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 char laser_rcsid[] = "$Id: laser.c,v 1.2 2001-01-20 13:49:16 bradleyb Exp $";
60 int Laser_rapid_fire = 0;
63 object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
64 int Guided_missile_sig[MAX_PLAYERS]={-1,-1,-1,-1,-1,-1,-1,-1};
66 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2);
68 extern char Multi_is_guided;
69 extern char BounceCheat;
71 extern void newdemo_record_guided_end();
72 extern void newdemo_record_guided_start();
74 int find_homing_object(vms_vector *curpos, object *tracker);
76 //---------------------------------------------------------------------------------
77 // Called by render code.... determines if the laser is from a robot or the
78 // player and calls the appropriate routine.
80 void Laser_render(object *obj)
83 // Commented out by John (sort of, typed by Mike) on 6/8/94
86 case WEAPON_TYPE_WEAK_LASER:
87 case WEAPON_TYPE_STRONG_LASER:
88 case WEAPON_TYPE_CANNON_BALL:
89 case WEAPON_TYPE_MISSILE:
92 Error( "Invalid weapon type in Laser_render\n" );
96 switch( Weapon_info[obj->id].render_type ) {
97 case WEAPON_RENDER_LASER:
98 Int3(); // Not supported anymore!
99 //Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
101 case WEAPON_RENDER_BLOB:
102 draw_object_blob(obj, Weapon_info[obj->id].bitmap );
104 case WEAPON_RENDER_POLYMODEL:
106 case WEAPON_RENDER_VCLIP:
107 Int3(); // Oops, not supported, type added by mk on 09/09/94, but not for lasers...
109 Error( "Invalid weapon render type in Laser_render\n" );
114 //---------------------------------------------------------------------------------
115 // Draws a texture-mapped laser bolt
117 //void Laser_draw_one( int objnum, grs_bitmap * bmp )
122 // vms_vector start_pos,end_pos;
124 // obj = &Objects[objnum];
126 // start_pos = obj->pos;
127 // vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
129 // g3_rotate_point(&p1,&start_pos);
130 // g3_rotate_point(&p2,&end_pos);
133 // t2 = Interpolation_method;
134 // t3 = Transparency_on;
137 // //Interpolation_method = 3; // Full perspective
138 // Interpolation_method = 1; // Linear
139 // Transparency_on = 1;
141 // //gr_setcolor( gr_getcolor(31,15,0));
142 // //g3_draw_line_ptrs(p1,p2);
143 // //g3_draw_rod(p1,0x2000,p2,0x2000);
144 // //g3_draw_rod(p1,Laser_width,p2,Laser_width);
145 // g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
147 // Interpolation_method = t2;
148 // Transparency_on = t3;
152 // Changed by MK on 09/07/94
153 // I want you to be able to blow up your own bombs.
154 // AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
155 // Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
156 int laser_are_related( int o1, int o2 )
158 if ( (o1<0) || (o2<0) )
161 // See if o2 is the parent of o1
162 if ( Objects[o1].type == OBJ_WEAPON )
163 if ( (Objects[o1].ctype.laser_info.parent_num==o2) && (Objects[o1].ctype.laser_info.parent_signature==Objects[o2].signature) )
165 // 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
166 if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
167 (Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
168 (((Objects[o1].id == PROXIMITY_ID) || (Objects[o1].id == SUPERPROX_ID)) && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*4))) {
174 // See if o1 is the parent of o2
175 if ( Objects[o2].type == OBJ_WEAPON )
177 if ( (Objects[o2].ctype.laser_info.parent_num==o1) && (Objects[o2].ctype.laser_info.parent_signature==Objects[o1].signature) )
179 // 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
180 if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
181 (Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
182 (((Objects[o2].id == PROXIMITY_ID) || (Objects[o2].id == SUPERPROX_ID)) && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*4))) {
189 // They must both be weapons
190 if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
193 // Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
194 // See if they're siblings...
195 // 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.
196 if ( Objects[o1].ctype.laser_info.parent_signature==Objects[o2].ctype.laser_info.parent_signature )
198 if (Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID || Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID) {
199 // If neither is older than 1/2 second, then can't blow up!
200 if ((GameTime > (Objects[o1].ctype.laser_info.creation_time + F1_0/2)) || (GameTime > (Objects[o2].ctype.laser_info.creation_time + F1_0/2)))
208 // Anything can cause a collision with a robot super prox mine.
209 if (Objects[o1].id == ROBOT_SUPERPROX_ID || Objects[o2].id == ROBOT_SUPERPROX_ID ||
210 Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID ||
211 Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID ||
212 Objects[o1].id == PMINE_ID || Objects[o2].id == PMINE_ID)
218 //--unused-- int Muzzle_scale=2;
221 void do_muzzle_stuff(int segnum, vms_vector *pos)
223 Muzzle_data[Muzzle_queue_index].create_time = timer_get_fixed_seconds();
224 Muzzle_data[Muzzle_queue_index].segnum = segnum;
225 Muzzle_data[Muzzle_queue_index].pos = *pos;
226 Muzzle_queue_index++;
227 if (Muzzle_queue_index >= MUZZLE_QUEUE_MAX)
228 Muzzle_queue_index = 0;
231 //creates a weapon object
232 int create_weapon_object(int weapon_type,int segnum,vms_vector *position)
235 fix laser_radius = -1;
239 switch( Weapon_info[weapon_type].render_type ) {
241 case WEAPON_RENDER_BLOB:
242 rtype = RT_LASER; // Render as a laser even if blob (see render code above for explanation)
243 laser_radius = Weapon_info[weapon_type].blob_size;
245 case WEAPON_RENDER_POLYMODEL:
246 laser_radius = 0; // Filled in below.
249 case WEAPON_RENDER_LASER:
250 Int3(); // Not supported anymore
252 case WEAPON_RENDER_NONE:
256 case WEAPON_RENDER_VCLIP:
257 rtype = RT_WEAPON_VCLIP;
258 laser_radius = Weapon_info[weapon_type].blob_size;
261 Error( "Invalid weapon render type in Laser_create_new\n" );
264 Assert(laser_radius != -1);
267 objnum = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
269 obj = &Objects[objnum];
271 if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
272 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
273 obj->size = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[obj->id].po_len_to_width_ratio);
276 obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
277 obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
278 vm_vec_zero(&obj->mtype.phys_info.thrust);
280 if (Weapon_info[weapon_type].bounce==1)
281 obj->mtype.phys_info.flags |= PF_BOUNCE;
283 if (Weapon_info[weapon_type].bounce==2 || BounceCheat)
284 obj->mtype.phys_info.flags |= PF_BOUNCE+PF_BOUNCES_TWICE;
290 extern int Doing_lighting_hack_flag;
292 // -------------------------------------------------------------------------------------------------------------------------------
293 // ***** HEY ARTISTS!! *****
294 // Here are the constants you're looking for! --MK
296 // Change the following constants to affect the look of the omega cannon.
297 // Changing these constants will not affect the damage done.
298 // WARNING: If you change DESIRED_OMEGA_DIST and MAX_OMEGA_BLOBS, you don't merely change the look of the cannon,
299 // you change its range. If you decrease DESIRED_OMEGA_DIST, you decrease how far the gun can fire.
300 #define MIN_OMEGA_BLOBS 3 // No matter how close the obstruction, at this many blobs created.
301 #define MIN_OMEGA_DIST (F1_0*3) // At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
302 #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.
303 #define MAX_OMEGA_BLOBS 16 // No matter how far away the obstruction, this is the maximum number of blobs.
304 #define MAX_OMEGA_DIST (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST) // Maximum extent of lightning blobs.
306 // Additionally, several constants which apply to homing objects in general control the behavior of the Omega Cannon.
307 // They are defined in laser.h. They are copied here for reference. These values are valid on 1/10/96:
308 // If you want the Omega Cannon view cone to be different than the Homing Missile viewcone, contact MK to make the change.
309 // (Unless you are a programmer, in which case, do it yourself!)
310 #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.
311 #define OMEGA_MAX_TRACKABLE_DIST MAX_OMEGA_DIST // An object must be at least this close to be tracked.
313 // Note, you don't need to change these constants. You can control damage and energy consumption by changing the
314 // usual bitmaps.tbl parameters.
315 #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.
316 #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.
317 // -------------------------------------------------------------------------------------------------------------------------------
319 void delete_old_omega_blobs(object *parent_objp)
325 parent_num = parent_objp->ctype.laser_info.parent_num;
327 for (i=0; i<=Highest_object_index; i++)
328 if (Objects[i].type == OBJ_WEAPON)
329 if (Objects[i].id == OMEGA_ID)
330 if (Objects[i].ctype.laser_info.parent_num == parent_num) {
335 mprintf((0, "%i Omega blobs deleted in frame %i\n", count, FrameCount));
338 // ---------------------------------------------------------------------------------
339 void create_omega_blobs(int firing_segnum, vms_vector *firing_pos, vms_vector *goal_pos, object *parent_objp)
341 int i, last_segnum, last_created_objnum = -1;
342 vms_vector vec_to_goal;
346 vms_vector omega_delta_vector;
347 vms_vector blob_pos, perturb_vec;
348 fix perturb_array[MAX_OMEGA_BLOBS];
350 if (Game_mode & GM_MULTI)
351 delete_old_omega_blobs(parent_objp);
353 vm_vec_sub(&vec_to_goal, goal_pos, firing_pos);
355 dist_to_goal = vm_vec_normalize_quick(&vec_to_goal);
357 if (dist_to_goal < MIN_OMEGA_BLOBS * MIN_OMEGA_DIST) {
358 omega_blob_dist = MIN_OMEGA_DIST;
359 num_omega_blobs = dist_to_goal/omega_blob_dist;
360 if (num_omega_blobs == 0)
363 omega_blob_dist = DESIRED_OMEGA_DIST;
364 num_omega_blobs = dist_to_goal / omega_blob_dist;
365 if (num_omega_blobs > MAX_OMEGA_BLOBS) {
366 num_omega_blobs = MAX_OMEGA_BLOBS;
367 omega_blob_dist = dist_to_goal / num_omega_blobs;
368 } else if (num_omega_blobs < MIN_OMEGA_BLOBS) {
369 num_omega_blobs = MIN_OMEGA_BLOBS;
370 omega_blob_dist = dist_to_goal / num_omega_blobs;
374 omega_delta_vector = vec_to_goal;
375 vm_vec_scale(&omega_delta_vector, omega_blob_dist);
377 // Now, create all the blobs
378 blob_pos = *firing_pos;
379 last_segnum = firing_segnum;
381 // If nearby, don't perturb vector. If not nearby, start halfway out.
382 if (dist_to_goal < MIN_OMEGA_DIST*4) {
383 for (i=0; i<num_omega_blobs; i++)
384 perturb_array[i] = 0;
386 vm_vec_scale_add2(&blob_pos, &omega_delta_vector, F1_0/2); // Put first blob half way out.
387 for (i=0; i<num_omega_blobs/2; i++) {
388 perturb_array[i] = F1_0*i + F1_0/4;
389 perturb_array[num_omega_blobs-1-i] = F1_0*i;
393 // Create random perturbation vector, but favor _not_ going up in player's reference.
394 make_random_vector(&perturb_vec);
395 vm_vec_scale_add2(&perturb_vec, &parent_objp->orient.uvec, -F1_0/2);
397 Doing_lighting_hack_flag = 1; // Ugly, but prevents blobs which are probably outside the mine from killing framerate.
399 for (i=0; i<num_omega_blobs; i++) {
401 int blob_objnum, segnum;
403 // This will put the last blob right at the destination object, causing damage.
404 if (i == num_omega_blobs-1)
405 vm_vec_scale_add2(&blob_pos, &omega_delta_vector, 15*F1_0/32); // Move last blob another (almost) half section
407 // Every so often, re-perturb blobs
411 make_random_vector(&temp_vec);
412 vm_vec_scale_add2(&perturb_vec, &temp_vec, F1_0/4);
415 vm_vec_scale_add(&temp_pos, &blob_pos, &perturb_vec, perturb_array[i]);
417 segnum = find_point_seg(&temp_pos, last_segnum);
421 last_segnum = segnum;
422 blob_objnum = obj_create(OBJ_WEAPON, OMEGA_ID, segnum, &temp_pos, NULL, 0, CT_WEAPON, MT_PHYSICS, RT_WEAPON_VCLIP );
423 if (blob_objnum == -1)
426 last_created_objnum = blob_objnum;
428 objp = &Objects[blob_objnum];
430 objp->lifeleft = ONE_FRAME_TIME;
431 objp->mtype.phys_info.velocity = vec_to_goal;
433 // Only make the last one move fast, else multiple blobs might collide with target.
434 vm_vec_scale(&objp->mtype.phys_info.velocity, F1_0*4);
436 objp->size = Weapon_info[objp->id].blob_size;
438 objp->shields = fixmul(OMEGA_DAMAGE_SCALE*FrameTime, Weapon_info[objp->id].strength[Difficulty_level]);
440 objp->ctype.laser_info.parent_type = parent_objp->type;
441 objp->ctype.laser_info.parent_signature = parent_objp->signature;
442 objp->ctype.laser_info.parent_num = parent_objp-Objects;
443 objp->movement_type = MT_NONE; // Only last one moves, that will get bashed below.
447 vm_vec_add2(&blob_pos, &omega_delta_vector);
451 // Make last one move faster, but it's already moving at speed = F1_0*4.
452 if (last_created_objnum != -1) {
453 vm_vec_scale(&Objects[last_created_objnum].mtype.phys_info.velocity, Weapon_info[OMEGA_ID].speed[Difficulty_level]/4);
454 Objects[last_created_objnum].movement_type = MT_PHYSICS;
457 Doing_lighting_hack_flag = 0;
460 #define MIN_OMEGA_CHARGE (MAX_OMEGA_CHARGE/8)
461 #define OMEGA_CHARGE_SCALE 4 // FrameTime / OMEGA_CHARGE_SCALE added to Omega_charge every frame.
462 fix Omega_charge = MAX_OMEGA_CHARGE;
464 #define OMEGA_CHARGE_SCALE 4
466 int Last_omega_fire_frame=0;
468 // ---------------------------------------------------------------------------------
469 // Call this every frame to recharge the Omega Cannon.
470 void omega_charge_frame(void)
472 fix delta_charge, old_omega_charge;
474 if (Omega_charge == MAX_OMEGA_CHARGE)
477 if (!(player_has_weapon(OMEGA_INDEX, 0) & HAS_WEAPON_FLAG))
483 if ((Primary_weapon == OMEGA_INDEX) && (Omega_charge == 0) && (Players[Player_num].energy == 0)) {
485 auto_select_weapon(0);
488 // Don't charge while firing.
489 if ((Last_omega_fire_frame == FrameCount) || (Last_omega_fire_frame == FrameCount-1))
492 if (Players[Player_num].energy) {
495 old_omega_charge = Omega_charge;
496 Omega_charge += FrameTime/OMEGA_CHARGE_SCALE;
497 if (Omega_charge > MAX_OMEGA_CHARGE)
498 Omega_charge = MAX_OMEGA_CHARGE;
500 delta_charge = Omega_charge - old_omega_charge;
502 energy_used = fixmul(F1_0*190/17, delta_charge);
503 if (Difficulty_level < 2)
504 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
506 Players[Player_num].energy -= energy_used;
507 if (Players[Player_num].energy < 0)
508 Players[Player_num].energy = 0;
514 // -- fix Last_omega_muzzle_flash_time;
516 // ---------------------------------------------------------------------------------
517 // *objp is the object firing the omega cannon
518 // *pos is the location from which the omega bolt starts
519 void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_objp)
521 int lock_objnum, firing_segnum;
523 int pnum = parent_objp->id;
525 if (pnum == Player_num) {
526 // If charge >= min, or (some charge and zero energy), allow to fire.
527 if (!((Omega_charge >= MIN_OMEGA_CHARGE) || (Omega_charge && !Players[pnum].energy))) {
528 obj_delete(weapon_objp-Objects);
532 Omega_charge -= FrameTime;
533 if (Omega_charge < 0)
536 // Ensure that the lightning cannon can be fired next frame.
537 Next_laser_fire_time = GameTime+1;
539 Last_omega_fire_frame = FrameCount;
542 weapon_objp->ctype.laser_info.parent_type = OBJ_PLAYER;
543 weapon_objp->ctype.laser_info.parent_num = Players[pnum].objnum;
544 weapon_objp->ctype.laser_info.parent_signature = Objects[Players[pnum].objnum].signature;
546 lock_objnum = find_homing_object(firing_pos, weapon_objp);
548 firing_segnum = find_point_seg(firing_pos, parent_objp->segnum);
551 if ( parent_objp == Viewer )
552 digi_play_sample( Weapon_info[weapon_objp->id].flash_sound, F1_0 );
554 digi_link_sound_to_pos( Weapon_info[weapon_objp->id].flash_sound, weapon_objp->segnum, 0, &weapon_objp->pos, 0, F1_0 );
556 // -- if ((Last_omega_muzzle_flash_time + F1_0/4 < GameTime) || (Last_omega_muzzle_flash_time > GameTime)) {
557 // -- do_muzzle_stuff(firing_segnum, firing_pos);
558 // -- Last_omega_muzzle_flash_time = GameTime;
561 // Delete the original object. Its only purpose in life was to determine which object to home in on.
562 obj_delete(weapon_objp-Objects);
564 // If couldn't lock on anything, fire straight ahead.
565 if (lock_objnum == -1) {
569 vms_vector perturb_vec, perturbed_fvec;
571 make_random_vector(&perturb_vec);
572 vm_vec_scale_add(&perturbed_fvec, &parent_objp->orient.fvec, &perturb_vec, F1_0/16);
574 vm_vec_scale_add(&goal_pos, firing_pos, &perturbed_fvec, MAX_OMEGA_DIST);
575 fq.startseg = firing_segnum;
576 if (fq.startseg == -1) {
577 mprintf((1, "Trying to fire Omega Cannon, but gun is outside mine. Aborting!\n"));
583 fq.thisobjnum = parent_objp-Objects;
584 fq.ignore_obj_list = NULL;
585 fq.flags = FQ_IGNORE_POWERUPS | FQ_TRANSPOINT | FQ_CHECK_OBJS; //what about trans walls???
587 fate = find_vector_intersection(&fq, &hit_data);
588 if (fate != HIT_NONE) {
589 Assert(hit_data.hit_seg != -1); // How can this be? We went from inside the mine to outside without hitting anything?
590 goal_pos = hit_data.hit_pnt;
593 goal_pos = Objects[lock_objnum].pos;
595 // This is where we create a pile of omega blobs!
596 create_omega_blobs(firing_segnum, firing_pos, &goal_pos, parent_objp);
600 // ---------------------------------------------------------------------------------
601 // Initializes a laser after Fire is pressed
602 // Returns object number.
603 int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int weapon_type, int make_sound )
607 fix parent_speed, weapon_speed;
611 Assert( weapon_type < N_weapon_types );
613 if ( (weapon_type<0) || (weapon_type>=N_weapon_types) )
616 // Don't let homing blobs make muzzle flash.
617 if (Objects[parent].type == OBJ_ROBOT)
618 do_muzzle_stuff(segnum, position);
620 objnum = create_weapon_object(weapon_type,segnum,position);
623 mprintf((1, "Can't create laser - Out of objects!\n" ));
627 obj = &Objects[objnum];
629 // Do the special Omega Cannon stuff. Then return on account of everything that follows does
630 // not apply to the Omega Cannon.
631 if (weapon_type == OMEGA_ID) {
632 // Create orientation matrix for tracking purposes.
633 vm_vector_2_matrix( &obj->orient, direction, &Objects[parent].orient.uvec ,NULL);
635 if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
637 if (Weapon_info[obj->id].flash_vclip > -1 )
638 object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
641 do_omega_stuff(&Objects[parent], position, obj);
646 if (Objects[parent].type == OBJ_PLAYER) {
647 if (weapon_type == FUSION_ID) {
649 if (Fusion_charge <= 0)
650 obj->ctype.laser_info.multiplier = F1_0;
651 else if (Fusion_charge <= 4*F1_0)
652 obj->ctype.laser_info.multiplier = F1_0 + Fusion_charge/2;
654 obj->ctype.laser_info.multiplier = 4*F1_0;
656 } else if ((weapon_type >= LASER_ID && weapon_type <= MAX_SUPER_LASER_LEVEL) && (Players[Objects[parent].id].flags & PLAYER_FLAGS_QUAD_LASERS))
657 obj->ctype.laser_info.multiplier = F1_0*3/4;
658 else if (weapon_type == GUIDEDMISS_ID) {
659 if (parent==Players[Player_num].objnum) {
660 Guided_missile[Player_num]= obj;
661 Guided_missile_sig[Player_num] = obj->signature;
662 if (Newdemo_state==ND_STATE_RECORDING)
663 newdemo_record_guided_start();
668 // Make children of smart bomb bounce so if they hit a wall right away, they
669 // won't detonate. The frame interval code will clear this bit after 1/2 second.
670 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))
671 obj->mtype.phys_info.flags |= PF_BOUNCE;
673 if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL)
674 laser_length = Polygon_models[obj->rtype.pobj_info.model_num].rad * 2;
676 if (weapon_type == FLARE_ID)
677 obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
679 obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
681 // Fill in laser-specific data
683 obj->lifeleft = Weapon_info[obj->id].lifetime;
684 obj->ctype.laser_info.parent_type = Objects[parent].type;
685 obj->ctype.laser_info.parent_signature = Objects[parent].signature;
686 obj->ctype.laser_info.parent_num = parent;
688 // Assign parent type to highest level creator. This propagates parent type down from
689 // the original creator through weapons which create children of their own (ie, smart missile)
690 if (Objects[parent].type == OBJ_WEAPON) {
691 int highest_parent = parent;
695 while ((count++ < 10) && (Objects[highest_parent].type == OBJ_WEAPON)) {
698 next_parent = Objects[highest_parent].ctype.laser_info.parent_num;
699 if (Objects[next_parent].signature != Objects[highest_parent].ctype.laser_info.parent_signature)
700 break; // Probably means parent was killed. Just continue.
702 if (next_parent == highest_parent) {
703 Int3(); // Hmm, object is parent of itself. This would seem to be bad, no?
707 highest_parent = next_parent;
709 obj->ctype.laser_info.parent_num = highest_parent;
710 obj->ctype.laser_info.parent_type = Objects[highest_parent].type;
711 obj->ctype.laser_info.parent_signature = Objects[highest_parent].signature;
715 // Create orientation matrix so we can look from this pov
716 // Homing missiles also need an orientation matrix so they know if they can make a turn.
717 if ((obj->render_type == RT_POLYOBJ) || (Weapon_info[obj->id].homing_flag))
718 vm_vector_2_matrix( &obj->orient,direction, &Objects[parent].orient.uvec ,NULL);
720 if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
722 if (Weapon_info[obj->id].flash_vclip > -1 )
723 object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
727 if (Weapon_info[obj->id].flash_sound > -1 ) {
729 if ( parent == (Viewer-Objects) ) {
730 if (weapon_type == VULCAN_ID) // Make your own vulcan gun 1/2 as loud.
732 digi_play_sample( Weapon_info[obj->id].flash_sound, volume );
734 digi_link_sound_to_pos( Weapon_info[obj->id].flash_sound, obj->segnum, 0, &obj->pos, 0, volume );
739 // Fire the laser from the gun tip so that the back end of the laser bolt is at the gun tip.
740 // Move 1 frame, so that the end-tip of the laser is touching the gun barrel.
741 // This also jitters the laser a bit so that it doesn't alias.
742 // Don't do for weapons created by weapons.
743 if ((Objects[parent].type == OBJ_PLAYER) && (Weapon_info[weapon_type].render_type != WEAPON_RENDER_NONE) && (weapon_type != FLARE_ID)) {
747 vm_vec_scale_add( &end_pos, &obj->pos, direction, Laser_offset+(laser_length/2) );
748 end_segnum = find_point_seg(&end_pos, obj->segnum);
749 if (end_segnum != obj->segnum) {
750 // mprintf(0, "Warning: Laser tip not in same segment as player.\n");
751 if (end_segnum != -1) {
753 obj_relink(obj-Objects, end_segnum);
755 mprintf((0, "Warning: Laser tip outside mine. Laser not being moved to end of gun.\n"));
760 // Here's where to fix the problem with objects which are moving backwards imparting higher velocity to their weaponfire.
761 // Find out if moving backwards.
762 if ((weapon_type == PROXIMITY_ID) || (weapon_type == SUPERPROX_ID)) {
763 parent_speed = vm_vec_mag_quick(&Objects[parent].mtype.phys_info.velocity);
764 if (vm_vec_dot(&Objects[parent].mtype.phys_info.velocity, &Objects[parent].orient.fvec) < 0)
765 parent_speed = -parent_speed;
769 weapon_speed = Weapon_info[obj->id].speed[Difficulty_level];
770 if (Weapon_info[obj->id].speedvar != 128) {
773 // Get a scale factor between speedvar% and 1.0.
774 randval = F1_0 - ((d_rand() * Weapon_info[obj->id].speedvar) >> 6);
775 weapon_speed = fixmul(weapon_speed, randval);
778 // Ugly hack (too bad we're on a deadline), for homing missiles dropped by smart bomb, start them out slower.
779 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))
782 if (Weapon_info[obj->id].thrust != 0)
785 vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
788 if (Weapon_info[weapon_type].thrust != 0) {
789 obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
790 vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent_speed));
793 if ((obj->type == OBJ_WEAPON) && (obj->id == FLARE_ID))
794 obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds
796 // mprintf( 0, "Weapon speed = %.1f (%.1f)\n", f2fl(Weapon_info[obj->id].speed[Difficulty_level] + parent_speed), f2fl(parent_speed) );
801 // -----------------------------------------------------------------------------------------------------------
802 // Calls Laser_create_new, but takes care of the segment and point computation for you.
803 int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound )
807 object *pobjp = &Objects[parent];
810 // Find segment containing laser fire position. If the robot is straddling a segment, the position from
811 // which it fires may be in a different segment, which is bad news for find_vector_intersection. So, cast
812 // a ray from the object center (whose segment we know) to the laser position. Then, in the call to Laser_create_new
813 // use the data returned from this call to find_vector_intersection.
814 // Note that while find_vector_intersection is pretty slow, it is not terribly slow if the destination point is
815 // in the same segment as the source point.
818 fq.startseg = pobjp->segnum;
821 fq.thisobjnum = pobjp-Objects;
822 fq.ignore_obj_list = NULL;
823 fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS; //what about trans walls???
825 fate = find_vector_intersection(&fq, &hit_data);
826 if (fate != HIT_NONE || hit_data.hit_seg==-1) {
827 mprintf((1, "Warning: Laser from parent=%i stuck in wall or object, didn't fire!\n", parent));
831 return Laser_create_new( direction, &hit_data.hit_pnt, hit_data.hit_seg, parent, weapon_type, make_sound );
835 int Muzzle_queue_index = 0;
837 muzzle_info Muzzle_data[MUZZLE_QUEUE_MAX];
839 // -----------------------------------------------------------------------------------------------------------
840 // Determine if two objects are on a line of sight. If so, return true, else return false.
842 int object_to_object_visibility(object *obj1, object *obj2, int trans_type)
849 fq.startseg = obj1->segnum;
852 fq.thisobjnum = obj1-Objects;
853 fq.ignore_obj_list = NULL;
854 fq.flags = trans_type;
856 fate = find_vector_intersection(&fq, &hit_data);
858 if (fate == HIT_WALL)
860 else if (fate == HIT_NONE)
863 Int3(); // Contact Mike: Oops, what happened? What is fate?
864 // 2 = hit object (impossible), 3 = bad starting point (bad)
869 fix Min_trackable_dot = MIN_TRACKABLE_DOT;
871 // -----------------------------------------------------------------------------------------------------------
872 // Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
873 // In order for the object to be trackable, it must be within a reasonable turning radius for the missile
874 // and it must not be obstructed by a wall.
875 int object_is_trackable(int track_goal, object *tracker, fix *dot)
877 vms_vector vector_to_goal;
880 if (track_goal == -1)
883 if (Game_mode & GM_MULTI_COOP)
886 objp = &Objects[track_goal];
888 // Don't track player if he's cloaked.
889 if ((track_goal == Players[Player_num].objnum) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
892 // Can't track AI object if he's cloaked.
893 if (objp->type == OBJ_ROBOT) {
894 if (objp->ctype.ai_info.CLOAKED)
896 // Your missiles don't track your escort.
897 if (Robot_info[objp->id].companion)
898 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
901 vm_vec_sub(&vector_to_goal, &objp->pos, &tracker->pos);
902 vm_vec_normalize_quick(&vector_to_goal);
903 *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
905 if ((*dot < Min_trackable_dot) && (*dot > F1_0*9/10)) {
906 // -- mprintf((0, "."));
907 vm_vec_normalize(&vector_to_goal);
908 *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
911 //mprintf((0, " OIT: dot=%5.2f ", f2fl(dot)));
913 // mprintf((0, "object_is_trackable: [%3i] %7.3f, min = %7.3f\n", track_goal, f2fl(dot), f2fl(Min_trackable_dot)));
915 if (*dot >= Min_trackable_dot) {
917 // dot is in legal range, now see if object is visible
918 rval = object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
919 //mprintf((0, " TRACK "));
922 //mprintf((0, " LOST! "));
928 extern int Robots_kill_robots_cheat;
930 // --------------------------------------------------------------------------------------------
931 int call_find_homing_object_complete(object *tracker, vms_vector *curpos)
933 if (Game_mode & GM_MULTI) {
934 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER) {
935 // It's fired by a player, so if robots present, track robot, else track player.
936 if (Game_mode & GM_MULTI_COOP)
937 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
939 return find_homing_object_complete( curpos, tracker, OBJ_PLAYER, OBJ_ROBOT);
943 if (Robots_kill_robots_cheat)
944 goal2_type = OBJ_ROBOT;
945 Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
946 return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, goal2_type);
949 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
952 // --------------------------------------------------------------------------------------------
953 // Find object to home in on.
954 // Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
955 int find_homing_object(vms_vector *curpos, object *tracker)
958 fix max_dot = -F1_0*2;
959 int best_objnum = -1;
961 // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
962 Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
964 // Find an object to track based on game mode (eg, whether in network play) and who fired it.
966 if (Game_mode & GM_MULTI)
967 return call_find_homing_object_complete(tracker, curpos);
969 int cur_min_trackable_dot;
971 cur_min_trackable_dot = MIN_TRACKABLE_DOT;
972 if ((tracker->type == OBJ_WEAPON) && (tracker->id == OMEGA_ID))
973 cur_min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
975 // Not in network mode. If not fired by player, then track player.
976 if (tracker->ctype.laser_info.parent_num != Players[Player_num].objnum) {
977 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
978 best_objnum = ConsoleObject - Objects;
981 fix dist, max_trackable_dist;
983 // Find the window which has the forward view.
984 for (i=0; i<MAX_RENDERED_WINDOWS; i++)
985 if (Window_rendered_data[i].frame >= FrameCount-1)
986 if (Window_rendered_data[i].viewer == ConsoleObject)
987 if (!Window_rendered_data[i].rear_view) {
992 // Couldn't find suitable view from this frame, so do complete search.
993 if (window_num == -1) {
994 mprintf((0, "Note: Calling find_homing_object_complete because no suitable rendered window.\n"));
995 return call_find_homing_object_complete(tracker, curpos);
998 max_trackable_dist = MAX_TRACKABLE_DIST;
999 if (tracker->id == OMEGA_ID)
1000 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
1002 // Not in network mode and fired by player.
1003 for (i=Window_rendered_data[window_num].num_objects-1; i>=0; i--) {
1005 vms_vector vec_to_curobj;
1006 int objnum = Window_rendered_data[window_num].rendered_objects[i];
1007 object *curobjp = &Objects[objnum];
1009 if (objnum == Players[Player_num].objnum)
1012 // Can't track AI object if he's cloaked.
1013 if (curobjp->type == OBJ_ROBOT) {
1014 if (curobjp->ctype.ai_info.CLOAKED)
1017 // Your missiles don't track your escort.
1018 if (Robot_info[curobjp->id].companion)
1019 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1023 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1024 dist = vm_vec_normalize_quick(&vec_to_curobj);
1025 if (dist < max_trackable_dist) {
1026 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1028 // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1030 // Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1031 // to determine if an object is initially trackable. find_homing_object is called on subsequent
1032 // frames to determine if the object remains trackable.
1033 // mprintf((0, "find_homing_object: [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1034 if (dot > cur_min_trackable_dot) {
1035 if (dot > max_dot) {
1036 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1038 best_objnum = objnum;
1041 } else if (dot > F1_0 - (F1_0 - cur_min_trackable_dot)*2) {
1042 vm_vec_normalize(&vec_to_curobj);
1043 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1044 if (dot > cur_min_trackable_dot) {
1045 if (dot > max_dot) {
1046 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1048 best_objnum = objnum;
1058 // mprintf(0, "Selecting object #%i\n=n", best_objnum);
1063 // --------------------------------------------------------------------------------------------
1064 // Find object to home in on.
1065 // Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
1066 // Can track two kinds of objects. If you are only interested in one type, set track_obj_type2 to NULL
1067 // Always track proximity bombs. --MK, 06/14/95
1068 // Make homing objects not track parent's prox bombs.
1069 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2)
1072 fix max_dot = -F1_0*2;
1073 int best_objnum = -1;
1074 fix max_trackable_dist;
1075 fix min_trackable_dot;
1077 // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
1078 Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
1080 max_trackable_dist = MAX_TRACKABLE_DIST;
1081 min_trackable_dot = MIN_TRACKABLE_DOT;
1083 if (tracker->id == OMEGA_ID) {
1084 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
1085 min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
1088 for (objnum=0; objnum<=Highest_object_index; objnum++) {
1089 int is_proximity = 0;
1091 vms_vector vec_to_curobj;
1092 object *curobjp = &Objects[objnum];
1094 if ((curobjp->type != track_obj_type1) && (curobjp->type != track_obj_type2))
1096 if ((curobjp->type == OBJ_WEAPON) && ((curobjp->id == PROXIMITY_ID) || (curobjp->id == SUPERPROX_ID))) {
1097 if (curobjp->ctype.laser_info.parent_signature != tracker->ctype.laser_info.parent_signature)
1105 if (objnum == tracker->ctype.laser_info.parent_num) // Don't track shooter
1108 // Don't track cloaked players.
1109 if (curobjp->type == OBJ_PLAYER)
1111 if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
1113 // Don't track teammates in team games
1115 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)))
1120 // Can't track AI object if he's cloaked.
1121 if (curobjp->type == OBJ_ROBOT) {
1122 if (curobjp->ctype.ai_info.CLOAKED)
1125 // Your missiles don't track your escort.
1126 if (Robot_info[curobjp->id].companion)
1127 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1131 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1132 dist = vm_vec_mag_quick(&vec_to_curobj);
1134 if (dist < max_trackable_dist) {
1135 vm_vec_normalize_quick(&vec_to_curobj);
1136 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1138 dot = ((dot << 3) + dot) >> 3; // I suspect Watcom would be too stupid to figure out the obvious...
1140 // Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1141 // to determine if an object is initially trackable. find_homing_object is called on subsequent
1142 // frames to determine if the object remains trackable.
1143 // mprintf((0, "fho_complete: [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1144 if (dot > min_trackable_dot) {
1145 // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1146 if (dot > max_dot) {
1147 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1149 best_objnum = objnum;
1157 // -- mprintf((0, "Selecting object #%i in find_homing_object_complete\n\n", best_objnum));
1162 // ------------------------------------------------------------------------------------------------------------
1163 // See if legal to keep tracking currently tracked object. If not, see if another object is trackable. If not, return -1,
1164 // else return object number of tracking object.
1165 // Computes and returns a fairly precise dot product.
1166 int track_track_goal(int track_goal, object *tracker, fix *dot)
1168 // Every 8 frames for each object, scan all objects.
1169 if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ FrameCount) % 8) != 0)) {
1170 //mprintf((0, "ttg: QO"));
1172 } else if ((((tracker-Objects) ^ FrameCount) % 4) == 0) {
1175 // If player fired missile, then search for an object, if not, then give up.
1176 if (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) {
1179 if (track_goal == -1)
1181 if (Game_mode & GM_MULTI)
1183 if (Game_mode & GM_MULTI_COOP)
1184 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_ROBOT, -1);
1185 else if (Game_mode & GM_MULTI_ROBOTS) // Not cooperative, if robots, track either robot or player
1186 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1187 else // Not cooperative and no robots, track only a player
1188 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, -1);
1191 rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1195 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1196 if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
1197 rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, -1);
1203 int goal_type, goal2_type = -1;
1205 if (Robots_kill_robots_cheat)
1206 goal2_type = OBJ_ROBOT;
1208 if (track_goal == -1)
1209 rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, goal2_type);
1211 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1212 rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, goal2_type);
1216 Assert(rval != -2); // This means it never got set which is bad! Contact Mike.
1220 //if (track_goal != -1)
1221 // mprintf((0, "Object %i not tracking anything.\n", tracker-Objects));
1226 //-------------- Initializes a laser after Fire is pressed -----------------
1228 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)
1231 vms_vector LaserPos, LaserDir;
1234 vms_vector gun_point, *pnt;
1238 create_awareness_event(obj, PA_WEAPON_WALL_COLLISION);
1240 // Find the initial position of the laser
1241 pnt = &Player_ship->gun_points[gun_num];
1243 vm_copy_transpose_matrix(&m,&obj->orient);
1244 vm_vec_rotate(&gun_point,pnt,&m);
1246 vm_vec_add(&LaserPos,&obj->pos,&gun_point);
1248 // If supposed to fire at a delayed time (delay_time), then move this point backwards.
1250 vm_vec_scale_add2(&LaserPos, &obj->orient.fvec, -fixmul(delay_time, Weapon_info[laser_type].speed[Difficulty_level]));
1252 // do_muzzle_stuff(obj, &Pos);
1254 //--------------- Find LaserPos and LaserSeg ------------------
1256 fq.startseg = obj->segnum;
1259 fq.thisobjnum = obj-Objects;
1260 fq.ignore_obj_list = NULL;
1261 fq.flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS;
1263 Fate = find_vector_intersection(&fq, &hit_data);
1265 LaserSeg = hit_data.hit_seg;
1267 if (LaserSeg == -1) //some sort of annoying error
1270 //SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
1271 if ( vm_vec_dist_quick(&LaserPos, &obj->pos) > 0x50000 )
1274 if (Fate==HIT_WALL) {
1276 mprintf((0, "Your DELAYED laser is stuck thru a wall!\n" ));
1278 mprintf((0, "Your laser is stuck thru a wall!\n" ));
1282 if (Fate==HIT_OBJECT) {
1283 // if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
1284 // Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
1285 mprintf((0, "Your laser is stuck in an object!\n" ));
1286 // if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
1288 //as of 12/6/94, we don't care if the laser is stuck in an object. We
1289 //just fire away normally
1292 // Now, make laser spread out.
1293 LaserDir = obj->orient.fvec;
1294 if ((spreadr != 0) || (spreadu != 0)) {
1295 vm_vec_scale_add2(&LaserDir, &obj->orient.rvec, spreadr);
1296 vm_vec_scale_add2(&LaserDir, &obj->orient.uvec, spreadu);
1299 objnum = Laser_create_new( &LaserDir, &LaserPos, LaserSeg, obj-Objects, laser_type, make_sound );
1301 // Omega cannon is a hack, not surprisingly. Don't want to do the rest of this stuff.
1302 if (laser_type == OMEGA_ID)
1309 if (laser_type==GUIDEDMISS_ID && Multi_is_guided) {
1310 mprintf ((0,"Guided missile %s activated!\n",Players[obj->id].callsign));
1311 Guided_missile[obj->id]=&Objects[objnum];
1317 if (laser_type == CONCUSSION_ID ||
1318 laser_type == HOMING_ID ||
1319 laser_type == SMART_ID ||
1320 laser_type == MEGA_ID ||
1321 laser_type == FLASH_ID ||
1322 //laser_type == GUIDEDMISS_ID ||
1323 //laser_type == SUPERPROX_ID ||
1324 laser_type == MERCURY_ID ||
1325 laser_type == EARTHSHAKER_ID)
1326 if (Missile_viewer == NULL && obj->id==Player_num)
1327 Missile_viewer = &Objects[objnum];
1329 // If this weapon is supposed to be silent, set that bit!
1331 Objects[objnum].flags |= OF_SILENT;
1333 // If this weapon is supposed to be silent, set that bit!
1335 Objects[objnum].flags |= OF_HARMLESS;
1337 // If the object firing the laser is the player, then indicate the laser object so robots can dodge.
1338 // New by MK on 6/8/95, don't let robots evade proximity bombs, thereby decreasing uselessness of bombs.
1339 if ((obj == ConsoleObject) && ((Objects[objnum].id != PROXIMITY_ID) && (Objects[objnum].id != SUPERPROX_ID)))
1340 Player_fired_laser_this_frame = objnum;
1342 if (Weapon_info[laser_type].homing_flag) {
1343 if (obj == ConsoleObject)
1345 Objects[objnum].ctype.laser_info.track_goal = find_homing_object(&LaserPos, &Objects[objnum]);
1347 Network_laser_track = Objects[objnum].ctype.laser_info.track_goal;
1351 else // Some other player shot the homing thing
1353 Assert(Game_mode & GM_MULTI);
1354 Objects[objnum].ctype.laser_info.track_goal = Network_laser_track;
1357 // mprintf((0, "Selecting object #%i in find_homing_object_complete\n", Network_laser_track));
1361 // -----------------------------------------------------------------------------------------------------------
1362 void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless)
1364 Laser_player_fire_spread_delay(obj, laser_type, gun_num, spreadr, spreadu, 0, make_sound, harmless);
1368 // -----------------------------------------------------------------------------------------------------------
1369 void Laser_player_fire(object *obj, int laser_type, int gun_num, int make_sound, int harmless)
1371 Laser_player_fire_spread(obj, laser_type, gun_num, 0, 0, make_sound, harmless);
1374 // -----------------------------------------------------------------------------------------------------------
1375 void Flare_create(object *obj)
1379 energy_usage = Weapon_info[FLARE_ID].energy_usage;
1381 if (Difficulty_level < 2)
1382 energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4);
1384 // MK, 11/04/95: Allowed to fire flare even if no energy.
1385 // -- if (Players[Player_num].energy >= energy_usage) {
1386 Players[Player_num].energy -= energy_usage;
1388 if (Players[Player_num].energy <= 0) {
1389 Players[Player_num].energy = 0;
1390 // -- auto_select_weapon(0);
1393 Laser_player_fire( obj, FLARE_ID, 6, 1, 0);
1396 if (Game_mode & GM_MULTI) {
1397 Network_laser_fired = 1;
1398 Network_laser_gun = FLARE_ADJUST;
1399 Network_laser_flags = 0;
1400 Network_laser_level = 0;
1407 #define HOMING_MISSILE_SCALE 16
1409 //-------------------------------------------------------------------------------------------
1410 // Set object *objp's orientation to (or towards if I'm ambitious) its velocity.
1411 void homing_missile_turn_towards_velocity(object *objp, vms_vector *norm_vel)
1413 vms_vector new_fvec;
1415 new_fvec = *norm_vel;
1417 vm_vec_scale(&new_fvec, FrameTime*HOMING_MISSILE_SCALE);
1418 vm_vec_add2(&new_fvec, &objp->orient.fvec);
1419 vm_vec_normalize_quick(&new_fvec);
1421 // if ((norm_vel->x == 0) && (norm_vel->y == 0) && (norm_vel->z == 0))
1424 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, NULL);
1427 //-------------------------------------------------------------------------------------------
1428 //sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
1429 void Laser_do_weapon_sequence(object *obj)
1431 Assert(obj->control_type == CT_WEAPON);
1433 // Ok, this is a big hack by MK.
1434 // If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME
1435 if (obj->lifeleft == ONE_FRAME_TIME) {
1436 if (Game_mode & GM_MULTI)
1437 obj->lifeleft = OMEGA_MULTI_LIFELEFT;
1440 obj->render_type = RT_NONE;
1443 if (obj->lifeleft < 0 ) { // We died of old age
1444 obj->flags |= OF_SHOULD_BE_DEAD;
1445 if ( Weapon_info[obj->id].damage_radius )
1446 explode_badass_weapon(obj,&obj->pos);
1450 //delete weapons that are not moving
1451 if ( !((FrameCount ^ obj->signature) & 3) &&
1452 (obj->id != FLARE_ID) &&
1453 (Weapon_info[obj->id].speed[Difficulty_level] > 0) &&
1454 (vm_vec_mag_quick(&obj->mtype.phys_info.velocity) < F2_0)) {
1455 obj_delete(obj-Objects);
1459 if ( obj->id == FUSION_ID ) { //always set fusion weapon to max vel
1461 vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
1463 vm_vec_scale(&obj->mtype.phys_info.velocity, Weapon_info[obj->id].speed[Difficulty_level]);
1466 // -- // The Super Spreadfire (Helix) blobs travel in a sinusoidal path. That is accomplished
1467 // -- // by modifying velocity (direction) in the frame interval.
1468 // -- if (obj->id == SSPREADFIRE_ID) {
1469 // -- fix age, sinval, cosval;
1470 // -- vms_vector p, newp;
1473 // -- speed = vm_vec_mag_quick(&obj->phys_info.velocity);
1475 // -- age = Weapon_info[obj->id].lifetime - obj->lifeleft;
1477 // -- fix_fast_sincos(age, &sinval, &cosval);
1479 // -- // Note: Below code assumes x=1, y=0. Need to scale this for values around a circle for 5 helix positions.
1480 // -- p.x = cosval << 3;
1481 // -- p.y = sinval << 3;
1484 // -- vm_vec_rotate(&newp, &p, &obj->orient);
1486 // -- vm_vec_add(&goal_point, &obj->pos, &newp);
1488 // -- vm_vec_sub(&vec_to_goal, &goal_point, obj
1492 // For homing missiles, turn towards target. (unless it's the guided missile)
1493 if (Weapon_info[obj->id].homing_flag && !(obj->id==GUIDEDMISS_ID && obj==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id] && obj->signature==Guided_missile[Objects[obj->ctype.laser_info.parent_num].id]->signature)) {
1494 vms_vector vector_to_object, temp_vec;
1496 fix speed, max_speed;
1498 // For first 1/2 second of life, missile flies straight.
1499 if (obj->ctype.laser_info.creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime) {
1501 int track_goal = obj->ctype.laser_info.track_goal;
1503 //mprintf((0, "%5i: mtd=%5.2f", FrameCount, f2fl(Min_trackable_dot)));
1505 // If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
1506 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)) {
1507 // if (obj->mtype.phys_info.flags & PF_BOUNCE) mprintf(0, "Debouncing smart child %i\n", obj-Objects);
1508 obj->mtype.phys_info.flags &= ~PF_BOUNCE;
1511 // Make sure the object we are tracking is still trackable.
1512 track_goal = track_track_goal(track_goal, obj, &dot);
1514 //mprintf((0, " after ttg=%3i ", track_goal));
1516 if (track_goal == Players[Player_num].objnum) {
1519 dist_to_player = vm_vec_dist_quick(&obj->pos, &Objects[track_goal].pos);
1520 if ((dist_to_player < Players[Player_num].homing_object_dist) || (Players[Player_num].homing_object_dist < 0))
1521 Players[Player_num].homing_object_dist = dist_to_player;
1525 if (track_goal != -1) {
1526 vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
1528 vm_vec_normalize_quick(&vector_to_object);
1529 temp_vec = obj->mtype.phys_info.velocity;
1530 speed = vm_vec_normalize_quick(&temp_vec);
1531 max_speed = Weapon_info[obj->id].speed[Difficulty_level];
1532 if (speed+F1_0 < max_speed) {
1533 speed += fixmul(max_speed, FrameTime/2);
1534 if (speed > max_speed)
1538 // -- dot = vm_vec_dot(&temp_vec, &vector_to_object);
1539 //mprintf((0, " dot=%5.2f ", f2fl(dot)));
1540 vm_vec_add2(&temp_vec, &vector_to_object);
1541 // The boss' smart children track better...
1542 if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
1543 vm_vec_add2(&temp_vec, &vector_to_object);
1544 vm_vec_normalize_quick(&temp_vec);
1545 obj->mtype.phys_info.velocity = temp_vec;
1546 vm_vec_scale(&obj->mtype.phys_info.velocity, speed);
1548 // Subtract off life proportional to amount turned.
1549 // For hardest turn, it will lose 2 seconds per second.
1551 fix lifelost, absdot;
1553 absdot = abs(F1_0 - dot);
1555 lifelost = fixmul(absdot*32, FrameTime);
1556 obj->lifeleft -= lifelost;
1557 // -- mprintf((0, "Missile %3i, dot = %7.3f life lost = %7.3f, life left = %7.3f\n", obj-Objects, f2fl(dot), f2fl(lifelost), f2fl(obj->lifeleft)));
1560 // Only polygon objects have visible orientation, so only they should turn.
1561 if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
1562 homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
1566 //mprintf((0, "\n"));
1569 // Make sure weapon is not moving faster than allowed speed.
1573 weapon_speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
1574 if (weapon_speed > Weapon_info[obj->id].speed[Difficulty_level]) {
1575 // Only slow down if not allowed to move. Makes sense, huh? Allows proxbombs to get moved by physics force. --MK, 2/13/96
1576 if (Weapon_info[obj->id].speed[Difficulty_level]) {
1579 scale_factor = fixdiv(Weapon_info[obj->id].speed[Difficulty_level], weapon_speed);
1580 vm_vec_scale(&obj->mtype.phys_info.velocity, scale_factor);
1586 fix Last_laser_fired_time = 0;
1588 extern int Player_fired_laser_this_frame;
1592 // --------------------------------------------------------------------------------------------------
1593 // Assumption: This is only called by the actual console player, not for network players
1595 int do_laser_firing_player(void)
1597 player *plp = &Players[Player_num];
1599 int ammo_used,primary_ammo;
1604 static int Spreadfire_toggle=0;
1605 static int Helix_orientation = 0;
1610 weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
1611 energy_used = Weapon_info[weapon_index].energy_usage;
1612 if (Primary_weapon == OMEGA_INDEX)
1613 energy_used = 0; // Omega consumes energy when recharging, not when firing.
1615 if (Difficulty_level < 2)
1616 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
1618 // MK, 01/26/96, Helix use 2x energy in multiplayer. bitmaps.tbl parm should have been reduced for single player.
1619 if (weapon_index == HELIX_INDEX)
1620 if (Game_mode & GM_MULTI)
1623 ammo_used = Weapon_info[weapon_index].ammo_usage;
1625 addval = 2*FrameTime;
1629 if ((Last_laser_fired_time + 2*FrameTime < GameTime) || (GameTime < Last_laser_fired_time))
1630 Next_laser_fire_time = GameTime;
1632 Last_laser_fired_time = GameTime;
1634 primary_ammo = (Primary_weapon == GAUSS_INDEX)?(plp->primary_ammo[VULCAN_INDEX]):(plp->primary_ammo[Primary_weapon]);
1636 if (!((plp->energy >= energy_used) && (primary_ammo >= ammo_used)))
1637 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1644 while (Next_laser_fire_time <= GameTime) {
1645 if ((plp->energy >= energy_used) && (primary_ammo >= ammo_used)) {
1646 int laser_level, flags;
1649 if (Laser_rapid_fire!=0xBADA55)
1650 Next_laser_fire_time += Weapon_info[weapon_index].fire_wait;
1652 Next_laser_fire_time += F1_0/25;
1654 laser_level = Players[Player_num].laser_level;
1658 if (Primary_weapon == SPREADFIRE_INDEX) {
1659 if (Spreadfire_toggle)
1660 flags |= LASER_SPREADFIRE_TOGGLED;
1661 Spreadfire_toggle = !Spreadfire_toggle;
1664 if (Primary_weapon == HELIX_INDEX) {
1665 Helix_orientation++;
1666 flags |= ((Helix_orientation & LASER_HELIX_MASK) << LASER_HELIX_SHIFT);
1669 if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1670 flags |= LASER_QUAD;
1672 rval += do_laser_firing(Players[Player_num].objnum, Primary_weapon, laser_level, flags, nfires);
1674 plp->energy -= (energy_used * rval) / Weapon_info[weapon_index].fire_count;
1675 if (plp->energy < 0)
1678 if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
1679 if (ammo_used > plp->primary_ammo[VULCAN_INDEX])
1680 plp->primary_ammo[VULCAN_INDEX] = 0;
1682 plp->primary_ammo[VULCAN_INDEX] -= ammo_used;
1685 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1688 auto_select_weapon(0); // Make sure the player can fire from this weapon.
1689 Next_laser_fire_time = GameTime; // Prevents shots-to-fire from building up.
1690 break; // Couldn't fire weapon, so abort.
1693 //mprintf(0, " fires = %i\n", rval);
1695 Global_laser_firing_count = 0;
1700 // -- #define MAX_LIGHTNING_DISTANCE (F1_0*300)
1701 // -- #define MAX_LIGHTNING_BLOBS 16
1702 // -- #define LIGHTNING_BLOB_DISTANCE (MAX_LIGHTNING_DISTANCE/MAX_LIGHTNING_BLOBS)
1704 // -- #define LIGHTNING_BLOB_ID 13
1706 // -- #define LIGHTNING_TIME (F1_0/4)
1707 // -- #define LIGHTNING_DELAY (F1_0/8)
1709 // -- int Lightning_gun_num = 1;
1711 // -- fix Lightning_start_time = -F1_0*10, Lightning_last_time;
1713 // -- // --------------------------------------------------------------------------------------------------
1714 // -- // Return -1 if failed to create at least one blob. Else return index of last blob created.
1715 // -- int create_lightning_blobs(vms_vector *direction, vms_vector *start_pos, int start_segnum, int parent)
1719 // -- fvi_info hit_data;
1720 // -- vms_vector end_pos;
1721 // -- vms_vector norm_dir;
1723 // -- int num_blobs;
1724 // -- vms_vector tvec;
1725 // -- fix dist_to_hit_point;
1726 // -- vms_vector point_pos, delta_pos;
1728 // -- vms_vector *gun_pos;
1730 // -- vms_vector gun_pos2;
1732 // -- if (Players[Player_num].energy > F1_0)
1733 // -- Players[Player_num].energy -= F1_0;
1735 // -- if (Players[Player_num].energy <= F1_0) {
1736 // -- Players[Player_num].energy = 0;
1737 // -- auto_select_weapon(0);
1741 // -- norm_dir = *direction;
1743 // -- vm_vec_normalize_quick(&norm_dir);
1744 // -- vm_vec_scale_add(&end_pos, start_pos, &norm_dir, MAX_LIGHTNING_DISTANCE);
1746 // -- fq.p0 = start_pos;
1747 // -- fq.startseg = start_segnum;
1748 // -- fq.p1 = &end_pos;
1750 // -- fq.thisobjnum = parent;
1751 // -- fq.ignore_obj_list = NULL;
1752 // -- fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS;
1754 // -- fate = find_vector_intersection(&fq, &hit_data);
1755 // -- if (hit_data.hit_seg == -1) {
1756 // -- mprintf((1, "Warning: Lightning bolt has hit seg of -1.\n"));
1760 // -- dist_to_hit_point = vm_vec_mag(vm_vec_sub(&tvec, &hit_data.hit_pnt, start_pos));
1761 // -- num_blobs = dist_to_hit_point/LIGHTNING_BLOB_DISTANCE;
1763 // -- if (num_blobs > MAX_LIGHTNING_BLOBS)
1764 // -- num_blobs = MAX_LIGHTNING_BLOBS;
1766 // -- if (num_blobs < MAX_LIGHTNING_BLOBS/4)
1767 // -- num_blobs = MAX_LIGHTNING_BLOBS/4;
1769 // -- // Find the initial position of the laser
1770 // -- gun_pos = &Player_ship->gun_points[Lightning_gun_num];
1771 // -- vm_copy_transpose_matrix(&m,&Objects[parent].orient);
1772 // -- vm_vec_rotate(&gun_pos2, gun_pos, &m);
1773 // -- vm_vec_add(&point_pos, &Objects[parent].pos, &gun_pos2);
1775 // -- delta_pos = norm_dir;
1776 // -- vm_vec_scale(&delta_pos, dist_to_hit_point/num_blobs);
1778 // -- for (i=0; i<num_blobs; i++) {
1779 // -- int point_seg;
1782 // -- vm_vec_add2(&point_pos, &delta_pos);
1783 // -- point_seg = find_point_seg(&point_pos, start_segnum);
1784 // -- if (point_seg == -1) // Hey, we thought we were creating points on a line, but we left the mine!
1787 // -- objnum = Laser_create_new( direction, &point_pos, point_seg, parent, LIGHTNING_BLOB_ID, 0 );
1789 // -- if ( objnum < 0 ) {
1790 // -- mprintf((1, "Can't create lightning blob - Out of objects!\n" ));
1795 // -- obj = &Objects[objnum];
1797 // -- digi_play_sample( Weapon_info[obj->id].flash_sound, F1_0 );
1799 // -- // -- vm_vec_scale( &obj->mtype.phys_info.velocity, F1_0/2);
1801 // -- obj->lifeleft = (LIGHTNING_TIME + LIGHTNING_DELAY)/2;
1805 // -- return objnum;
1809 // -- // --------------------------------------------------------------------------------------------------
1810 // -- // Lightning Cannon.
1811 // -- // While being fired, creates path of blobs forward from player until it hits something.
1812 // -- // Up to MAX_LIGHTNING_BLOBS blobs, spaced LIGHTNING_BLOB_DISTANCE units apart.
1813 // -- // When the player releases the firing key, the blobs move forward.
1814 // -- void lightning_frame(void)
1816 // -- if ((GameTime - Lightning_start_time < LIGHTNING_TIME) && (GameTime - Lightning_start_time > 0)) {
1817 // -- if (GameTime - Lightning_last_time > LIGHTNING_DELAY) {
1818 // -- create_lightning_blobs(&ConsoleObject->orient.fvec, &ConsoleObject->pos, ConsoleObject->segnum, ConsoleObject-Objects);
1819 // -- Lightning_last_time = GameTime;
1824 // --------------------------------------------------------------------------------------------------
1825 // Object "objnum" fires weapon "weapon_num" of level "level". (Right now (9/24/94) level is used only for type 0 laser.
1826 // Flags are the player flags. For network mode, set to 0.
1827 // It is assumed that this is a player object (as in multiplayer), and therefore the gun positions are known.
1828 // Returns number of times a weapon was fired. This is typically 1, but might be more for low frame rates.
1829 // More than one shot is fired with a pseudo-delay so that players on show machines can fire (for themselves
1830 // or other players) often enough for things like the vulcan cannon.
1831 int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires)
1833 object *objp = &Objects[objnum];
1835 switch (weapon_num) {
1839 Laser_offset = ((F1_0*2)*(d_rand()%8))/8;
1841 if (level <= MAX_LASER_LEVEL)
1842 weapon_num = LASER_ID + level;
1844 weapon_num = SUPER_LASER_ID + (level-MAX_LASER_LEVEL-1);
1846 Laser_player_fire( objp, weapon_num, 0, 1, 0);
1847 Laser_player_fire( objp, weapon_num, 1, 0, 0);
1849 if (flags & LASER_QUAD) {
1850 // hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1851 Laser_player_fire( objp, weapon_num, 2, 0, 0);
1852 Laser_player_fire( objp, weapon_num, 3, 0, 0);
1856 case VULCAN_INDEX: {
1857 // Only make sound for 1/4 of vulcan bullets.
1859 //if (d_rand() > 24576)
1861 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, make_sound, 0);
1863 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1865 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1870 case SPREADFIRE_INDEX:
1871 if (flags & LASER_SPREADFIRE_TOGGLED) {
1872 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, F1_0/16, 0, 0, 0);
1873 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, -F1_0/16, 0, 0, 0);
1874 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1876 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, F1_0/16, 0, 0);
1877 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, -F1_0/16, 0, 0);
1878 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1883 Laser_player_fire( objp, PLASMA_ID, 0, 1, 0);
1884 Laser_player_fire( objp, PLASMA_ID, 1, 0, 0);
1886 Laser_player_fire_spread_delay( objp, PLASMA_ID, 0, 0, 0, FrameTime/2, 1, 0);
1887 Laser_player_fire_spread_delay( objp, PLASMA_ID, 1, 0, 0, FrameTime/2, 0, 0);
1891 case FUSION_INDEX: {
1892 vms_vector force_vec;
1894 // mprintf((0, "Fusion multiplier %f.\n", f2fl(Fusion_charge)));
1896 Laser_player_fire( objp, FUSION_ID, 0, 1, 0);
1897 Laser_player_fire( objp, FUSION_ID, 1, 1, 0);
1899 flags = (byte)(Fusion_charge >> 12);
1903 force_vec.x = -(objp->orient.fvec.x << 7);
1904 force_vec.y = -(objp->orient.fvec.y << 7);
1905 force_vec.z = -(objp->orient.fvec.z << 7);
1906 phys_apply_force(objp, &force_vec);
1908 force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
1909 force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
1910 force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
1911 phys_apply_rot(objp, &force_vec);
1915 case SUPER_LASER_INDEX: {
1916 int super_level = 3; //make some new kind of laser eventually
1917 Laser_player_fire( objp, super_level, 0, 1, 0);
1918 Laser_player_fire( objp, super_level, 1, 0, 0);
1920 if (flags & LASER_QUAD) {
1921 // hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1922 Laser_player_fire( objp, super_level, 2, 0, 0);
1923 Laser_player_fire( objp, super_level, 3, 0, 0);
1928 // Only make sound for 1/4 of vulcan bullets.
1930 //if (d_rand() > 24576)
1933 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, 0);
1935 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1937 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1944 fix spreadr,spreadu;
1945 helix_orient = (flags >> LASER_HELIX_SHIFT) & LASER_HELIX_MASK;
1946 switch(helix_orient) {
1948 case 0: spreadr = F1_0/16; spreadu = 0; break; // Vertical
1949 case 1: spreadr = F1_0/17; spreadu = F1_0/42; break; // 22.5 degrees
1950 case 2: spreadr = F1_0/22; spreadu = F1_0/22; break; // 45 degrees
1951 case 3: spreadr = F1_0/42; spreadu = F1_0/17; break; // 67.5 degrees
1952 case 4: spreadr = 0; spreadu = F1_0/16; break; // 90 degrees
1953 case 5: spreadr = -F1_0/42; spreadu = F1_0/17; break; // 112.5 degrees
1954 case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
1955 case 7: spreadr = -F1_0/17; spreadu = F1_0/42; break; // 157.5 degrees
1957 Error("Invalid helix_orientation value %x\n",helix_orient);
1960 Laser_player_fire_spread( objp, HELIX_ID, 6, 0, 0, 1, 0);
1961 Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr, spreadu, 0, 0);
1962 Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr, -spreadu, 0, 0);
1963 Laser_player_fire_spread( objp, HELIX_ID, 6, spreadr*2, spreadu*2, 0, 0);
1964 Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr*2, -spreadu*2, 0, 0);
1969 Laser_player_fire( objp, PHOENIX_ID, 0, 1, 0);
1970 Laser_player_fire( objp, PHOENIX_ID, 1, 0, 0);
1972 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, 0);
1973 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, 0);
1978 Laser_player_fire( objp, OMEGA_ID, 1, 1, 0);
1982 Int3(); // Contact Yuan: Unknown Primary weapon type, setting to 0.
1986 // Set values to be recognized during comunication phase, if we are the
1989 if ((Game_mode & GM_MULTI) && (objnum == Players[Player_num].objnum))
1991 // mprintf((0, "Flags on fire: %d.\n", flags));
1992 Network_laser_fired = nfires;
1993 Network_laser_gun = weapon_num;
1994 Network_laser_flags = flags;
1995 Network_laser_level = level;
2002 #define MAX_SMART_DISTANCE (F1_0*150)
2003 #define MAX_OBJDISTS 30
2005 // -------------------------------------------------------------------------------------------
2006 // if goal_obj == -1, then create random vector
2007 int create_homing_missile(object *objp, int goal_obj, int objtype, int make_sound)
2010 vms_vector vector_to_goal;
2011 vms_vector random_vector;
2012 //vms_vector goal_pos;
2014 if (goal_obj == -1) {
2015 make_random_vector(&vector_to_goal);
2017 vm_vec_normalized_dir_quick(&vector_to_goal, &Objects[goal_obj].pos, &objp->pos);
2018 make_random_vector(&random_vector);
2019 vm_vec_scale_add2(&vector_to_goal, &random_vector, F1_0/4);
2020 vm_vec_normalize_quick(&vector_to_goal);
2023 // Create a vector towards the goal, then add some noise to it.
2024 objnum = Laser_create_new(&vector_to_goal, &objp->pos, objp->segnum, objp-Objects, objtype, make_sound);
2028 // Fixed to make sure the right person gets credit for the kill
2030 // Objects[objnum].ctype.laser_info.parent_num = objp->ctype.laser_info.parent_num;
2031 // Objects[objnum].ctype.laser_info.parent_type = objp->ctype.laser_info.parent_type;
2032 // Objects[objnum].ctype.laser_info.parent_signature = objp->ctype.laser_info.parent_signature;
2034 Objects[objnum].ctype.laser_info.track_goal = goal_obj;
2039 extern void blast_nearby_glass(object *objp, fix damage);
2041 // -------------------------------------------------------------------------------------------
2042 // Create the children of a smart bomb, which is a bunch of homing missiles.
2043 void create_smart_children(object *objp, int num_smart_children)
2047 int parent_type, parent_num;
2048 int objlist[MAX_OBJDISTS];
2051 if (objp->type == OBJ_WEAPON) {
2052 parent_type = objp->ctype.laser_info.parent_type;
2053 parent_num = objp->ctype.laser_info.parent_num;
2054 } else if (objp->type == OBJ_ROBOT) {
2055 parent_type = OBJ_ROBOT;
2056 parent_num = objp-Objects;
2058 Int3(); // Hey, what kind of object is this!?
2063 if (objp->id == EARTHSHAKER_ID)
2064 blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level]);
2067 if ((objp->type == OBJ_WEAPON) && ((objp->id == SMART_ID) || (objp->id == SUPERPROX_ID) || (objp->id == ROBOT_SUPERPROX_ID) || (objp->id == EARTHSHAKER_ID)))
2068 Assert(Weapon_info[objp->id].children != -1);
2071 if (((objp->type == OBJ_WEAPON) && (Weapon_info[objp->id].children != -1)) || (objp->type == OBJ_ROBOT)) {
2074 if (Game_mode & GM_MULTI)
2077 for (objnum=0; objnum<=Highest_object_index; objnum++) {
2078 object *curobjp = &Objects[objnum];
2080 if ((((curobjp->type == OBJ_ROBOT) && (!curobjp->ctype.ai_info.CLOAKED)) || (curobjp->type == OBJ_PLAYER)) && (objnum != parent_num)) {
2083 if (curobjp->type == OBJ_PLAYER)
2085 if ((parent_type == OBJ_PLAYER) && (Game_mode & GM_MULTI_COOP))
2088 if ((Game_mode & GM_TEAM) && (get_team(curobjp->id) == get_team(Objects[parent_num].id)))
2092 if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
2096 // Robot blobs can't track robots.
2097 if (curobjp->type == OBJ_ROBOT) {
2098 if (parent_type == OBJ_ROBOT)
2101 // Your shots won't track the buddy.
2102 if (parent_type == OBJ_PLAYER)
2103 if (Robot_info[curobjp->id].companion)
2107 dist = vm_vec_dist_quick(&objp->pos, &curobjp->pos);
2108 if (dist < MAX_SMART_DISTANCE) {
2111 oovis = object_to_object_visibility(objp, curobjp, FQ_TRANSWALL);
2113 if (oovis) { //object_to_object_visibility(objp, curobjp, FQ_TRANSWALL)) {
2114 objlist[numobjs] = objnum;
2116 if (numobjs >= MAX_OBJDISTS) {
2117 mprintf((0, "Warning -- too many objects near smart bomb explosion. See laser.c.\n"));
2118 numobjs = MAX_OBJDISTS;
2126 // Get type of weapon for child from parent.
2127 if (objp->type == OBJ_WEAPON) {
2128 blob_id = Weapon_info[objp->id].children;
2129 Assert(blob_id != -1); // Hmm, missing data in bitmaps.tbl. Need "children=NN" parameter.
2131 Assert(objp->type == OBJ_ROBOT);
2132 blob_id = ROBOT_SMART_HOMING_ID;
2135 // -- //determine what kind of blob to drop
2136 // -- // Note: parent_type is not the type of the weapon's parent. It is actually the type of the weapon's
2137 // -- // earliest ancestor. This deals with the issue of weapons spewing weapons which spew weapons.
2138 // -- switch (parent_type) {
2139 // -- case OBJ_WEAPON:
2140 // -- Int3(); // Should this ever happen?
2141 // -- switch (objp->id) {
2142 // -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
2143 // -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2144 // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2145 // -- default: Int3(); //bogus id for weapon
2148 // -- case OBJ_PLAYER:
2149 // -- switch (objp->id) {
2150 // -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
2151 // -- case ROBOT_SUPERPROX_ID: Int3(); break;
2152 // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2153 // -- case SMART_ID: blob_id = PLAYER_SMART_HOMING_ID; break;
2154 // -- default: Int3(); //bogus id for weapon
2157 // -- case OBJ_ROBOT:
2158 // -- switch (objp->id) {
2159 // -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2160 // -- // -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
2161 // -- case SMART_ID: blob_id = ROBOT_SMART_HOMING_ID; break;
2162 // -- default: blob_id = ROBOT_SMART_HOMING_ID; break;
2165 // -- default: Int3(); //bogus type for parent object
2169 for (i=0; i<num_smart_children; i++) {
2171 objnum = (numobjs==0)?-1:objlist[(d_rand() * numobjs) >> 15];
2172 create_homing_missile(objp, objnum, blob_id, make_sound);
2178 int Missile_gun = 0;
2180 //give up control of the guided missile
2181 void release_guided_missile(int player_num)
2183 if (player_num == Player_num)
2185 if (Guided_missile[player_num]==NULL)
2188 Missile_viewer = Guided_missile[player_num];
2190 if (Game_mode & GM_MULTI)
2191 multi_send_guided_info (Guided_missile[Player_num],1);
2193 if (Newdemo_state==ND_STATE_RECORDING)
2194 newdemo_record_guided_end();
2197 Guided_missile[player_num] = NULL;
2200 int Proximity_dropped=0,Smartmines_dropped=0;
2202 // -------------------------------------------------------------------------------------------
2203 //parameter determines whether or not to do autoselect if have run out of ammo
2204 //this is needed because if you drop a bomb with the B key, you don't want
2205 //want to autoselect if the bomb isn't actually selected.
2206 void do_missile_firing(int do_autoselect)
2210 Assert(Secondary_weapon < MAX_SECONDARY_WEAPONS);
2212 if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
2213 release_guided_missile(Player_num);
2214 Next_missile_fire_time = GameTime + Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_wait;
2218 if (!Player_is_dead && (Players[Player_num].secondary_ammo[Secondary_weapon] > 0)) {
2220 int weapon_id,weapon_gun;
2222 Players[Player_num].secondary_ammo[Secondary_weapon]--;
2224 weapon_id = Secondary_weapon_to_weapon_info[Secondary_weapon];
2226 if (Laser_rapid_fire!=0xBADA55)
2227 Next_missile_fire_time = GameTime + Weapon_info[weapon_id].fire_wait;
2229 Next_missile_fire_time = GameTime + F1_0/25;
2231 weapon_gun = Secondary_weapon_to_gun_num[Secondary_weapon];
2233 if (weapon_gun==4) { //alternate left/right
2234 weapon_gun += (gun_flag = (Missile_gun & 1));
2238 Laser_player_fire( ConsoleObject, weapon_id, weapon_gun, 1, 0);
2240 if (Secondary_weapon == PROXIMITY_INDEX) {
2241 if (++Proximity_dropped == 4) {
2242 Proximity_dropped = 0;
2244 maybe_drop_net_powerup(POW_PROXIMITY_WEAPON);
2248 else if (Secondary_weapon == SMART_MINE_INDEX) {
2249 if (++Smartmines_dropped == 4) {
2250 Smartmines_dropped = 0;
2252 maybe_drop_net_powerup(POW_SMART_MINE);
2257 else if (Secondary_weapon != CONCUSSION_INDEX)
2258 maybe_drop_net_powerup(Secondary_weapon_to_powerup[Secondary_weapon]);
2261 if (Secondary_weapon == MEGA_INDEX || Secondary_weapon == SMISSILE5_INDEX) {
2262 vms_vector force_vec;
2264 force_vec.x = -(ConsoleObject->orient.fvec.x << 7);
2265 force_vec.y = -(ConsoleObject->orient.fvec.y << 7);
2266 force_vec.z = -(ConsoleObject->orient.fvec.z << 7);
2267 phys_apply_force(ConsoleObject, &force_vec);
2269 force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
2270 force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
2271 force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
2272 phys_apply_rot(ConsoleObject, &force_vec);
2276 if (Game_mode & GM_MULTI)
2278 Network_laser_fired = 1; //how many
2279 Network_laser_gun = Secondary_weapon + MISSILE_ADJUST;
2280 Network_laser_flags = gun_flag;
2281 Network_laser_level = 0;
2286 auto_select_weapon(1); //select next missile, if this one out of ammo