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1 /* $Id: laser.c,v 1.6 2002-08-02 11:05:26 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18
19 #ifdef RCS
20 char laser_rcsid[] = "$Id: laser.c,v 1.6 2002-08-02 11:05:26 btb Exp $";
21 #endif
22
23 #include <stdlib.h>
24 #include <stdio.h>
25
26 #include "inferno.h"
27 #include "game.h"
28 #include "bm.h"
29 #include "object.h"
30 #include "laser.h"
31 #include "args.h"
32 #include "segment.h"
33 #include "fvi.h"
34 #include "segpoint.h"
35 #include "error.h"
36 #include "mono.h"
37 #include "key.h"
38 #include "texmap.h"
39 #include "textures.h"
40 #include "render.h"
41 #include "vclip.h"
42 #include "fireball.h"
43 #include "polyobj.h"
44 #include "robot.h"
45 #include "weapon.h"
46 #include "newdemo.h"
47 #include "timer.h"
48 #include "player.h"
49 #include "sounds.h"
50 #ifdef NETWORK
51 #include "network.h"
52 #endif
53 #include "ai.h"
54 #include "modem.h"
55 #include "powerup.h"
56 #include "multi.h"
57 #include "physics.h"
58 #include "multi.h"
59
60 #ifdef TACTILE
61 #include "tactile.h"
62 #endif
63
64 int Laser_rapid_fire = 0;
65
66
67 object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
68 int Guided_missile_sig[MAX_PLAYERS]={-1,-1,-1,-1,-1,-1,-1,-1};
69
70 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2);
71
72 extern char Multi_is_guided;
73 extern char BounceCheat;
74                                                                                                 
75 extern void newdemo_record_guided_end();
76 extern void newdemo_record_guided_start();
77
78 int find_homing_object(vms_vector *curpos, object *tracker);
79
80 //---------------------------------------------------------------------------------
81 // Called by render code.... determines if the laser is from a robot or the
82 // player and calls the appropriate routine.
83
84 void Laser_render(object *obj)
85 {
86
87 //      Commented out by John (sort of, typed by Mike) on 6/8/94
88 #if 0
89         switch( obj->id )       {
90         case WEAPON_TYPE_WEAK_LASER:
91         case WEAPON_TYPE_STRONG_LASER:
92         case WEAPON_TYPE_CANNON_BALL:
93         case WEAPON_TYPE_MISSILE:
94                 break;
95         default:
96                 Error( "Invalid weapon type in Laser_render\n" );
97         }
98 #endif
99         
100         switch( Weapon_info[obj->id].render_type )      {
101         case WEAPON_RENDER_LASER:
102                 Int3(); // Not supported anymore!
103                                         //Laser_draw_one(obj-Objects, Weapon_info[obj->id].bitmap );
104                 break;
105         case WEAPON_RENDER_BLOB:
106                 draw_object_blob(obj, Weapon_info[obj->id].bitmap  );
107                 break;
108         case WEAPON_RENDER_POLYMODEL:
109                 break;
110         case WEAPON_RENDER_VCLIP:
111                 Int3(); //      Oops, not supported, type added by mk on 09/09/94, but not for lasers...
112         default:
113                 Error( "Invalid weapon render type in Laser_render\n" );
114         }
115
116 }
117
118 //---------------------------------------------------------------------------------
119 // Draws a texture-mapped laser bolt
120
121 //void Laser_draw_one( int objnum, grs_bitmap * bmp )
122 //{
123 //      int t1, t2, t3;
124 //      g3s_point p1, p2;
125 //      object *obj;
126 //      vms_vector start_pos,end_pos;
127 //
128 //      obj = &Objects[objnum];
129 //
130 //      start_pos = obj->pos;
131 //      vm_vec_scale_add(&end_pos,&start_pos,&obj->orient.fvec,-Laser_length);
132 //
133 //      g3_rotate_point(&p1,&start_pos);
134 //      g3_rotate_point(&p2,&end_pos);
135 //
136 //      t1 = Lighting_on;
137 //      t2 = Interpolation_method;
138 //      t3 = Transparency_on;
139 //
140 //      Lighting_on  = 0;
141 //      //Interpolation_method = 3;     // Full perspective
142 //      Interpolation_method = 1;       // Linear
143 //      Transparency_on = 1;
144 //
145 //      //gr_setcolor( gr_getcolor(31,15,0));
146 //      //g3_draw_line_ptrs(p1,p2);
147 //      //g3_draw_rod(p1,0x2000,p2,0x2000);
148 //      //g3_draw_rod(p1,Laser_width,p2,Laser_width);
149 //      g3_draw_rod_tmap(bmp,&p2,Laser_width,&p1,Laser_width,0);
150 //      Lighting_on = t1;
151 //      Interpolation_method = t2;
152 //      Transparency_on = t3;
153 //
154 //}
155
156 //      Changed by MK on 09/07/94
157 //      I want you to be able to blow up your own bombs.
158 //      AND...Your proximity bombs can blow you up if they're 2.0 seconds or more old.
159 //      Changed by MK on 06/06/95: Now must be 4.0 seconds old.  Much valid Net-complaining.
160 int laser_are_related( int o1, int o2 )
161 {
162         if ( (o1<0) || (o2<0) ) 
163                 return 0;
164
165         // See if o2 is the parent of o1
166         if ( Objects[o1].type == OBJ_WEAPON  )
167                 if ( (Objects[o1].ctype.laser_info.parent_num==o2) && (Objects[o1].ctype.laser_info.parent_signature==Objects[o2].signature) )
168                 {
169                         //      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
170                         if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) || 
171                            (Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) || 
172                                 (((Objects[o1].id == PROXIMITY_ID) || (Objects[o1].id == SUPERPROX_ID)) && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*4))) {
173                                 return 0;
174                         } else
175                                 return 1;
176                 }
177
178         // See if o1 is the parent of o2
179         if ( Objects[o2].type == OBJ_WEAPON  )
180         {
181                 if ( (Objects[o2].ctype.laser_info.parent_num==o1) && (Objects[o2].ctype.laser_info.parent_signature==Objects[o1].signature) )
182                 {
183                         //      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
184                         if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) || 
185                            (Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) || 
186                                 (((Objects[o2].id == PROXIMITY_ID) || (Objects[o2].id == SUPERPROX_ID)) && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*4))) {
187                                 return 0;
188                         } else
189                                 return 1;
190                 }
191         }
192
193         // They must both be weapons
194         if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON ) 
195                 return 0;
196
197         //      Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
198         // See if they're siblings...
199         //      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.
200         if ( Objects[o1].ctype.laser_info.parent_signature==Objects[o2].ctype.laser_info.parent_signature )
201         {
202                 if (Objects[o1].id == PROXIMITY_ID  || Objects[o2].id == PROXIMITY_ID || Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID) {
203                         //      If neither is older than 1/2 second, then can't blow up!
204                         if ((GameTime > (Objects[o1].ctype.laser_info.creation_time + F1_0/2)) || (GameTime > (Objects[o2].ctype.laser_info.creation_time + F1_0/2)))
205                                 return 0;
206                         else
207                                 return 1;
208                 } else
209                         return 1;
210         }
211
212         //      Anything can cause a collision with a robot super prox mine.
213         if (Objects[o1].id == ROBOT_SUPERPROX_ID || Objects[o2].id == ROBOT_SUPERPROX_ID ||
214                  Objects[o1].id == PROXIMITY_ID || Objects[o2].id == PROXIMITY_ID ||
215                  Objects[o1].id == SUPERPROX_ID || Objects[o2].id == SUPERPROX_ID ||
216                  Objects[o1].id == PMINE_ID || Objects[o2].id == PMINE_ID)
217                 return 0;
218
219         return 1;
220 }
221
222 //--unused-- int Muzzle_scale=2;
223 int Laser_offset=0;
224
225 void do_muzzle_stuff(int segnum, vms_vector *pos)
226 {
227         Muzzle_data[Muzzle_queue_index].create_time = timer_get_fixed_seconds();
228         Muzzle_data[Muzzle_queue_index].segnum = segnum;
229         Muzzle_data[Muzzle_queue_index].pos = *pos;
230         Muzzle_queue_index++;
231         if (Muzzle_queue_index >= MUZZLE_QUEUE_MAX)
232                 Muzzle_queue_index = 0;
233 }
234
235 //creates a weapon object
236 int create_weapon_object(int weapon_type,int segnum,vms_vector *position)
237 {
238         int rtype=-1;
239         fix laser_radius = -1;
240         int objnum;
241         object *obj;
242
243         switch( Weapon_info[weapon_type].render_type )  {
244
245                 case WEAPON_RENDER_BLOB:
246                         rtype = RT_LASER;                       // Render as a laser even if blob (see render code above for explanation)
247                         laser_radius = Weapon_info[weapon_type].blob_size;
248                         break;
249                 case WEAPON_RENDER_POLYMODEL:
250                         laser_radius = 0;       //      Filled in below.
251                         rtype = RT_POLYOBJ;
252                         break;
253                 case WEAPON_RENDER_LASER:
254                         Int3();         // Not supported anymore
255                         break;
256                 case WEAPON_RENDER_NONE:
257                         rtype = RT_NONE;
258                         laser_radius = F1_0;
259                         break;
260                 case WEAPON_RENDER_VCLIP:
261                         rtype = RT_WEAPON_VCLIP;
262                         laser_radius = Weapon_info[weapon_type].blob_size;
263                         break;
264                 default:
265                         Error( "Invalid weapon render type in Laser_create_new\n" );
266         }
267
268         Assert(laser_radius != -1);
269         Assert(rtype != -1);
270
271         objnum = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
272
273         obj = &Objects[objnum];
274
275         if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
276                 obj->rtype.pobj_info.model_num = Weapon_info[obj->id].model_num;
277                 obj->size = fixdiv(Polygon_models[obj->rtype.pobj_info.model_num].rad,Weapon_info[obj->id].po_len_to_width_ratio);
278         }
279
280         obj->mtype.phys_info.mass = Weapon_info[weapon_type].mass;
281         obj->mtype.phys_info.drag = Weapon_info[weapon_type].drag;
282         vm_vec_zero(&obj->mtype.phys_info.thrust);
283
284         if (Weapon_info[weapon_type].bounce==1)
285                 obj->mtype.phys_info.flags |= PF_BOUNCE;
286
287         if (Weapon_info[weapon_type].bounce==2 || BounceCheat)
288                 obj->mtype.phys_info.flags |= PF_BOUNCE+PF_BOUNCES_TWICE;
289
290
291         return objnum;
292 }
293
294 extern int Doing_lighting_hack_flag;
295
296 //      -------------------------------------------------------------------------------------------------------------------------------
297 //      ***** HEY ARTISTS!! *****
298 //      Here are the constants you're looking for! --MK
299
300 //      Change the following constants to affect the look of the omega cannon.
301 //      Changing these constants will not affect the damage done.
302 //      WARNING: If you change DESIRED_OMEGA_DIST and MAX_OMEGA_BLOBS, you don't merely change the look of the cannon,
303 //      you change its range.  If you decrease DESIRED_OMEGA_DIST, you decrease how far the gun can fire.
304 #define MIN_OMEGA_BLOBS         3                               //      No matter how close the obstruction, at this many blobs created.
305 #define MIN_OMEGA_DIST                  (F1_0*3)                //      At least this distance between blobs, unless doing so would violate MIN_OMEGA_BLOBS
306 #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.
307 #define MAX_OMEGA_BLOBS         16                              //      No matter how far away the obstruction, this is the maximum number of blobs.
308 #define MAX_OMEGA_DIST                  (MAX_OMEGA_BLOBS * DESIRED_OMEGA_DIST)          //      Maximum extent of lightning blobs.
309
310 //      Additionally, several constants which apply to homing objects in general control the behavior of the Omega Cannon.
311 //      They are defined in laser.h.  They are copied here for reference.  These values are valid on 1/10/96:
312 //      If you want the Omega Cannon view cone to be different than the Homing Missile viewcone, contact MK to make the change.
313 //      (Unless you are a programmer, in which case, do it yourself!)
314 #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.
315 #define OMEGA_MAX_TRACKABLE_DIST                MAX_OMEGA_DIST  //      An object must be at least this close to be tracked.
316
317 //      Note, you don't need to change these constants.  You can control damage and energy consumption by changing the
318 //      usual bitmaps.tbl parameters.
319 #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.
320 #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.
321 //      -------------------------------------------------------------------------------------------------------------------------------
322
323 void delete_old_omega_blobs(object *parent_objp)
324 {
325         int     i;
326         int     parent_num;
327         int     count = 0;
328
329         parent_num = parent_objp->ctype.laser_info.parent_num;
330
331         for (i=0; i<=Highest_object_index; i++)
332                 if (Objects[i].type == OBJ_WEAPON)
333                         if (Objects[i].id == OMEGA_ID)
334                                 if (Objects[i].ctype.laser_info.parent_num == parent_num) {
335                                         obj_delete(i);
336                                         count++;
337                                 }
338
339         mprintf((0, "%i Omega blobs deleted in frame %i\n", count, FrameCount));
340 }
341
342 // ---------------------------------------------------------------------------------
343 void create_omega_blobs(int firing_segnum, vms_vector *firing_pos, vms_vector *goal_pos, object *parent_objp)
344 {
345         int                     i, last_segnum, last_created_objnum = -1;
346         vms_vector      vec_to_goal;
347         fix                     dist_to_goal;
348         int                     num_omega_blobs;
349         fix                     omega_blob_dist;
350         vms_vector      omega_delta_vector;
351         vms_vector      blob_pos, perturb_vec;
352         fix                     perturb_array[MAX_OMEGA_BLOBS];
353
354         if (Game_mode & GM_MULTI)
355                 delete_old_omega_blobs(parent_objp);
356
357         vm_vec_sub(&vec_to_goal, goal_pos, firing_pos);
358
359         dist_to_goal = vm_vec_normalize_quick(&vec_to_goal);
360
361         if (dist_to_goal < MIN_OMEGA_BLOBS * MIN_OMEGA_DIST) {
362                 omega_blob_dist = MIN_OMEGA_DIST;
363                 num_omega_blobs = dist_to_goal/omega_blob_dist;
364                 if (num_omega_blobs == 0)
365                         num_omega_blobs = 1;
366         } else {
367                 omega_blob_dist = DESIRED_OMEGA_DIST;
368                 num_omega_blobs = dist_to_goal / omega_blob_dist;
369                 if (num_omega_blobs > MAX_OMEGA_BLOBS) {
370                         num_omega_blobs = MAX_OMEGA_BLOBS;
371                         omega_blob_dist = dist_to_goal / num_omega_blobs;
372                 } else if (num_omega_blobs < MIN_OMEGA_BLOBS) {
373                         num_omega_blobs = MIN_OMEGA_BLOBS;
374                         omega_blob_dist = dist_to_goal / num_omega_blobs;
375                 }
376         }
377
378         omega_delta_vector = vec_to_goal;
379         vm_vec_scale(&omega_delta_vector, omega_blob_dist);
380
381         //      Now, create all the blobs
382         blob_pos = *firing_pos;
383         last_segnum = firing_segnum;
384
385         //      If nearby, don't perturb vector.  If not nearby, start halfway out.
386         if (dist_to_goal < MIN_OMEGA_DIST*4) {
387                 for (i=0; i<num_omega_blobs; i++)
388                         perturb_array[i] = 0;
389         } else {
390                 vm_vec_scale_add2(&blob_pos, &omega_delta_vector, F1_0/2);      //      Put first blob half way out.
391                 for (i=0; i<num_omega_blobs/2; i++) {
392                         perturb_array[i] = F1_0*i + F1_0/4;
393                         perturb_array[num_omega_blobs-1-i] = F1_0*i;
394                 }
395         }
396
397         //      Create random perturbation vector, but favor _not_ going up in player's reference.
398         make_random_vector(&perturb_vec);
399         vm_vec_scale_add2(&perturb_vec, &parent_objp->orient.uvec, -F1_0/2);
400
401         Doing_lighting_hack_flag = 1;   //      Ugly, but prevents blobs which are probably outside the mine from killing framerate.
402
403         for (i=0; i<num_omega_blobs; i++) {
404                 vms_vector      temp_pos;
405                 int                     blob_objnum, segnum;
406
407                 //      This will put the last blob right at the destination object, causing damage.
408                 if (i == num_omega_blobs-1)
409                         vm_vec_scale_add2(&blob_pos, &omega_delta_vector, 15*F1_0/32);  //      Move last blob another (almost) half section
410
411                 //      Every so often, re-perturb blobs
412                 if ((i % 4) == 3) {
413                         vms_vector      temp_vec;
414
415                         make_random_vector(&temp_vec);
416                         vm_vec_scale_add2(&perturb_vec, &temp_vec, F1_0/4);
417                 }
418
419                 vm_vec_scale_add(&temp_pos, &blob_pos, &perturb_vec, perturb_array[i]);
420
421                 segnum = find_point_seg(&temp_pos, last_segnum);
422                 if (segnum != -1) {
423                         object          *objp;
424
425                         last_segnum = segnum;
426                         blob_objnum = obj_create(OBJ_WEAPON, OMEGA_ID, segnum, &temp_pos, NULL, 0, CT_WEAPON, MT_PHYSICS, RT_WEAPON_VCLIP );
427                         if (blob_objnum == -1)
428                                 break;
429
430                         last_created_objnum = blob_objnum;
431
432                         objp = &Objects[blob_objnum];
433
434                         objp->lifeleft = ONE_FRAME_TIME;
435                         objp->mtype.phys_info.velocity = vec_to_goal;
436
437                         //      Only make the last one move fast, else multiple blobs might collide with target.
438                         vm_vec_scale(&objp->mtype.phys_info.velocity, F1_0*4);
439
440                         objp->size = Weapon_info[objp->id].blob_size;
441
442                         objp->shields = fixmul(OMEGA_DAMAGE_SCALE*FrameTime, Weapon_info[objp->id].strength[Difficulty_level]);
443         
444                         objp->ctype.laser_info.parent_type                      = parent_objp->type;
445                         objp->ctype.laser_info.parent_signature = parent_objp->signature;
446                         objp->ctype.laser_info.parent_num                       = parent_objp-Objects;
447                         objp->movement_type = MT_NONE;  //      Only last one moves, that will get bashed below.
448
449                 }
450
451                 vm_vec_add2(&blob_pos, &omega_delta_vector);
452
453         }
454
455         //      Make last one move faster, but it's already moving at speed = F1_0*4.
456         if (last_created_objnum != -1) {
457                 vm_vec_scale(&Objects[last_created_objnum].mtype.phys_info.velocity, Weapon_info[OMEGA_ID].speed[Difficulty_level]/4);
458                 Objects[last_created_objnum].movement_type = MT_PHYSICS;
459         }
460
461         Doing_lighting_hack_flag = 0;
462 }
463
464 #define MIN_OMEGA_CHARGE        (MAX_OMEGA_CHARGE/8)
465 #define OMEGA_CHARGE_SCALE      4                       //      FrameTime / OMEGA_CHARGE_SCALE added to Omega_charge every frame.
466 fix     Omega_charge = MAX_OMEGA_CHARGE;
467
468 #define OMEGA_CHARGE_SCALE      4
469
470 int     Last_omega_fire_frame=0;
471
472 // ---------------------------------------------------------------------------------
473 //      Call this every frame to recharge the Omega Cannon.
474 void omega_charge_frame(void)
475 {
476         fix     delta_charge, old_omega_charge;
477
478         if (Omega_charge == MAX_OMEGA_CHARGE)
479                 return;
480
481         if (!(player_has_weapon(OMEGA_INDEX, 0) & HAS_WEAPON_FLAG))
482                 return;
483
484         if (Player_is_dead)
485                 return;
486
487         if ((Primary_weapon == OMEGA_INDEX) && (Omega_charge == 0) && (Players[Player_num].energy == 0)) {
488                 Primary_weapon--;
489                 auto_select_weapon(0);
490         }
491
492         //      Don't charge while firing.
493         if ((Last_omega_fire_frame == FrameCount) || (Last_omega_fire_frame == FrameCount-1))
494                 return;
495
496         if (Players[Player_num].energy) {
497                 fix     energy_used;
498
499                 old_omega_charge = Omega_charge;
500                 Omega_charge += FrameTime/OMEGA_CHARGE_SCALE;
501                 if (Omega_charge > MAX_OMEGA_CHARGE)
502                         Omega_charge = MAX_OMEGA_CHARGE;
503
504                 delta_charge = Omega_charge - old_omega_charge;
505
506                 energy_used = fixmul(F1_0*190/17, delta_charge);
507                 if (Difficulty_level < 2)
508                         energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
509
510                 Players[Player_num].energy -= energy_used;
511                 if (Players[Player_num].energy < 0)
512                         Players[Player_num].energy = 0;
513         }
514
515
516 }
517
518 // -- fix       Last_omega_muzzle_flash_time;
519
520 // ---------------------------------------------------------------------------------
521 //      *objp is the object firing the omega cannon
522 //      *pos is the location from which the omega bolt starts
523 void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_objp)
524 {
525         int                     lock_objnum, firing_segnum;
526         vms_vector      goal_pos;
527         int                     pnum = parent_objp->id;
528
529         if (pnum == Player_num) {
530                 //      If charge >= min, or (some charge and zero energy), allow to fire.
531                 if (!((Omega_charge >= MIN_OMEGA_CHARGE) || (Omega_charge && !Players[pnum].energy))) {
532                         obj_delete(weapon_objp-Objects);
533                         return;
534                 }
535
536                 Omega_charge -= FrameTime;
537                 if (Omega_charge < 0)
538                         Omega_charge = 0;
539
540                 //      Ensure that the lightning cannon can be fired next frame.
541                 Next_laser_fire_time = GameTime+1;
542
543                 Last_omega_fire_frame = FrameCount;
544         }
545
546         weapon_objp->ctype.laser_info.parent_type = OBJ_PLAYER;
547         weapon_objp->ctype.laser_info.parent_num = Players[pnum].objnum;
548         weapon_objp->ctype.laser_info.parent_signature = Objects[Players[pnum].objnum].signature;
549
550         lock_objnum = find_homing_object(firing_pos, weapon_objp);
551
552         firing_segnum = find_point_seg(firing_pos, parent_objp->segnum);
553
554         //      Play sound.
555         if ( parent_objp == Viewer )
556                 digi_play_sample( Weapon_info[weapon_objp->id].flash_sound, F1_0 );
557         else
558                 digi_link_sound_to_pos( Weapon_info[weapon_objp->id].flash_sound, weapon_objp->segnum, 0, &weapon_objp->pos, 0, F1_0 );
559
560         // -- if ((Last_omega_muzzle_flash_time + F1_0/4 < GameTime) || (Last_omega_muzzle_flash_time > GameTime)) {
561         // --   do_muzzle_stuff(firing_segnum, firing_pos);
562         // --   Last_omega_muzzle_flash_time = GameTime;
563         // -- }
564
565         //      Delete the original object.  Its only purpose in life was to determine which object to home in on.
566         obj_delete(weapon_objp-Objects);
567
568         //      If couldn't lock on anything, fire straight ahead.
569         if (lock_objnum == -1) {
570                 fvi_query       fq;
571                 fvi_info                hit_data;
572                 int                     fate;
573                 vms_vector      perturb_vec, perturbed_fvec;
574
575                 make_random_vector(&perturb_vec);
576                 vm_vec_scale_add(&perturbed_fvec, &parent_objp->orient.fvec, &perturb_vec, F1_0/16);
577
578                 vm_vec_scale_add(&goal_pos, firing_pos, &perturbed_fvec, MAX_OMEGA_DIST);
579                 fq.startseg = firing_segnum;
580                 if (fq.startseg == -1) {
581                         mprintf((1, "Trying to fire Omega Cannon, but gun is outside mine.  Aborting!\n"));
582                         return;
583                 }
584                 fq.p0                                           = firing_pos;
585                 fq.p1                                           = &goal_pos;
586                 fq.rad                                  = 0;
587                 fq.thisobjnum                   = parent_objp-Objects;
588                 fq.ignore_obj_list      = NULL;
589                 fq.flags                                        = FQ_IGNORE_POWERUPS | FQ_TRANSPOINT | FQ_CHECK_OBJS;           //what about trans walls???
590
591                 fate = find_vector_intersection(&fq, &hit_data);
592                 if (fate != HIT_NONE) {
593                         Assert(hit_data.hit_seg != -1);         //      How can this be?  We went from inside the mine to outside without hitting anything?
594                         goal_pos = hit_data.hit_pnt;
595                 }
596         } else
597                 goal_pos = Objects[lock_objnum].pos;
598
599         //      This is where we create a pile of omega blobs!
600         create_omega_blobs(firing_segnum, firing_pos, &goal_pos, parent_objp);
601
602 }
603
604 // ---------------------------------------------------------------------------------
605 // Initializes a laser after Fire is pressed 
606 //      Returns object number.
607 int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int weapon_type, int make_sound )
608 {
609         int objnum;
610         object *obj;
611         fix parent_speed, weapon_speed;
612         fix volume;
613         fix laser_length=0;
614
615         Assert( weapon_type < N_weapon_types );
616
617         if ( (weapon_type<0) || (weapon_type>=N_weapon_types) )
618                 weapon_type = 0;
619
620         //      Don't let homing blobs make muzzle flash.
621         if (Objects[parent].type == OBJ_ROBOT)
622                 do_muzzle_stuff(segnum, position);
623
624         objnum = create_weapon_object(weapon_type,segnum,position);
625
626         if ( objnum < 0 ) {
627                 mprintf((1, "Can't create laser - Out of objects!\n" ));
628                 return -1;
629         }
630
631         obj = &Objects[objnum];
632
633         //      Do the special Omega Cannon stuff.  Then return on account of everything that follows does
634         //      not apply to the Omega Cannon.
635         if (weapon_type == OMEGA_ID) {
636                 // Create orientation matrix for tracking purposes.
637                 vm_vector_2_matrix( &obj->orient, direction, &Objects[parent].orient.uvec ,NULL);
638
639                 if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON))     {
640                         // Muzzle flash         
641                         if (Weapon_info[obj->id].flash_vclip > -1 )
642                                 object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
643                 }
644
645                 do_omega_stuff(&Objects[parent], position, obj);
646
647                 return objnum;
648         }
649
650         if (Objects[parent].type == OBJ_PLAYER) {
651                 if (weapon_type == FUSION_ID) {
652
653                         if (Fusion_charge <= 0)
654                                 obj->ctype.laser_info.multiplier = F1_0;
655                         else if (Fusion_charge <= 4*F1_0)
656                                 obj->ctype.laser_info.multiplier = F1_0 + Fusion_charge/2;
657                         else
658                                 obj->ctype.laser_info.multiplier = 4*F1_0;
659
660                 } else if ((weapon_type >= LASER_ID && weapon_type <= MAX_SUPER_LASER_LEVEL) && (Players[Objects[parent].id].flags & PLAYER_FLAGS_QUAD_LASERS))
661                         obj->ctype.laser_info.multiplier = F1_0*3/4;
662                 else if (weapon_type == GUIDEDMISS_ID) {
663                         if (parent==Players[Player_num].objnum) {
664                                 Guided_missile[Player_num]= obj;
665                                 Guided_missile_sig[Player_num] = obj->signature;
666                                 if (Newdemo_state==ND_STATE_RECORDING)
667                                         newdemo_record_guided_start();
668                         }
669                 }
670         }
671
672         //      Make children of smart bomb bounce so if they hit a wall right away, they
673         //      won't detonate.  The frame interval code will clear this bit after 1/2 second.
674         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))
675                 obj->mtype.phys_info.flags |= PF_BOUNCE;
676
677         if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL)
678                 laser_length = Polygon_models[obj->rtype.pobj_info.model_num].rad * 2;
679
680         if (weapon_type == FLARE_ID)
681                 obj->mtype.phys_info.flags |= PF_STICK;         //this obj sticks to walls
682         
683         obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
684         
685         // Fill in laser-specific data
686
687         obj->lifeleft                                                   = Weapon_info[obj->id].lifetime;
688         obj->ctype.laser_info.parent_type               = Objects[parent].type;
689         obj->ctype.laser_info.parent_signature = Objects[parent].signature;
690         obj->ctype.laser_info.parent_num                        = parent;
691
692         //      Assign parent type to highest level creator.  This propagates parent type down from
693         //      the original creator through weapons which create children of their own (ie, smart missile)
694         if (Objects[parent].type == OBJ_WEAPON) {
695                 int     highest_parent = parent;
696                 int     count;
697
698                 count = 0;
699                 while ((count++ < 10) && (Objects[highest_parent].type == OBJ_WEAPON)) {
700                         int     next_parent;
701
702                         next_parent = Objects[highest_parent].ctype.laser_info.parent_num;
703                         if (Objects[next_parent].signature != Objects[highest_parent].ctype.laser_info.parent_signature)
704                                 break;  //      Probably means parent was killed.  Just continue.
705
706                         if (next_parent == highest_parent) {
707                                 Int3(); //      Hmm, object is parent of itself.  This would seem to be bad, no?
708                                 break;
709                         }
710
711                         highest_parent = next_parent;
712
713                         obj->ctype.laser_info.parent_num                        = highest_parent;
714                         obj->ctype.laser_info.parent_type               = Objects[highest_parent].type;
715                         obj->ctype.laser_info.parent_signature = Objects[highest_parent].signature;
716                 }
717         }
718
719         // Create orientation matrix so we can look from this pov
720         //      Homing missiles also need an orientation matrix so they know if they can make a turn.
721         if ((obj->render_type == RT_POLYOBJ) || (Weapon_info[obj->id].homing_flag))
722                 vm_vector_2_matrix( &obj->orient,direction, &Objects[parent].orient.uvec ,NULL);
723
724         if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON))     {
725                 // Muzzle flash         
726                 if (Weapon_info[obj->id].flash_vclip > -1 )
727                         object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
728         }
729
730         volume = F1_0;
731         if (Weapon_info[obj->id].flash_sound > -1 )     {
732                 if (make_sound) {
733                         if ( parent == (Viewer-Objects) )       {
734                                 if (weapon_type == VULCAN_ID)   // Make your own vulcan gun  1/2 as loud.
735                                         volume = F1_0 / 2;
736                                 digi_play_sample( Weapon_info[obj->id].flash_sound, volume );
737                         } else {
738                                 digi_link_sound_to_pos( Weapon_info[obj->id].flash_sound, obj->segnum, 0, &obj->pos, 0, volume );
739                         }
740                 }
741         }
742
743         //      Fire the laser from the gun tip so that the back end of the laser bolt is at the gun tip.
744         // Move 1 frame, so that the end-tip of the laser is touching the gun barrel.
745         // This also jitters the laser a bit so that it doesn't alias.
746         //      Don't do for weapons created by weapons.
747         if ((Objects[parent].type == OBJ_PLAYER) && (Weapon_info[weapon_type].render_type != WEAPON_RENDER_NONE) && (weapon_type != FLARE_ID)) {
748                 vms_vector      end_pos;
749                 int                     end_segnum;
750
751                 vm_vec_scale_add( &end_pos, &obj->pos, direction, Laser_offset+(laser_length/2) );
752                 end_segnum = find_point_seg(&end_pos, obj->segnum);
753                 if (end_segnum != obj->segnum) {
754                         // mprintf(0, "Warning: Laser tip not in same segment as player.\n");
755                         if (end_segnum != -1) {
756                                 obj->pos = end_pos;
757                                 obj_relink(obj-Objects, end_segnum);
758                         } else
759                                 mprintf((0, "Warning: Laser tip outside mine.  Laser not being moved to end of gun.\n"));
760                 } else
761                         obj->pos = end_pos;
762         }
763
764         //      Here's where to fix the problem with objects which are moving backwards imparting higher velocity to their weaponfire.
765         //      Find out if moving backwards.
766         if ((weapon_type == PROXIMITY_ID) || (weapon_type == SUPERPROX_ID)) {
767                 parent_speed = vm_vec_mag_quick(&Objects[parent].mtype.phys_info.velocity);
768                 if (vm_vec_dot(&Objects[parent].mtype.phys_info.velocity, &Objects[parent].orient.fvec) < 0)
769                         parent_speed = -parent_speed;
770         } else
771                 parent_speed = 0;
772
773         weapon_speed = Weapon_info[obj->id].speed[Difficulty_level];
774         if (Weapon_info[obj->id].speedvar != 128) {
775                 fix     randval;
776
777                 //      Get a scale factor between speedvar% and 1.0.
778                 randval = F1_0 - ((d_rand() * Weapon_info[obj->id].speedvar) >> 6);
779                 weapon_speed = fixmul(weapon_speed, randval);
780         }
781
782         //      Ugly hack (too bad we're on a deadline), for homing missiles dropped by smart bomb, start them out slower.
783         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))
784                 weapon_speed /= 4;
785
786         if (Weapon_info[obj->id].thrust != 0)
787                 weapon_speed /= 2;
788
789         vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
790
791         //      Set thrust 
792         if (Weapon_info[weapon_type].thrust != 0) {
793                 obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
794                 vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent_speed));
795         }
796
797         if ((obj->type == OBJ_WEAPON) && (obj->id == FLARE_ID))
798                 obj->lifeleft += (d_rand()-16384) << 2;         //      add in -2..2 seconds
799
800         //      mprintf( 0, "Weapon speed = %.1f (%.1f)\n", f2fl(Weapon_info[obj->id].speed[Difficulty_level] + parent_speed), f2fl(parent_speed) );
801
802         return objnum;
803 }
804
805 //      -----------------------------------------------------------------------------------------------------------
806 //      Calls Laser_create_new, but takes care of the segment and point computation for you.
807 int Laser_create_new_easy( vms_vector * direction, vms_vector * position, int parent, int weapon_type, int make_sound )
808 {
809         fvi_query       fq;
810         fvi_info                hit_data;
811         object          *pobjp = &Objects[parent];
812         int                     fate;
813
814         //      Find segment containing laser fire position.  If the robot is straddling a segment, the position from
815         //      which it fires may be in a different segment, which is bad news for find_vector_intersection.  So, cast
816         //      a ray from the object center (whose segment we know) to the laser position.  Then, in the call to Laser_create_new
817         //      use the data returned from this call to find_vector_intersection.
818         //      Note that while find_vector_intersection is pretty slow, it is not terribly slow if the destination point is
819         //      in the same segment as the source point.
820
821         fq.p0                                           = &pobjp->pos;
822         fq.startseg                             = pobjp->segnum;
823         fq.p1                                           = position;
824         fq.rad                                  = 0;
825         fq.thisobjnum                   = pobjp-Objects;
826         fq.ignore_obj_list      = NULL;
827         fq.flags                                        = FQ_TRANSWALL | FQ_CHECK_OBJS;         //what about trans walls???
828
829         fate = find_vector_intersection(&fq, &hit_data);
830         if (fate != HIT_NONE  || hit_data.hit_seg==-1) {
831                 mprintf((1, "Warning: Laser from parent=%i stuck in wall or object, didn't fire!\n", parent));
832                 return -1;
833         }
834
835         return Laser_create_new( direction, &hit_data.hit_pnt, hit_data.hit_seg, parent, weapon_type, make_sound );
836
837 }
838
839 int             Muzzle_queue_index = 0;
840
841 muzzle_info             Muzzle_data[MUZZLE_QUEUE_MAX];
842
843 //      -----------------------------------------------------------------------------------------------------------
844 //      Determine if two objects are on a line of sight.  If so, return true, else return false.
845 //      Calls fvi.
846 int object_to_object_visibility(object *obj1, object *obj2, int trans_type)
847 {
848         fvi_query       fq;
849         fvi_info                hit_data;
850         int                     fate;
851
852         fq.p0                                           = &obj1->pos;
853         fq.startseg                             = obj1->segnum;
854         fq.p1                                           = &obj2->pos;
855         fq.rad                                  = 0x10;
856         fq.thisobjnum                   = obj1-Objects;
857         fq.ignore_obj_list      = NULL;
858         fq.flags                                        = trans_type;
859
860         fate = find_vector_intersection(&fq, &hit_data);
861
862         if (fate == HIT_WALL)
863                 return 0;
864         else if (fate == HIT_NONE)
865                 return 1;
866         else
867                 Int3();         //      Contact Mike: Oops, what happened?  What is fate?
868                                                 // 2 = hit object (impossible), 3 = bad starting point (bad)
869
870         return 0;
871 }
872
873 fix     Min_trackable_dot = MIN_TRACKABLE_DOT;
874
875 //      -----------------------------------------------------------------------------------------------------------
876 //      Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
877 //      In order for the object to be trackable, it must be within a reasonable turning radius for the missile
878 //      and it must not be obstructed by a wall.
879 int object_is_trackable(int track_goal, object *tracker, fix *dot)
880 {
881         vms_vector      vector_to_goal;
882         object          *objp;
883
884         if (track_goal == -1)
885                 return 0;
886
887         if (Game_mode & GM_MULTI_COOP)
888                 return 0;
889
890         objp = &Objects[track_goal];
891
892         //      Don't track player if he's cloaked.
893         if ((track_goal == Players[Player_num].objnum) && (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
894                 return 0;
895
896         //      Can't track AI object if he's cloaked.
897         if (objp->type == OBJ_ROBOT) {
898                 if (objp->ctype.ai_info.CLOAKED)
899                         return 0;
900                 //      Your missiles don't track your escort.
901                 if (Robot_info[objp->id].companion)
902                         if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
903                                 return 0;
904         }
905         vm_vec_sub(&vector_to_goal, &objp->pos, &tracker->pos);
906         vm_vec_normalize_quick(&vector_to_goal);
907         *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
908
909         if ((*dot < Min_trackable_dot) && (*dot > F1_0*9/10)) {
910                 // -- mprintf((0, "."));
911                 vm_vec_normalize(&vector_to_goal);
912                 *dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
913         }
914
915 //mprintf((0, " OIT: dot=%5.2f ", f2fl(dot)));
916
917         // mprintf((0, "object_is_trackable: [%3i] %7.3f, min = %7.3f\n", track_goal, f2fl(dot), f2fl(Min_trackable_dot)));
918  
919         if (*dot >= Min_trackable_dot) {
920                 int     rval;
921                 //      dot is in legal range, now see if object is visible
922                 rval =  object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
923 //mprintf((0, " TRACK "));
924                 return rval;
925         } else {
926 //mprintf((0, " LOST! "));
927                 return 0;
928         }
929
930 }
931
932 extern int Robots_kill_robots_cheat;
933
934 //      --------------------------------------------------------------------------------------------
935 int call_find_homing_object_complete(object *tracker, vms_vector *curpos)
936 {
937         if (Game_mode & GM_MULTI) {
938                 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER) {
939                         //      It's fired by a player, so if robots present, track robot, else track player.
940                         if (Game_mode & GM_MULTI_COOP)
941                                 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
942                         else
943                                 return find_homing_object_complete( curpos, tracker, OBJ_PLAYER, OBJ_ROBOT);
944                 } else {
945                         int     goal2_type = -1;
946
947                         if (Robots_kill_robots_cheat)
948                                 goal2_type = OBJ_ROBOT;
949                         Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
950                         return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, goal2_type);
951                 }               
952         } else
953                 return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
954 }
955
956 //      --------------------------------------------------------------------------------------------
957 //      Find object to home in on.
958 //      Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
959 int find_homing_object(vms_vector *curpos, object *tracker)
960 {
961         int     i;
962         fix     max_dot = -F1_0*2;
963         int     best_objnum = -1;
964
965         //      Contact Mike: This is a bad and stupid thing.  Who called this routine with an illegal laser type??
966         Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
967
968         //      Find an object to track based on game mode (eg, whether in network play) and who fired it.
969
970         if (Game_mode & GM_MULTI)
971                 return call_find_homing_object_complete(tracker, curpos);
972         else {
973                 int     cur_min_trackable_dot;
974
975                 cur_min_trackable_dot = MIN_TRACKABLE_DOT;
976                 if ((tracker->type == OBJ_WEAPON) && (tracker->id == OMEGA_ID))
977                         cur_min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
978
979                 //      Not in network mode.  If not fired by player, then track player.
980                 if (tracker->ctype.laser_info.parent_num != Players[Player_num].objnum) {
981                         if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
982                                 best_objnum = ConsoleObject - Objects;
983                 } else {
984                         int     window_num = -1;
985                         fix     dist, max_trackable_dist;
986
987                         //      Find the window which has the forward view.
988                         for (i=0; i<MAX_RENDERED_WINDOWS; i++)
989                                 if (Window_rendered_data[i].frame >= FrameCount-1)
990                                         if (Window_rendered_data[i].viewer == ConsoleObject)
991                                                 if (!Window_rendered_data[i].rear_view) {
992                                                         window_num = i;
993                                                         break;
994                                                 }
995
996                         //      Couldn't find suitable view from this frame, so do complete search.
997                         if (window_num == -1) {
998                                 mprintf((0, "Note: Calling find_homing_object_complete because no suitable rendered window.\n"));
999                                 return call_find_homing_object_complete(tracker, curpos);
1000                         }
1001
1002                         max_trackable_dist = MAX_TRACKABLE_DIST;
1003                         if (tracker->id == OMEGA_ID)
1004                                 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
1005
1006                         //      Not in network mode and fired by player.
1007                         for (i=Window_rendered_data[window_num].num_objects-1; i>=0; i--) {
1008                                 fix                     dot; //, dist;
1009                                 vms_vector      vec_to_curobj;
1010                                 int                     objnum = Window_rendered_data[window_num].rendered_objects[i];
1011                                 object          *curobjp = &Objects[objnum];
1012
1013                                 if (objnum == Players[Player_num].objnum)
1014                                         continue;
1015
1016                                 //      Can't track AI object if he's cloaked.
1017                                 if (curobjp->type == OBJ_ROBOT) {
1018                                         if (curobjp->ctype.ai_info.CLOAKED)
1019                                                 continue;
1020
1021                                         //      Your missiles don't track your escort.
1022                                         if (Robot_info[curobjp->id].companion)
1023                                                 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1024                                                         continue;
1025                                 }
1026
1027                                 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1028                                 dist = vm_vec_normalize_quick(&vec_to_curobj);
1029                                 if (dist < max_trackable_dist) {
1030                                         dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1031
1032                                         // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1033
1034                                         //      Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1035                                         //      to determine if an object is initially trackable.  find_homing_object is called on subsequent
1036                                         //      frames to determine if the object remains trackable.
1037                                         // mprintf((0, "find_homing_object:  [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1038                                         if (dot > cur_min_trackable_dot) {
1039                                                 if (dot > max_dot) {
1040                                                         if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1041                                                                 max_dot = dot;
1042                                                                 best_objnum = objnum;
1043                                                         }
1044                                                 }
1045                                         } else if (dot > F1_0 - (F1_0 - cur_min_trackable_dot)*2) {
1046                                                 vm_vec_normalize(&vec_to_curobj);
1047                                                 dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1048                                                 if (dot > cur_min_trackable_dot) {
1049                                                         if (dot > max_dot) {
1050                                                                 if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1051                                                                         max_dot = dot;
1052                                                                         best_objnum = objnum;
1053                                                                 }
1054                                                         }
1055                                                 }
1056                                         }
1057                                 }
1058                         }
1059                 }
1060         }
1061
1062         // mprintf(0, "Selecting object #%i\n=n", best_objnum);
1063
1064         return best_objnum;
1065 }
1066
1067 //      --------------------------------------------------------------------------------------------
1068 //      Find object to home in on.
1069 //      Scan list of objects rendered last frame, find one that satisfies function of nearness to center and distance.
1070 //      Can track two kinds of objects.  If you are only interested in one type, set track_obj_type2 to NULL
1071 //      Always track proximity bombs.  --MK, 06/14/95
1072 //      Make homing objects not track parent's prox bombs.
1073 int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_obj_type1, int track_obj_type2)
1074 {
1075         int     objnum;
1076         fix     max_dot = -F1_0*2;
1077         int     best_objnum = -1;
1078         fix     max_trackable_dist;
1079         fix     min_trackable_dot;
1080
1081         //      Contact Mike: This is a bad and stupid thing.  Who called this routine with an illegal laser type??
1082         Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
1083
1084         max_trackable_dist = MAX_TRACKABLE_DIST;
1085         min_trackable_dot = MIN_TRACKABLE_DOT;
1086
1087         if (tracker->id == OMEGA_ID) {
1088                 max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
1089                 min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
1090         }
1091
1092         for (objnum=0; objnum<=Highest_object_index; objnum++) {
1093                 int                     is_proximity = 0;
1094                 fix                     dot, dist;
1095                 vms_vector      vec_to_curobj;
1096                 object          *curobjp = &Objects[objnum];
1097
1098                 if ((curobjp->type != track_obj_type1) && (curobjp->type != track_obj_type2))
1099                 {
1100                         if ((curobjp->type == OBJ_WEAPON) && ((curobjp->id == PROXIMITY_ID) || (curobjp->id == SUPERPROX_ID))) {
1101                                 if (curobjp->ctype.laser_info.parent_signature != tracker->ctype.laser_info.parent_signature)
1102                                         is_proximity = 1;
1103                                 else
1104                                         continue;
1105                         } else
1106                                 continue;
1107                 }
1108
1109                 if (objnum == tracker->ctype.laser_info.parent_num) // Don't track shooter
1110                         continue;
1111
1112                 //      Don't track cloaked players.
1113                 if (curobjp->type == OBJ_PLAYER)
1114                 {
1115                         if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
1116                                 continue;
1117                         // Don't track teammates in team games
1118                         #ifdef NETWORK
1119                         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                                 continue;
1121                         #endif
1122                 }
1123
1124                 //      Can't track AI object if he's cloaked.
1125                 if (curobjp->type == OBJ_ROBOT) {
1126                         if (curobjp->ctype.ai_info.CLOAKED)
1127                                 continue;
1128
1129                         //      Your missiles don't track your escort.
1130                         if (Robot_info[curobjp->id].companion)
1131                                 if (tracker->ctype.laser_info.parent_type == OBJ_PLAYER)
1132                                         continue;
1133                 }
1134
1135                 vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
1136                 dist = vm_vec_mag_quick(&vec_to_curobj);
1137
1138                 if (dist < max_trackable_dist) {
1139                         vm_vec_normalize_quick(&vec_to_curobj);
1140                         dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
1141                         if (is_proximity)
1142                                 dot = ((dot << 3) + dot) >> 3;          //      I suspect Watcom would be too stupid to figure out the obvious...
1143
1144                         //      Note: This uses the constant, not-scaled-by-frametime value, because it is only used
1145                         //      to determine if an object is initially trackable.  find_homing_object is called on subsequent
1146                         //      frames to determine if the object remains trackable.
1147                         // mprintf((0, "fho_complete:        [%3i] %7.3f, min = %7.3f\n", curobjp-Objects, f2fl(dot), f2fl(MIN_TRACKABLE_DOT)));
1148                         if (dot > min_trackable_dot) {
1149                                 // mprintf(0, "Object %i: dist = %7.3f, dot = %7.3f\n", objnum, f2fl(dist), f2fl(dot));
1150                                 if (dot > max_dot) {
1151                                         if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
1152                                                 max_dot = dot;
1153                                                 best_objnum = objnum;
1154                                         }
1155                                 }
1156                         }
1157                 }
1158
1159         }
1160
1161         // -- mprintf((0, "Selecting object #%i in find_homing_object_complete\n\n", best_objnum));
1162
1163         return best_objnum;
1164 }
1165
1166 //      ------------------------------------------------------------------------------------------------------------
1167 //      See if legal to keep tracking currently tracked object.  If not, see if another object is trackable.  If not, return -1,
1168 //      else return object number of tracking object.
1169 //      Computes and returns a fairly precise dot product.
1170 int track_track_goal(int track_goal, object *tracker, fix *dot)
1171 {
1172         //      Every 8 frames for each object, scan all objects.
1173         if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ FrameCount) % 8) != 0)) {
1174                 //mprintf((0, "ttg: QO"));
1175                 return track_goal;
1176         } else if ((((tracker-Objects) ^ FrameCount) % 4) == 0) {
1177                 int     rval = -2;
1178
1179                 //      If player fired missile, then search for an object, if not, then give up.
1180                 if (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) {
1181                         int     goal_type;
1182
1183                         if (track_goal == -1) 
1184                         {
1185                                 if (Game_mode & GM_MULTI)
1186                                 {
1187                                         if (Game_mode & GM_MULTI_COOP)
1188                                                 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_ROBOT, -1);
1189                                         else if (Game_mode & GM_MULTI_ROBOTS)           //      Not cooperative, if robots, track either robot or player
1190                                                 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1191                                         else            //      Not cooperative and no robots, track only a player
1192                                                 rval = find_homing_object_complete( &tracker->pos, tracker, OBJ_PLAYER, -1);
1193                                 }
1194                                 else
1195                                         rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
1196                         } 
1197                         else 
1198                         {
1199                                 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1200                                 if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
1201                                         rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, -1);
1202                                 else
1203                                         rval = -1;
1204                         }
1205                 } 
1206                 else {
1207                         int     goal_type, goal2_type = -1;
1208
1209                         if (Robots_kill_robots_cheat)
1210                                 goal2_type = OBJ_ROBOT;
1211
1212                         if (track_goal == -1)
1213                                 rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, goal2_type);
1214                         else {
1215                                 goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
1216                                 rval = find_homing_object_complete(&tracker->pos, tracker, goal_type, goal2_type);
1217                         }
1218                 }
1219
1220                 Assert(rval != -2);             //      This means it never got set which is bad!  Contact Mike.
1221                 return rval;
1222         }
1223
1224 //if (track_goal != -1)
1225 // mprintf((0, "Object %i not tracking anything.\n", tracker-Objects));
1226
1227         return -1;
1228 }
1229
1230 //-------------- Initializes a laser after Fire is pressed -----------------
1231
1232 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)
1233 {
1234         int                     LaserSeg, Fate; 
1235         vms_vector      LaserPos, LaserDir;
1236         fvi_query       fq;
1237         fvi_info                hit_data;
1238         vms_vector      gun_point, *pnt;
1239         vms_matrix      m;
1240         int                     objnum;
1241
1242         create_awareness_event(obj, PA_WEAPON_WALL_COLLISION);
1243
1244         // Find the initial position of the laser
1245         pnt = &Player_ship->gun_points[gun_num];
1246
1247         vm_copy_transpose_matrix(&m,&obj->orient);
1248         vm_vec_rotate(&gun_point,pnt,&m);
1249
1250         vm_vec_add(&LaserPos,&obj->pos,&gun_point);
1251
1252         //      If supposed to fire at a delayed time (delay_time), then move this point backwards.
1253         if (delay_time)
1254                 vm_vec_scale_add2(&LaserPos, &obj->orient.fvec, -fixmul(delay_time, Weapon_info[laser_type].speed[Difficulty_level]));
1255
1256 //      do_muzzle_stuff(obj, &Pos);
1257
1258         //--------------- Find LaserPos and LaserSeg ------------------
1259         fq.p0                                           = &obj->pos;
1260         fq.startseg                             = obj->segnum;
1261         fq.p1                                           = &LaserPos;
1262         fq.rad                                  = 0x10;
1263         fq.thisobjnum                   = obj-Objects;
1264         fq.ignore_obj_list      = NULL;
1265         fq.flags                                        = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS;
1266
1267         Fate = find_vector_intersection(&fq, &hit_data);
1268
1269         LaserSeg = hit_data.hit_seg;
1270
1271         if (LaserSeg == -1)             //some sort of annoying error
1272                 return;
1273
1274         //SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
1275         if ( vm_vec_dist_quick(&LaserPos, &obj->pos) > 0x50000 )
1276                 return;
1277         
1278         if (Fate==HIT_WALL) {
1279                 if (delay_time)
1280                         mprintf((0, "Your DELAYED laser is stuck thru a wall!\n" ));
1281                 else
1282                         mprintf((0, "Your laser is stuck thru a wall!\n" ));
1283                 return;         
1284         }
1285
1286         if (Fate==HIT_OBJECT) {
1287 //              if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
1288 //                      Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
1289                 mprintf((0, "Your laser is stuck in an object!\n" ));
1290 //              if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
1291 //                      return;         
1292         //as of 12/6/94, we don't care if the laser is stuck in an object. We
1293         //just fire away normally
1294         }
1295
1296         //      Now, make laser spread out.
1297         LaserDir = obj->orient.fvec;
1298         if ((spreadr != 0) || (spreadu != 0)) {
1299                 vm_vec_scale_add2(&LaserDir, &obj->orient.rvec, spreadr);
1300                 vm_vec_scale_add2(&LaserDir, &obj->orient.uvec, spreadu);
1301         }
1302
1303         objnum = Laser_create_new( &LaserDir, &LaserPos, LaserSeg, obj-Objects, laser_type, make_sound );
1304
1305         //      Omega cannon is a hack, not surprisingly.  Don't want to do the rest of this stuff.
1306         if (laser_type == OMEGA_ID)
1307                 return;
1308
1309         if (objnum == -1)
1310                 return;
1311
1312 #ifdef NETWORK
1313         if (laser_type==GUIDEDMISS_ID && Multi_is_guided) {
1314                 mprintf ((0,"Guided missile %s activated!\n",Players[obj->id].callsign));
1315                 Guided_missile[obj->id]=&Objects[objnum];
1316         }
1317
1318         Multi_is_guided=0;
1319 #endif
1320
1321         if (laser_type == CONCUSSION_ID ||
1322                          laser_type == HOMING_ID ||
1323                          laser_type == SMART_ID ||
1324                          laser_type == MEGA_ID ||
1325                          laser_type == FLASH_ID ||
1326                          //laser_type == GUIDEDMISS_ID ||
1327                          //laser_type == SUPERPROX_ID ||
1328                          laser_type == MERCURY_ID ||
1329                          laser_type == EARTHSHAKER_ID)
1330                 if (Missile_viewer == NULL && obj->id==Player_num)
1331                         Missile_viewer = &Objects[objnum];
1332
1333         //      If this weapon is supposed to be silent, set that bit!
1334         if (!make_sound)
1335                 Objects[objnum].flags |= OF_SILENT;
1336
1337         //      If this weapon is supposed to be silent, set that bit!
1338         if (harmless)
1339                 Objects[objnum].flags |= OF_HARMLESS;
1340
1341         //      If the object firing the laser is the player, then indicate the laser object so robots can dodge.
1342         //      New by MK on 6/8/95, don't let robots evade proximity bombs, thereby decreasing uselessness of bombs.
1343         if ((obj == ConsoleObject) && ((Objects[objnum].id != PROXIMITY_ID) && (Objects[objnum].id != SUPERPROX_ID)))
1344                 Player_fired_laser_this_frame = objnum;
1345
1346         if (Weapon_info[laser_type].homing_flag) {
1347                 if (obj == ConsoleObject)
1348                 {
1349                         Objects[objnum].ctype.laser_info.track_goal = find_homing_object(&LaserPos, &Objects[objnum]);
1350                         #ifdef NETWORK
1351                         Network_laser_track = Objects[objnum].ctype.laser_info.track_goal;
1352                         #endif
1353                 }
1354                 #ifdef NETWORK
1355                 else // Some other player shot the homing thing
1356                 {
1357                         Assert(Game_mode & GM_MULTI);
1358                         Objects[objnum].ctype.laser_info.track_goal = Network_laser_track;
1359                 }
1360                 #endif
1361 //              mprintf((0, "Selecting object #%i in find_homing_object_complete\n", Network_laser_track));
1362         }
1363 }
1364
1365 //      -----------------------------------------------------------------------------------------------------------
1366 void Laser_player_fire_spread(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless)
1367 {
1368         Laser_player_fire_spread_delay(obj, laser_type, gun_num, spreadr, spreadu, 0, make_sound, harmless);
1369 }
1370
1371
1372 //      -----------------------------------------------------------------------------------------------------------
1373 void Laser_player_fire(object *obj, int laser_type, int gun_num, int make_sound, int harmless)
1374 {
1375         Laser_player_fire_spread(obj, laser_type, gun_num, 0, 0, make_sound, harmless);
1376 }
1377
1378 //      -----------------------------------------------------------------------------------------------------------
1379 void Flare_create(object *obj)
1380 {
1381         fix     energy_usage;
1382
1383         energy_usage = Weapon_info[FLARE_ID].energy_usage;
1384
1385         if (Difficulty_level < 2)
1386                 energy_usage = fixmul(energy_usage, i2f(Difficulty_level+2)/4);
1387
1388 //      MK, 11/04/95: Allowed to fire flare even if no energy.
1389 // --   if (Players[Player_num].energy >= energy_usage) {
1390                 Players[Player_num].energy -= energy_usage;
1391
1392                 if (Players[Player_num].energy <= 0) {
1393                         Players[Player_num].energy = 0; 
1394                         // -- auto_select_weapon(0);
1395                 }
1396
1397                 Laser_player_fire( obj, FLARE_ID, 6, 1, 0);
1398
1399                 #ifdef NETWORK
1400                 if (Game_mode & GM_MULTI) {
1401                         Network_laser_fired = 1;
1402                         Network_laser_gun = FLARE_ADJUST;
1403                         Network_laser_flags = 0;
1404                         Network_laser_level = 0;
1405                 }
1406                 #endif
1407 // --   }
1408
1409 }
1410
1411 #define HOMING_MISSILE_SCALE    16
1412
1413 //-------------------------------------------------------------------------------------------
1414 //      Set object *objp's orientation to (or towards if I'm ambitious) its velocity.
1415 void homing_missile_turn_towards_velocity(object *objp, vms_vector *norm_vel)
1416 {
1417         vms_vector      new_fvec;
1418
1419         new_fvec = *norm_vel;
1420
1421         vm_vec_scale(&new_fvec, FrameTime*HOMING_MISSILE_SCALE);
1422         vm_vec_add2(&new_fvec, &objp->orient.fvec);
1423         vm_vec_normalize_quick(&new_fvec);
1424
1425 //      if ((norm_vel->x == 0) && (norm_vel->y == 0) && (norm_vel->z == 0))
1426 //              return;
1427
1428         vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, NULL);
1429 }
1430
1431 //-------------------------------------------------------------------------------------------
1432 //sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
1433 void Laser_do_weapon_sequence(object *obj)
1434 {
1435         Assert(obj->control_type == CT_WEAPON);
1436
1437         //      Ok, this is a big hack by MK.
1438         //      If you want an object to last for exactly one frame, then give it a lifeleft of ONE_FRAME_TIME
1439         if (obj->lifeleft == ONE_FRAME_TIME) {
1440                 if (Game_mode & GM_MULTI)
1441                         obj->lifeleft = OMEGA_MULTI_LIFELEFT;
1442                 else
1443                         obj->lifeleft = 0;
1444                 obj->render_type = RT_NONE;
1445         }
1446
1447         if (obj->lifeleft < 0 ) {               // We died of old age
1448                 obj->flags |= OF_SHOULD_BE_DEAD;
1449                 if ( Weapon_info[obj->id].damage_radius )
1450                         explode_badass_weapon(obj,&obj->pos);
1451                 return;
1452         }
1453
1454         //delete weapons that are not moving
1455         if (    !((FrameCount ^ obj->signature) & 3) &&
1456                         (obj->id != FLARE_ID) &&
1457                         (Weapon_info[obj->id].speed[Difficulty_level] > 0) &&
1458                         (vm_vec_mag_quick(&obj->mtype.phys_info.velocity) < F2_0)) {
1459                 obj_delete(obj-Objects);
1460                 return;
1461         }
1462
1463         if ( obj->id == FUSION_ID ) {           //always set fusion weapon to max vel
1464
1465                 vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
1466
1467                 vm_vec_scale(&obj->mtype.phys_info.velocity, Weapon_info[obj->id].speed[Difficulty_level]);
1468         }
1469
1470 // --   //      The Super Spreadfire (Helix) blobs travel in a sinusoidal path.  That is accomplished
1471 // --   //      by modifying velocity (direction) in the frame interval.
1472 // --   if (obj->id == SSPREADFIRE_ID) {
1473 // --           fix     age, sinval, cosval;
1474 // --           vms_vector      p, newp;
1475 // --           fix     speed;
1476 // -- 
1477 // --           speed = vm_vec_mag_quick(&obj->phys_info.velocity);
1478 // -- 
1479 // --           age = Weapon_info[obj->id].lifetime - obj->lifeleft;
1480 // -- 
1481 // --           fix_fast_sincos(age, &sinval, &cosval);
1482 // -- 
1483 // --           //      Note: Below code assumes x=1, y=0.  Need to scale this for values around a circle for 5 helix positions.
1484 // --           p.x = cosval << 3;
1485 // --           p.y = sinval << 3;
1486 // --           p.z = 0;
1487 // -- 
1488 // --           vm_vec_rotate(&newp, &p, &obj->orient);
1489 // -- 
1490 // --           vm_vec_add(&goal_point, &obj->pos, &newp);
1491 // -- 
1492 // --           vm_vec_sub(&vec_to_goal, &goal_point, obj
1493 // --   }
1494
1495
1496         //      For homing missiles, turn towards target. (unless it's the guided missile)
1497         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)) {
1498                 vms_vector              vector_to_object, temp_vec;
1499                 fix                             dot=F1_0;
1500                 fix                             speed, max_speed;
1501
1502                 //      For first 1/2 second of life, missile flies straight.
1503                 if (obj->ctype.laser_info.creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime) {
1504
1505                         int     track_goal = obj->ctype.laser_info.track_goal;
1506
1507                         //mprintf((0, "%5i: mtd=%5.2f", FrameCount, f2fl(Min_trackable_dot)));
1508
1509                         //      If it's time to do tracking, then it's time to grow up, stop bouncing and start exploding!.
1510                         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)) {
1511                                 // if (obj->mtype.phys_info.flags & PF_BOUNCE) mprintf(0, "Debouncing smart child %i\n", obj-Objects);
1512                                 obj->mtype.phys_info.flags &= ~PF_BOUNCE;
1513                         }
1514
1515                         //      Make sure the object we are tracking is still trackable.
1516                         track_goal = track_track_goal(track_goal, obj, &dot);
1517
1518                         //mprintf((0, " after ttg=%3i ", track_goal));
1519
1520                         if (track_goal == Players[Player_num].objnum) {
1521                                 fix     dist_to_player;
1522
1523                                 dist_to_player = vm_vec_dist_quick(&obj->pos, &Objects[track_goal].pos);
1524                                 if ((dist_to_player < Players[Player_num].homing_object_dist) || (Players[Player_num].homing_object_dist < 0))
1525                                         Players[Player_num].homing_object_dist = dist_to_player;
1526                                         
1527                         }
1528
1529                         if (track_goal != -1) {
1530                                 vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
1531
1532                                 vm_vec_normalize_quick(&vector_to_object);
1533                                 temp_vec = obj->mtype.phys_info.velocity;
1534                                 speed = vm_vec_normalize_quick(&temp_vec);
1535                                 max_speed = Weapon_info[obj->id].speed[Difficulty_level];
1536                                 if (speed+F1_0 < max_speed) {
1537                                         speed += fixmul(max_speed, FrameTime/2);
1538                                         if (speed > max_speed)
1539                                                 speed = max_speed;
1540                                 }
1541
1542                                 // -- dot = vm_vec_dot(&temp_vec, &vector_to_object);
1543 //mprintf((0, " dot=%5.2f ", f2fl(dot)));
1544                                 vm_vec_add2(&temp_vec, &vector_to_object);
1545                                 //      The boss' smart children track better...
1546                                 if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
1547                                         vm_vec_add2(&temp_vec, &vector_to_object);
1548                                 vm_vec_normalize_quick(&temp_vec);
1549                                 obj->mtype.phys_info.velocity = temp_vec;
1550                                 vm_vec_scale(&obj->mtype.phys_info.velocity, speed);
1551
1552                                 //      Subtract off life proportional to amount turned.
1553                                 //      For hardest turn, it will lose 2 seconds per second.
1554                                 {
1555                                         fix     lifelost, absdot;
1556                                 
1557                                         absdot = abs(F1_0 - dot);
1558                                 
1559                                         lifelost = fixmul(absdot*32, FrameTime);
1560                                         obj->lifeleft -= lifelost;
1561                                         // -- 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)));
1562                                 }
1563
1564                                 //      Only polygon objects have visible orientation, so only they should turn.
1565                                 if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
1566                                         homing_missile_turn_towards_velocity(obj, &temp_vec);           //      temp_vec is normalized velocity.
1567                         }
1568                 }
1569
1570 //mprintf((0, "\n"));
1571         }
1572
1573         //      Make sure weapon is not moving faster than allowed speed.
1574         {
1575                 fix     weapon_speed;
1576
1577                 weapon_speed = vm_vec_mag_quick(&obj->mtype.phys_info.velocity);
1578                 if (weapon_speed > Weapon_info[obj->id].speed[Difficulty_level]) {
1579                         //      Only slow down if not allowed to move.  Makes sense, huh?  Allows proxbombs to get moved by physics force. --MK, 2/13/96
1580                         if (Weapon_info[obj->id].speed[Difficulty_level]) {
1581                                 fix     scale_factor;
1582
1583                                 scale_factor = fixdiv(Weapon_info[obj->id].speed[Difficulty_level], weapon_speed);
1584                                 vm_vec_scale(&obj->mtype.phys_info.velocity, scale_factor);
1585                         }
1586                 }
1587         }
1588 }
1589
1590 fix     Last_laser_fired_time = 0;
1591
1592 extern int Player_fired_laser_this_frame;
1593
1594 int     Zbonkers = 0;
1595
1596 //      --------------------------------------------------------------------------------------------------
1597 // Assumption: This is only called by the actual console player, not for network players
1598
1599 int do_laser_firing_player(void)
1600 {
1601         player  *plp = &Players[Player_num];
1602         fix             energy_used;
1603         int             ammo_used,primary_ammo;
1604         int             weapon_index;
1605         int             rval = 0;
1606         int             nfires = 1;
1607         fix             addval;
1608         static int Spreadfire_toggle=0;
1609         static int Helix_orientation = 0;
1610
1611         if (Player_is_dead)
1612                 return 0;
1613
1614         weapon_index = Primary_weapon_to_weapon_info[Primary_weapon];
1615         energy_used = Weapon_info[weapon_index].energy_usage;
1616         if (Primary_weapon == OMEGA_INDEX)
1617                 energy_used = 0;        //      Omega consumes energy when recharging, not when firing.
1618
1619         if (Difficulty_level < 2)
1620                 energy_used = fixmul(energy_used, i2f(Difficulty_level+2)/4);
1621
1622         //      MK, 01/26/96, Helix use 2x energy in multiplayer.  bitmaps.tbl parm should have been reduced for single player.
1623         if (weapon_index == HELIX_INDEX)
1624                 if (Game_mode & GM_MULTI)
1625                         energy_used *= 2;
1626
1627         ammo_used = Weapon_info[weapon_index].ammo_usage;
1628
1629         addval = 2*FrameTime;
1630         if (addval > F1_0)
1631                 addval = F1_0;
1632
1633         if ((Last_laser_fired_time + 2*FrameTime < GameTime) || (GameTime < Last_laser_fired_time))
1634                 Next_laser_fire_time = GameTime;
1635
1636         Last_laser_fired_time = GameTime;
1637
1638         primary_ammo = (Primary_weapon == GAUSS_INDEX)?(plp->primary_ammo[VULCAN_INDEX]):(plp->primary_ammo[Primary_weapon]);
1639
1640         if      (!((plp->energy >= energy_used) && (primary_ammo >= ammo_used)))
1641                 auto_select_weapon(0);          //      Make sure the player can fire from this weapon.
1642
1643 if (Zbonkers) {
1644         Zbonkers = 0;
1645         GameTime = 0;
1646 }
1647
1648         while (Next_laser_fire_time <= GameTime) {
1649                 if      ((plp->energy >= energy_used) && (primary_ammo >= ammo_used)) {
1650                         int     laser_level, flags;
1651
1652 //mprintf(0, ".");
1653                         if (Laser_rapid_fire!=0xBADA55)
1654                                 Next_laser_fire_time += Weapon_info[weapon_index].fire_wait;
1655                         else
1656                                 Next_laser_fire_time += F1_0/25;
1657
1658                         laser_level = Players[Player_num].laser_level;
1659         
1660                         flags = 0;
1661
1662                         if (Primary_weapon == SPREADFIRE_INDEX) {
1663                                 if (Spreadfire_toggle)
1664                                         flags |= LASER_SPREADFIRE_TOGGLED;
1665                                 Spreadfire_toggle = !Spreadfire_toggle;
1666                         }
1667
1668                         if (Primary_weapon == HELIX_INDEX) {
1669                                 Helix_orientation++;
1670                                 flags |= ((Helix_orientation & LASER_HELIX_MASK) << LASER_HELIX_SHIFT);
1671                         }
1672
1673                         if (Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS)
1674                                 flags |= LASER_QUAD;
1675
1676                         rval += do_laser_firing(Players[Player_num].objnum, Primary_weapon, laser_level, flags, nfires);
1677
1678                         plp->energy -= (energy_used * rval) / Weapon_info[weapon_index].fire_count;
1679                         if (plp->energy < 0)
1680                                 plp->energy = 0;
1681
1682                         if ((Primary_weapon == VULCAN_INDEX) || (Primary_weapon == GAUSS_INDEX)) {
1683                                 if (ammo_used > plp->primary_ammo[VULCAN_INDEX])
1684                                         plp->primary_ammo[VULCAN_INDEX] = 0;
1685                                 else
1686                                         plp->primary_ammo[VULCAN_INDEX] -= ammo_used;
1687                         }
1688
1689                         auto_select_weapon(0);          //      Make sure the player can fire from this weapon.
1690
1691                 } else {
1692                         auto_select_weapon(0);          //      Make sure the player can fire from this weapon.
1693                         Next_laser_fire_time = GameTime;        //      Prevents shots-to-fire from building up.
1694                         break;  //      Couldn't fire weapon, so abort.
1695                 }
1696         }
1697 //mprintf(0, "  fires = %i\n", rval);
1698
1699         Global_laser_firing_count = 0;  
1700
1701         return rval;
1702 }
1703
1704 // -- #define   MAX_LIGHTNING_DISTANCE  (F1_0*300)
1705 // -- #define   MAX_LIGHTNING_BLOBS             16
1706 // -- #define   LIGHTNING_BLOB_DISTANCE (MAX_LIGHTNING_DISTANCE/MAX_LIGHTNING_BLOBS)
1707 // -- 
1708 // -- #define   LIGHTNING_BLOB_ID                       13
1709 // -- 
1710 // -- #define   LIGHTNING_TIME          (F1_0/4)
1711 // -- #define   LIGHTNING_DELAY (F1_0/8)
1712 // -- 
1713 // -- int       Lightning_gun_num = 1;
1714 // -- 
1715 // -- fix       Lightning_start_time = -F1_0*10, Lightning_last_time;
1716 // -- 
1717 // -- //        --------------------------------------------------------------------------------------------------
1718 // -- //        Return -1 if failed to create at least one blob.  Else return index of last blob created.
1719 // -- int create_lightning_blobs(vms_vector *direction, vms_vector *start_pos, int start_segnum, int parent)
1720 // -- {
1721 // --   int                     i;
1722 // --   fvi_query       fq;
1723 // --   fvi_info                hit_data;
1724 // --   vms_vector      end_pos;
1725 // --   vms_vector      norm_dir;
1726 // --   int                     fate;
1727 // --   int                     num_blobs;
1728 // --   vms_vector      tvec;
1729 // --   fix                     dist_to_hit_point;
1730 // --   vms_vector      point_pos, delta_pos;
1731 // --   int                     objnum;
1732 // --   vms_vector      *gun_pos;
1733 // --   vms_matrix      m;
1734 // --   vms_vector      gun_pos2;
1735 // -- 
1736 // --   if (Players[Player_num].energy > F1_0)
1737 // --           Players[Player_num].energy -= F1_0;
1738 // -- 
1739 // --   if (Players[Player_num].energy <= F1_0) {
1740 // --           Players[Player_num].energy = 0; 
1741 // --           auto_select_weapon(0);
1742 // --           return -1;
1743 // --   }
1744 // -- 
1745 // --   norm_dir = *direction;
1746 // -- 
1747 // --   vm_vec_normalize_quick(&norm_dir);
1748 // --   vm_vec_scale_add(&end_pos, start_pos, &norm_dir, MAX_LIGHTNING_DISTANCE);
1749 // -- 
1750 // --   fq.p0                                           = start_pos;
1751 // --   fq.startseg                             = start_segnum;
1752 // --   fq.p1                                           = &end_pos;
1753 // --   fq.rad                                  = 0;
1754 // --   fq.thisobjnum                   = parent;
1755 // --   fq.ignore_obj_list      = NULL;
1756 // --   fq.flags                                        = FQ_TRANSWALL | FQ_CHECK_OBJS;
1757 // -- 
1758 // --   fate = find_vector_intersection(&fq, &hit_data);
1759 // --   if (hit_data.hit_seg == -1) {
1760 // --           mprintf((1, "Warning: Lightning bolt has hit seg of -1.\n"));
1761 // --           return -1;
1762 // --   }
1763 // -- 
1764 // --   dist_to_hit_point = vm_vec_mag(vm_vec_sub(&tvec, &hit_data.hit_pnt, start_pos));
1765 // --   num_blobs = dist_to_hit_point/LIGHTNING_BLOB_DISTANCE;
1766 // -- 
1767 // --   if (num_blobs > MAX_LIGHTNING_BLOBS)
1768 // --           num_blobs = MAX_LIGHTNING_BLOBS;
1769 // -- 
1770 // --   if (num_blobs < MAX_LIGHTNING_BLOBS/4)
1771 // --           num_blobs = MAX_LIGHTNING_BLOBS/4;
1772 // -- 
1773 // --   // Find the initial position of the laser
1774 // --   gun_pos = &Player_ship->gun_points[Lightning_gun_num];
1775 // --   vm_copy_transpose_matrix(&m,&Objects[parent].orient);
1776 // --   vm_vec_rotate(&gun_pos2, gun_pos, &m);
1777 // --   vm_vec_add(&point_pos, &Objects[parent].pos, &gun_pos2);
1778 // -- 
1779 // --   delta_pos = norm_dir;
1780 // --   vm_vec_scale(&delta_pos, dist_to_hit_point/num_blobs);
1781 // -- 
1782 // --   for (i=0; i<num_blobs; i++) {
1783 // --           int                     point_seg;
1784 // --           object          *obj;
1785 // -- 
1786 // --           vm_vec_add2(&point_pos, &delta_pos);
1787 // --           point_seg = find_point_seg(&point_pos, start_segnum);
1788 // --           if (point_seg == -1)    //      Hey, we thought we were creating points on a line, but we left the mine!
1789 // --                   continue;
1790 // -- 
1791 // --           objnum = Laser_create_new( direction, &point_pos, point_seg, parent, LIGHTNING_BLOB_ID, 0 );
1792 // -- 
1793 // --           if ( objnum < 0 )       {
1794 // --                   mprintf((1, "Can't create lightning blob - Out of objects!\n" ));
1795 // --                   Int3();
1796 // --                   return -1;
1797 // --           }
1798 // -- 
1799 // --           obj = &Objects[objnum];
1800 // -- 
1801 // --           digi_play_sample( Weapon_info[obj->id].flash_sound, F1_0 );
1802 // -- 
1803 // --           // -- vm_vec_scale( &obj->mtype.phys_info.velocity, F1_0/2);
1804 // -- 
1805 // --           obj->lifeleft = (LIGHTNING_TIME + LIGHTNING_DELAY)/2;
1806 // -- 
1807 // --   }
1808 // -- 
1809 // --   return objnum;
1810 // -- 
1811 // -- }
1812 // -- 
1813 // -- //        --------------------------------------------------------------------------------------------------
1814 // -- //        Lightning Cannon.
1815 // -- //        While being fired, creates path of blobs forward from player until it hits something.
1816 // -- //        Up to MAX_LIGHTNING_BLOBS blobs, spaced LIGHTNING_BLOB_DISTANCE units apart.
1817 // -- //        When the player releases the firing key, the blobs move forward.
1818 // -- void lightning_frame(void)
1819 // -- {
1820 // --   if ((GameTime - Lightning_start_time < LIGHTNING_TIME) && (GameTime - Lightning_start_time > 0)) {
1821 // --           if (GameTime - Lightning_last_time > LIGHTNING_DELAY) {
1822 // --                   create_lightning_blobs(&ConsoleObject->orient.fvec, &ConsoleObject->pos, ConsoleObject->segnum, ConsoleObject-Objects);
1823 // --                   Lightning_last_time = GameTime;
1824 // --           }
1825 // --   }
1826 // -- }
1827
1828 //      --------------------------------------------------------------------------------------------------
1829 //      Object "objnum" fires weapon "weapon_num" of level "level".  (Right now (9/24/94) level is used only for type 0 laser.
1830 //      Flags are the player flags.  For network mode, set to 0.
1831 //      It is assumed that this is a player object (as in multiplayer), and therefore the gun positions are known.
1832 //      Returns number of times a weapon was fired.  This is typically 1, but might be more for low frame rates.
1833 //      More than one shot is fired with a pseudo-delay so that players on show machines can fire (for themselves
1834 //      or other players) often enough for things like the vulcan cannon.
1835 int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires)
1836 {
1837         object  *objp = &Objects[objnum];
1838
1839         switch (weapon_num) {
1840                 case LASER_INDEX: {
1841                         int weapon_num;
1842
1843                         Laser_offset = ((F1_0*2)*(d_rand()%8))/8;
1844
1845                         if (level <= MAX_LASER_LEVEL)
1846                                 weapon_num = LASER_ID + level;
1847                         else
1848                                 weapon_num = SUPER_LASER_ID + (level-MAX_LASER_LEVEL-1);
1849
1850                         Laser_player_fire( objp, weapon_num, 0, 1, 0);
1851                         Laser_player_fire( objp, weapon_num, 1, 0, 0);
1852
1853                         if (flags & LASER_QUAD) {
1854                                 //      hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1855                                 Laser_player_fire( objp, weapon_num, 2, 0, 0);
1856                                 Laser_player_fire( objp, weapon_num, 3, 0, 0);
1857                         }
1858                         break;
1859                 }
1860                 case VULCAN_INDEX: {
1861                         //      Only make sound for 1/4 of vulcan bullets.
1862                         int     make_sound = 1;
1863                         //if (d_rand() > 24576)
1864                         //      make_sound = 1;
1865                         Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, make_sound, 0);
1866                         if (nfires > 1) {
1867                                 Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1868                                 if (nfires > 2) {
1869                                         Laser_player_fire_spread( objp, VULCAN_ID, 6, d_rand()/8 - 32767/16, d_rand()/8 - 32767/16, 0, 0);
1870                                 }
1871                         }
1872                         break;
1873                 }
1874                 case SPREADFIRE_INDEX:
1875                         if (flags & LASER_SPREADFIRE_TOGGLED) {
1876                                 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, F1_0/16, 0, 0, 0);
1877                                 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, -F1_0/16, 0, 0, 0);
1878                                 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1879                         } else {
1880                                 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, F1_0/16, 0, 0);
1881                                 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, -F1_0/16, 0, 0);
1882                                 Laser_player_fire_spread( objp, SPREADFIRE_ID, 6, 0, 0, 1, 0);
1883                         }
1884                         break;
1885
1886                 case PLASMA_INDEX:
1887                         Laser_player_fire( objp, PLASMA_ID, 0, 1, 0);
1888                         Laser_player_fire( objp, PLASMA_ID, 1, 0, 0);
1889                         if (nfires > 1) {
1890                                 Laser_player_fire_spread_delay( objp, PLASMA_ID, 0, 0, 0, FrameTime/2, 1, 0);
1891                                 Laser_player_fire_spread_delay( objp, PLASMA_ID, 1, 0, 0, FrameTime/2, 0, 0);
1892                         }
1893                         break;
1894
1895                 case FUSION_INDEX: {
1896                         vms_vector      force_vec;
1897
1898 //                      mprintf((0, "Fusion multiplier %f.\n", f2fl(Fusion_charge)));
1899
1900                         Laser_player_fire( objp, FUSION_ID, 0, 1, 0);
1901                         Laser_player_fire( objp, FUSION_ID, 1, 1, 0);
1902
1903                         flags = (byte)(Fusion_charge >> 12);
1904
1905                         Fusion_charge = 0;
1906
1907                         force_vec.x = -(objp->orient.fvec.x << 7);
1908                         force_vec.y = -(objp->orient.fvec.y << 7);
1909                         force_vec.z = -(objp->orient.fvec.z << 7);
1910                         phys_apply_force(objp, &force_vec);
1911
1912                         force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
1913                         force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
1914                         force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
1915                         phys_apply_rot(objp, &force_vec);
1916
1917                 }
1918                         break;
1919                 case SUPER_LASER_INDEX: {
1920                         int super_level = 3;            //make some new kind of laser eventually
1921                         Laser_player_fire( objp, super_level, 0, 1, 0);
1922                         Laser_player_fire( objp, super_level, 1, 0, 0);
1923
1924                         if (flags & LASER_QUAD) {
1925                                 //      hideous system to make quad laser 1.5x powerful as normal laser, make every other quad laser bolt harmless
1926                                 Laser_player_fire( objp, super_level, 2, 0, 0);
1927                                 Laser_player_fire( objp, super_level, 3, 0, 0);
1928                         }
1929                         break;
1930                 }
1931                 case GAUSS_INDEX: {
1932                         //      Only make sound for 1/4 of vulcan bullets.
1933                         int     make_sound = 1;
1934                         //if (d_rand() > 24576)
1935                         //      make_sound = 1;
1936                         
1937                         Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, 0);
1938                         if (nfires > 1) {
1939                                 Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1940                                 if (nfires > 2) {
1941                                         Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
1942                                 }
1943                         }
1944                         break;
1945                 }
1946                 case HELIX_INDEX: {
1947                         int helix_orient;
1948                         fix spreadr,spreadu;
1949                         helix_orient = (flags >> LASER_HELIX_SHIFT) & LASER_HELIX_MASK;
1950                         switch(helix_orient) {
1951
1952                                 case 0: spreadr =  F1_0/16; spreadu = 0;       break; // Vertical
1953                                 case 1: spreadr =  F1_0/17; spreadu = F1_0/42; break; //  22.5 degrees
1954                                 case 2: spreadr =  F1_0/22; spreadu = F1_0/22; break; //  45   degrees
1955                                 case 3: spreadr =  F1_0/42; spreadu = F1_0/17; break; //  67.5 degrees
1956                                 case 4: spreadr =  0;       spreadu = F1_0/16; break; //  90   degrees
1957                                 case 5: spreadr = -F1_0/42; spreadu = F1_0/17; break; // 112.5 degrees
1958                                 case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135   degrees  
1959                                 case 7: spreadr = -F1_0/17; spreadu = F1_0/42; break; // 157.5 degrees
1960                                 default:
1961                                         Error("Invalid helix_orientation value %x\n",helix_orient);
1962                         }
1963
1964                         Laser_player_fire_spread( objp, HELIX_ID, 6,  0,  0, 1, 0);
1965                         Laser_player_fire_spread( objp, HELIX_ID, 6,  spreadr,  spreadu, 0, 0);
1966                         Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr, -spreadu, 0, 0);
1967                         Laser_player_fire_spread( objp, HELIX_ID, 6,  spreadr*2,  spreadu*2, 0, 0);
1968                         Laser_player_fire_spread( objp, HELIX_ID, 6, -spreadr*2, -spreadu*2, 0, 0);
1969                         break;
1970                 }
1971
1972                 case PHOENIX_INDEX:
1973                         Laser_player_fire( objp, PHOENIX_ID, 0, 1, 0);
1974                         Laser_player_fire( objp, PHOENIX_ID, 1, 0, 0);
1975                         if (nfires > 1) {
1976                                 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 0, 0, 0, FrameTime/2, 1, 0);
1977                                 Laser_player_fire_spread_delay( objp, PHOENIX_ID, 1, 0, 0, FrameTime/2, 0, 0);
1978                         }
1979                         break;
1980
1981                 case OMEGA_INDEX:
1982                         Laser_player_fire( objp, OMEGA_ID, 1, 1, 0);
1983                         break;
1984
1985                 default:
1986                         Int3(); //      Contact Yuan: Unknown Primary weapon type, setting to 0.
1987                         Primary_weapon = 0;
1988         }
1989
1990         // Set values to be recognized during comunication phase, if we are the
1991         //  one shooting
1992 #ifdef NETWORK
1993         if ((Game_mode & GM_MULTI) && (objnum == Players[Player_num].objnum))
1994         {
1995                 // mprintf((0, "Flags on fire: %d.\n", flags));
1996                 Network_laser_fired = nfires;
1997                 Network_laser_gun = weapon_num;
1998                 Network_laser_flags = flags;
1999                 Network_laser_level = level;
2000         }
2001 #endif
2002
2003         return nfires;
2004 }
2005
2006 #define MAX_SMART_DISTANCE      (F1_0*150)
2007 #define MAX_OBJDISTS                    30
2008
2009 //      -------------------------------------------------------------------------------------------
2010 //      if goal_obj == -1, then create random vector
2011 int create_homing_missile(object *objp, int goal_obj, int objtype, int make_sound)
2012 {
2013         int                     objnum;
2014         vms_vector      vector_to_goal;
2015         vms_vector      random_vector;
2016         //vms_vector    goal_pos;
2017
2018         if (goal_obj == -1) {
2019                 make_random_vector(&vector_to_goal);
2020         } else {
2021                 vm_vec_normalized_dir_quick(&vector_to_goal, &Objects[goal_obj].pos, &objp->pos);
2022                 make_random_vector(&random_vector);
2023                 vm_vec_scale_add2(&vector_to_goal, &random_vector, F1_0/4);
2024                 vm_vec_normalize_quick(&vector_to_goal);
2025         }               
2026
2027         //      Create a vector towards the goal, then add some noise to it.
2028         objnum = Laser_create_new(&vector_to_goal, &objp->pos, objp->segnum, objp-Objects, objtype, make_sound);
2029         if (objnum == -1)
2030                 return -1;
2031
2032         // Fixed to make sure the right person gets credit for the kill
2033
2034 //      Objects[objnum].ctype.laser_info.parent_num = objp->ctype.laser_info.parent_num;
2035 //      Objects[objnum].ctype.laser_info.parent_type = objp->ctype.laser_info.parent_type;
2036 //      Objects[objnum].ctype.laser_info.parent_signature = objp->ctype.laser_info.parent_signature;
2037
2038         Objects[objnum].ctype.laser_info.track_goal = goal_obj;
2039
2040         return objnum;
2041 }
2042
2043 extern void blast_nearby_glass(object *objp, fix damage);
2044
2045 //-----------------------------------------------------------------------------
2046 // Create the children of a smart bomb, which is a bunch of homing missiles.
2047 void create_smart_children(object *objp, int num_smart_children)
2048 {
2049         int     parent_type, parent_num;
2050 #ifndef SHAREWARE
2051         int     make_sound;
2052         int     numobjs=0;
2053         int     objlist[MAX_OBJDISTS];
2054         int     blob_id;
2055 #endif
2056
2057         if (objp->type == OBJ_WEAPON) {
2058                 parent_type = objp->ctype.laser_info.parent_type;
2059                 parent_num = objp->ctype.laser_info.parent_num;
2060         } else if (objp->type == OBJ_ROBOT) {
2061                 parent_type = OBJ_ROBOT;
2062                 parent_num = objp-Objects;
2063         } else {
2064                 Int3(); //      Hey, what kind of object is this!?
2065                 parent_type = 0;
2066                 parent_num = 0;
2067         }
2068
2069         if (objp->id == EARTHSHAKER_ID)
2070                 blast_nearby_glass(objp, Weapon_info[EARTHSHAKER_ID].strength[Difficulty_level]);
2071
2072 #ifndef SHAREWARE
2073 // -- DEBUG --
2074         if ((objp->type == OBJ_WEAPON) && ((objp->id == SMART_ID) || (objp->id == SUPERPROX_ID) || (objp->id == ROBOT_SUPERPROX_ID) || (objp->id == EARTHSHAKER_ID)))
2075                 Assert(Weapon_info[objp->id].children != -1);
2076 // -- DEBUG --
2077
2078         if (((objp->type == OBJ_WEAPON) && (Weapon_info[objp->id].children != -1)) || (objp->type == OBJ_ROBOT)) {
2079                 int     i, objnum;
2080
2081                 if (Game_mode & GM_MULTI)
2082                         d_srand(8321L);
2083
2084                 for (objnum=0; objnum<=Highest_object_index; objnum++) {
2085                         object  *curobjp = &Objects[objnum];
2086
2087                         if ((((curobjp->type == OBJ_ROBOT) && (!curobjp->ctype.ai_info.CLOAKED)) || (curobjp->type == OBJ_PLAYER)) && (objnum != parent_num)) {
2088                                 fix     dist;
2089
2090                                 if (curobjp->type == OBJ_PLAYER)
2091                                 {
2092                                         if ((parent_type == OBJ_PLAYER) && (Game_mode & GM_MULTI_COOP))
2093                                                 continue;
2094 #ifdef NETWORK
2095                                         if ((Game_mode & GM_TEAM) && (get_team(curobjp->id) == get_team(Objects[parent_num].id)))
2096                                                 continue;
2097 #endif
2098
2099                                         if (Players[curobjp->id].flags & PLAYER_FLAGS_CLOAKED)
2100                                                 continue;
2101                                 }
2102
2103                                 //      Robot blobs can't track robots.
2104                                 if (curobjp->type == OBJ_ROBOT) {
2105                                         if (parent_type == OBJ_ROBOT)
2106                                                 continue;
2107
2108                                         //      Your shots won't track the buddy.
2109                                         if (parent_type == OBJ_PLAYER)
2110                                                 if (Robot_info[curobjp->id].companion)
2111                                                         continue;
2112                                 }
2113
2114                                 dist = vm_vec_dist_quick(&objp->pos, &curobjp->pos);
2115                                 if (dist < MAX_SMART_DISTANCE) {
2116                                         int     oovis;
2117
2118                                         oovis = object_to_object_visibility(objp, curobjp, FQ_TRANSWALL);
2119
2120                                         if (oovis) { //object_to_object_visibility(objp, curobjp, FQ_TRANSWALL)) {
2121                                                 objlist[numobjs] = objnum;
2122                                                 numobjs++;
2123                                                 if (numobjs >= MAX_OBJDISTS) {
2124                                                         mprintf((0, "Warning -- too many objects near smart bomb explosion.  See laser.c.\n"));
2125                                                         numobjs = MAX_OBJDISTS;
2126                                                         break;
2127                                                 }
2128                                         }
2129                                 }
2130                         }
2131                 }
2132
2133                 //      Get type of weapon for child from parent.
2134                 if (objp->type == OBJ_WEAPON) {
2135                         blob_id = Weapon_info[objp->id].children;
2136                         Assert(blob_id != -1);          //      Hmm, missing data in bitmaps.tbl.  Need "children=NN" parameter.
2137                 } else {
2138                         Assert(objp->type == OBJ_ROBOT);
2139                         blob_id = ROBOT_SMART_HOMING_ID;
2140                 }
2141
2142 // --           //determine what kind of blob to drop
2143 // --           //      Note: parent_type is not the type of the weapon's parent.  It is actually the type of the weapon's
2144 // --           //      earliest ancestor.  This deals with the issue of weapons spewing weapons which spew weapons.
2145 // --           switch (parent_type) {
2146 // --                   case OBJ_WEAPON:
2147 // --                           Int3(); //      Should this ever happen?
2148 // --                           switch (objp->id) {
2149 // --                                   case SUPERPROX_ID:                      blob_id = SMART_MINE_HOMING_ID; break;
2150 // --                                   case ROBOT_SUPERPROX_ID:        blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2151 // --                                   case EARTHSHAKER_ID:                    blob_id = EARTHSHAKER_MEGA_ID; break;
2152 // --                                   default:                                                        Int3(); //bogus id for weapon  
2153 // --                           }
2154 // --                           break;
2155 // --                   case OBJ_PLAYER:
2156 // --                           switch (objp->id) {
2157 // --                                   case SUPERPROX_ID:                      blob_id = SMART_MINE_HOMING_ID; break;
2158 // --                                   case ROBOT_SUPERPROX_ID:        Int3(); break;
2159 // --                                   case EARTHSHAKER_ID:                    blob_id = EARTHSHAKER_MEGA_ID; break;
2160 // --                                   case SMART_ID:                                  blob_id = PLAYER_SMART_HOMING_ID; break;
2161 // --                                   default:                                                        Int3(); //bogus id for weapon  
2162 // --                           }
2163 // --                           break;
2164 // --                   case OBJ_ROBOT:
2165 // --                           switch (objp->id) {
2166 // --                                   case ROBOT_SUPERPROX_ID:        blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
2167 // --                                   // -- case EARTHSHAKER_ID:                      blob_id = EARTHSHAKER_MEGA_ID; break;
2168 // --                                   case SMART_ID:                                  blob_id = ROBOT_SMART_HOMING_ID; break;
2169 // --                                   default:                                                        blob_id = ROBOT_SMART_HOMING_ID; break;
2170 // --                           }
2171 // --                           break;
2172 // --                   default:                                        Int3(); //bogus type for parent object
2173 // --           }
2174
2175                 make_sound = 1;
2176                 for (i=0; i<num_smart_children; i++) {
2177                         int objnum;
2178                         objnum = (numobjs==0)?-1:objlist[(d_rand() * numobjs) >> 15];
2179                         create_homing_missile(objp, objnum, blob_id, make_sound);
2180                         make_sound = 0;
2181                 }
2182         }
2183 #endif
2184 }
2185
2186 int Missile_gun = 0;
2187
2188 //give up control of the guided missile
2189 void release_guided_missile(int player_num)
2190 {
2191         if (player_num == Player_num)
2192          {                      
2193           if (Guided_missile[player_num]==NULL)
2194                         return;
2195         
2196                 Missile_viewer = Guided_missile[player_num];
2197 #ifdef NETWORK
2198                 if (Game_mode & GM_MULTI)
2199                  multi_send_guided_info (Guided_missile[Player_num],1);
2200 #endif
2201                 if (Newdemo_state==ND_STATE_RECORDING)
2202                  newdemo_record_guided_end();
2203          }      
2204
2205         Guided_missile[player_num] = NULL;
2206 }
2207
2208 int Proximity_dropped=0,Smartmines_dropped=0;
2209
2210 //      -------------------------------------------------------------------------------------------
2211 //parameter determines whether or not to do autoselect if have run out of ammo
2212 //this is needed because if you drop a bomb with the B key, you don't want
2213 //want to autoselect if the bomb isn't actually selected. 
2214 void do_missile_firing(int do_autoselect)
2215 {
2216         int gun_flag=0;
2217
2218         Assert(Secondary_weapon < MAX_SECONDARY_WEAPONS);
2219
2220         if (Guided_missile[Player_num] && Guided_missile[Player_num]->signature==Guided_missile_sig[Player_num]) {
2221                 release_guided_missile(Player_num);
2222                 Next_missile_fire_time = GameTime + Weapon_info[Secondary_weapon_to_weapon_info[Secondary_weapon]].fire_wait;
2223                 return;
2224         }
2225
2226         if (!Player_is_dead && (Players[Player_num].secondary_ammo[Secondary_weapon] > 0))      {
2227
2228                 int weapon_id,weapon_gun;
2229
2230                 Players[Player_num].secondary_ammo[Secondary_weapon]--;
2231
2232                 weapon_id = Secondary_weapon_to_weapon_info[Secondary_weapon];
2233
2234                 if (Laser_rapid_fire!=0xBADA55)
2235                         Next_missile_fire_time = GameTime + Weapon_info[weapon_id].fire_wait;
2236                 else
2237                         Next_missile_fire_time = GameTime + F1_0/25;
2238
2239                 weapon_gun = Secondary_weapon_to_gun_num[Secondary_weapon];
2240
2241                 if (weapon_gun==4) {            //alternate left/right
2242                         weapon_gun += (gun_flag = (Missile_gun & 1));
2243                         Missile_gun++;
2244                 }
2245
2246                 Laser_player_fire( ConsoleObject, weapon_id, weapon_gun, 1, 0);
2247
2248                 if (Secondary_weapon == PROXIMITY_INDEX) {
2249                         if (++Proximity_dropped == 4) {
2250                                 Proximity_dropped = 0;
2251 #ifdef NETWORK
2252                                 maybe_drop_net_powerup(POW_PROXIMITY_WEAPON);
2253 #endif
2254                         }
2255                 }
2256                 else if (Secondary_weapon == SMART_MINE_INDEX) {
2257                         if (++Smartmines_dropped == 4) {
2258                                 Smartmines_dropped = 0;
2259 #ifdef NETWORK
2260                                 maybe_drop_net_powerup(POW_SMART_MINE);
2261 #endif
2262                         }
2263                 }
2264 #ifdef NETWORK
2265                 else if (Secondary_weapon != CONCUSSION_INDEX)
2266                         maybe_drop_net_powerup(Secondary_weapon_to_powerup[Secondary_weapon]);
2267 #endif
2268                 
2269                 if (Secondary_weapon == MEGA_INDEX || Secondary_weapon == SMISSILE5_INDEX) {
2270                         vms_vector force_vec;
2271
2272                         force_vec.x = -(ConsoleObject->orient.fvec.x << 7);
2273                         force_vec.y = -(ConsoleObject->orient.fvec.y << 7);
2274                         force_vec.z = -(ConsoleObject->orient.fvec.z << 7);
2275                         phys_apply_force(ConsoleObject, &force_vec);
2276         
2277                         force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
2278                         force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
2279                         force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
2280                         phys_apply_rot(ConsoleObject, &force_vec);
2281                 }
2282
2283 #ifdef NETWORK
2284                 if (Game_mode & GM_MULTI) 
2285                 {
2286                         Network_laser_fired = 1;                //how many
2287                         Network_laser_gun = Secondary_weapon + MISSILE_ADJUST;
2288                         Network_laser_flags = gun_flag;
2289                         Network_laser_level = 0;
2290                 }
2291 #endif
2292
2293                 if (do_autoselect)
2294                         auto_select_weapon(1);          //select next missile, if this one out of ammo
2295         }
2296 }
2297