24/94) level is used only for type 0 laser.
1841 // Flags are the player flags. For network mode, set to 0.
1842 // It is assumed that this is a player object (as in multiplayer), and therefore the gun positions are known.
1843 // Returns number of times a weapon was fired. This is typically 1, but might be more for low frame rates.
1844 // More than one shot is fired with a pseudo-delay so that players on show machines can fire (for themselves
1845 // or other players) often enough for things like the vulcan cannon.
1846 int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires)
1848 object *objp = &Objects[objnum];
1850 switch (weapon_num) {
1854 Laser_offset = ((F1_0*2)*(d_rand()%8))/8;
1856 if (level <= MAX_LASER_LEVEL)
1857 weapon_num = LASER_ID + level;
1859 weapon_num = SUPER_LASER_ID + (level-MAX_LASER_LEVEL-1);
1861 Laser_player_fire( objp, weapon_num, 0, 1, 0);
1862 Laser_player_fire( objp, weapon_num, 1, 0, 0);
1864 if (flags & LASER_QUAD) {
1865 // hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1866 Laser_player_fire( objp, weapon_num, 2, 0, 0);
1867 Laser_player_fire( objp, weapon_num, 3, 0, 0);
1871 case VULCAN_INDEX: {
1872 // Only make sound for 1/4 of vulcan bullets.
1874 //if (d_rand() > 24576)
1876 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, make_sound, 0);
1878 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1880 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1885 case SPREADFIRE_INDEX:
1886 if (flags & LASER_SPREADFIRE_TOGGLED) {
1887 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, F1_0/16, 0, 0, 0);
1888 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, -F1_0/16, 0, 0, 0);
1889 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1891 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, F1_0/16, 0, 0);
1892 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, -F1_0/16, 0, 0);
1893 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1898 Laser_player_fire( objp, PLASMA_ID, 0, 1, 0);
1899 Laser_player_fire( objp, PLASMA_ID, 1, 0, 0);
1901 Laser_player_fire_spread_delay( objp, PLASMA_ID, 0, 0, 0, FrameTime/2, 1, 0);
1902 Laser_player_fire_spread_delay( objp, PLASMA_ID, 1, 0, 0, FrameTime/2, 0, 0);
1906 case FUSION_INDEX: {
1907 vms_vector force_vec;
1909 // mprintf((0, "Fusion multiplier %f.\n", f2fl(Fusion_charge)));
1911 Laser_player_fire( objp, FUSION_ID, 0, 1, 0);
1912 Laser_player_fire( objp, FUSION_ID, 1, 1, 0);
1914 flags = (sbyte)(Fusion_charge >> 12);
1918 force_vec.x = -(objp->orient.fvec.x << 7);
1919 force_vec.y = -(objp->orient.fvec.y << 7);
1920 force_vec.z = -(objp->orient.fvec.z << 7);
1921 phys_apply_force(objp, &force_vec);
1923 force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
1924 force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
1925 force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
1926 phys_apply_rot(objp, &force_vec);
1930 case SUPER_LASER_INDEX: {
1931 int super_level = 3; //make some new kind of laser eventually
1932 Laser_player_fire( objp, super_level, 0, 1, 0);
1933 Laser_player_fire( objp, super_level, 1, 0, 0);
1935 if (flags & LASER_QUAD) {
1936 // hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1937 Laser_player_fire( objp, super_level, 2, 0, 0);
1938 Laser_player_fire( objp, super_level, 3, 0, 0);
1943 // Only make sound for 1/4 of vulcan bullets.
1945 //if (d_rand() > 24576)
1948 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, 0);
1950 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1952 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1959 fix spreadr,spreadu;
1960 helix_orient = (flags >> LASER_HELIX_SHIFT) & LASER_HELIX_MASK;
1961 switch(helix_orient) {
1963 case 0: spreadr = F1_0/16; spreadu = 0; break; // Vertical
1964 case 1: spreadr = F1_0/17; spreadu = F1_0/42; break; // 22.5 degrees
1965 case 2: spreadr = F1_0/22; spreadu = F1_0/22; break; // 45 degrees
1966 case 3: spreadr = F1_0/42; spreadu = F1_0/17; break; // 67.5 degrees
1967 case 4: spreadr = 0; spreadu = F1_0/16; break; // 90 degrees
1968 case 5: spreadr = -F1_0/42; spreadu = F1_0/17; break; // 112.5 degrees
1969 case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
1970 case 7: spreadr = -F1_0/17; spreadu = F1_0/42; break; // 157.5 degrees
1972 Error("Invalid helix_orientation value %x\n",helix_orient);
1975 Laser_player_fire_spread( objp, HELIX_ID, 6, 0, 0, 1, 0);
1976 Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr, spreadu, 0, 0);
1977 Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr, -spreadu, 0, 0);
1978 Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr*2, spreadu*2, 0, 0);
1979 Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr*2, -spreadu*2, 0, 0);
1984 Laser_player_fire( objp, PHOENIX_ID, 0, 1, 0);
1985 Laser_player_fire( objp, PHOENIX_ID, 1, 0, 0);
1987 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, 0);
1988 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, 0);
1993 Laser_player_fire( objp, OMEGA_ID, 1, 1, 0);
1997 Int3(); // Contact Yuan: Unknown Primary weapon type, setting to 0.
2001 // Set values to be recognized during comunication phase, if we are the
2004 if ((Game_mode & GM_MULTI) && (objnum == Players[Player_num].objnum))
2006 // mprintf((0, "Flags on fire: %d.\n", flags));
2007 Network_laser_fired = nfires;
2008 Network_laser_gun = weapon_num;
2009 Network_laser_flags = flags;
2010 Network_laser_level = level;
2017 #define MAX_SMART_DISTANCE (F1_0*150)
2018 #define MAX_OBJDISTS 30
2020 // -------------------------------------------------------------------------------------------
2021 // if goal_obj == -1, then create random vector
2022 int create_homing_missile(object *objp, int goal_obj, int objtype, int make_sound)
2025 vms_vector vector_to_goal;
2026 vms_vector random_vector;
2027 //vms_vector goal_pos;
2029 if (goal_obj == -1) {
2030 make_random_vector(&vector_to_goal);
2032 vm_vec_normalized_dir_quick(&vector_to_goal, &Objects[goal_obj].pos, &objp->pos);
2033 make_random_vector(&random_vector);
2034 vm_vec_scale_add2(&vector_to_goal, &random_vector, F1_0/4);
2035 vm_vec_normalize_quick(&vector_to_goal);
2038 // Create a vector towards the goal, then add some noise to it.
2039 objnum = Laser_create_new(&vector_to_goal, &objp->pos, objp->segnum, OBJECT_NUMBER(objp), objtype, make_sound);
2043 // Fixed to make sure the right person gets credit for the kill
2045 // Objects[objnum].ctype.laser_info.parent_num = objp->ctype.laser_info.parent_num;
2046 // Objects[objnum].ctype.laser_info.parent_type = objp->ctype.laser_info.parent_type;
2047 // Objects[objnum].ctype.laser_info.parent_signature = objp->ctype.laser_info.parent_signature;
2049 Objects[objnum].ctype.laser_info.track_goal = goal_obj;
2054 extern void blast_nearby_glass(object *objp, fix damage);
2056 //-----------------------------------------------------------------------------
2057 // Create the children of a smart bomb, which is a bunch of homing missiles.
2058 void create_smart_children(object *objp, int num_smart_children)
2060 int parent_type, parent_num;
2063 int objlist[MAX_OBJDISTS];
2066 if (objp->type == OBJ_WEAPON) {
2067 parent_type = objp->ctype.laser_info.parent_type;
2068 parent_num = objp->ctype.laser_info.parent_num;
2069 } else if (objp->type == OBJ_ROBOT) {
2070 parent_type = OBJ_ROBOT;
2071 parent_num = OBJECT_NUMBER(objp);
2073 Int3(); // Hey, what kind of object is this!?
2078 if (objp->id == EARTHSHAKER_ID)
2079 blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level]);
2082 if ((objp->type == OBJ_WEAPON) && ((objp->id == SMART_ID) || (objp->id == SUPERPROX_ID) || (objp->id == ROBOT_SUPERPROX_ID) || (objp->id == EARTHSHAKER_ID)))
2083 Assert(Weapon_info[objp->id].children != -1);
2086 if (((objp->type == OBJ_WEAPON) && (Weapon_info[objp->id].children != -1)) || (objp->type == OBJ_ROBOT)) {
2089 if (Game_mode & GM_MULTI)
2092 for (objnum=0; objnum<=Highest_object_index; objnum++) {
2093 object *curobjp = &Objects[objnum];
2095 if ((((curobjp->type == OBJ_ROBOT) && (!curobjp->ctype.ai_info.CLOAKED)) || (curobjp->type == OBJ_PLAYER)) && (objnum != parent_num)) {
2098 if (curobjp->type == OBJ_PLAYER)
2100 if ((parent_type == OBJ_PLAYER) && (Game_mode & GM_MULTI_COOP))
2103 if ((Game_mode & GM_TEAM) && (get_team(curobjp->id) == get_team(Objects[parent_num].id)))
2107 if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
2111 // Robot blobs can't track robots.
2112 if (curobjp->type == OBJ_ROBOT) {
2113 if (parent_type == OBJ_ROBOT)
2116 // Your shots won't track the buddy.
2117 if (parent_type == OBJ_PLAYER)
2118 if (Robot_info[curobjp->id].companion)
2122 dist = vm_vec_dist_quick(&objp->pos, &curobjp->pos);
2123 if (dist < MAX_SMART_DISTANCE) {
2126 oovis = object_to_object_visibility(objp, curobjp, FQ_TRANSWALL);
2128 if (oovis) { //object_to_object_visibility(objp, curobjp, FQ_TRANSWALL)) {
2129 objlist[numobjs] = objnum;
2131 if (numobjs >= MAX_OBJDISTS) {
2132 mprintf((0, "Warning -- too many objects near smart bomb explosion. See laser.c.\n"));
2133 numobjs = MAX_OBJDISTS;
2141 // Get type of weapon for child from parent.
2142 if (objp->type == OBJ_WEAPON) {
2143 blob_id = Weapon_info[objp->id].children;
2144 Assert(blob_id != -1); // Hmm, missing data in bitmaps.tbl. Need "children=NN" parameter.
2146 Assert(objp->type == OBJ_ROBOT);
2147 blob_id = ROBOT_SMART_HOMING_ID;
2150 // -- //determine what kind of blob to drop
2151 // -- // Note: parent_type is not the type of the weapon's parent. It is actually the type of the weapon's
2152 // -- // earliest ancestor. This deals with the issue of weapons spewing weapons which spew weapons.
2153 // -- switch (parent_type) {
2154 // -- case OBJ_WEAPON:
2155 // -- Int3(); // Should this ever happen?
2156 // -- switch (objp->id) {
2157 // -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
2158 // -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2159 // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2160 // -- default: Int3(); //bogus id for weapon
2163 // -- case OBJ_PLAYER:
2164 // -- switch (objp->id) {
2165 // -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
2166 // -- case ROBOT_SUPERPROX_ID: Int3(); break;
2167 // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2168 // -- case SMART_ID: blob_id = PLAYER_SMART_HOMING_ID; break;
2169 // -- default: Int3(); //bogus id for weapon
2172 // -- case OBJ_ROBOT:
2173 // -- switch (objp->id) {
2174 // -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2175 // -- // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2176 // -- case SMART_ID: blob_id = ROBOT_SMART_HOMING_ID; break;
2177 // -- default: blob_id = ROBOT_SMART_HOMING_ID; break;
2180 // -- default: Int3(); //bogus type for parent object
2184 for (i=0; i<num_smart_children; i++) {
2186 objnum = (numobjs==0)?-1:objlist[(d_rand() * numobjs) >> 15];
2187 create_homing_missile(objp, objnum, blob_id, make_sound);
2193 int Missile_gun = 0;
2195 //give up control of the guided missile
2196 void release_guided_missile(int player_num)
2198 if (player_num == Player_num)
2200 if (Guided_missile[player_num]==NULL)
2203 Missile_viewer = Guided_missile[player_num];
2205 if (Game_mode & GM_MULTI)
2206 multi_send_guided_info (Guided_missile[Player_num],1);
2208 if (Newdemo_state==ND_STATE_RECORDING)
2209 newdemo_record_guided_end();
2212 Guided_missile[player_num] = NULL;
2215 int Proximity_dropped=0,Smartmines_dropped=0;
2217 // -------------------------------------------------------------------------------------------
2218 //parameter determines whether or not to do autoselect if have run out of ammo
2219 //this is needed because if you drop a bomb with the B key, you don't want
2220 //want to autoselect if the bomb isn't actually selected.
2221 void do_missile_firing(int do_autoselect)
2225 Assert(Secondary_weapon < MAX_SECONDARY_WEAPONS);
2227 if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
2228 release_guided_missile(Player_num);
2229 Next_missile_fire_time = GameTime + Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_wait;
2233 if (!Player_is_dead && (Players[Player_num].secondary_ammo[Secondary_weapon] > 0)) {
2235 int weapon_id,weapon_gun;
2237 Players[Player_num].secondary_ammo[Secondary_weapon]--;
2239 weapon_id = Secondary_weapon_to_weapon_info[Secondary_weapon];
2241 if (Laser_rapid_fire!=0xBADA55)
2242 Next_missile_fire_time = GameTime + Weapon_info[weapon_id].fire_wait;
2244 Next_missile_fire_time = GameTime + F1_0/25;
2246 weapon_gun = Secondary_weapon_to_gun_num[Secondary_weapon];
2248 if (weapon_gun==4) { //alternate left/right
2249 weapon_gun += (gun_flag = (Missile_gun & 1));
2253 Laser_player_fire( ConsoleObject, weapon_id, weapon_gun, 1, 0);
2255 if (Secondary_weapon == PROXIMITY_INDEX) {
2256 if (++Proximity_dropped == 4) {
2257 Proximity_dropped = 0;
2259 maybe_drop_net_powerup(POW_PROXIMITY_WEAPON);
2263 else if (Secondary_weapon == SMART_MINE_INDEX) {
2264 if (++Smartmines_dropped == 4) {
2265 Smartmines_dropped = 0;
2267 maybe_drop_net_powerup(POW_SMART_MINE);
2272 else if (Secondary_weapon != CONCUSSION_INDEX)
2273 maybe_drop_net_powerup(Secondary_weapon_to_powerup[Secondary_weapon]);
2276 if (Secondary_weapon == MEGA_INDEX || Secondary_weapon == SMISSILE5_INDEX) {
2277 vms_vector force_vec;
2279 force_vec.x = -(ConsoleObject->orient.fvec.x << 7);
2280 force_vec.y = -(ConsoleObject->orient.fvec.y << 7);
2281 force_vec.z = -(ConsoleObject->orient.fvec.z << 7);
2282 phys_apply_force(ConsoleObject, &force_vec);
2284 force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
2285 force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
2286 force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
2287 phys_apply_rot(ConsoleObject, &force_vec);
2291 if (Game_mode & GM_MULTI)
2293 Network_laser_fired = 1; //how many
2294 Network_laser_gun = Secondary_weapon + MISSILE_ADJUST;
2295 Network_laser_flags = gun_flag;
2296 Network_laser_level = 0;
2301 auto_select_weapon(1); //select next missile, if this one out of ammo