1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13 
14 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17 
18 #include <stdlib.h>
19 #include <stdio.h>
20 #include <string.h>
21 
22 #include "error.h"
23 #include "fix.h"
24 #include "vecmat.h"
25 #include "gr.h"
26 #include "3d.h"
27 
28 #include "inferno.h"
29 #include "object.h"
30 #include "vclip.h"
31 #include "game.h"
32 #include "mono.h"
33 #include "polyobj.h"
34 #include "sounds.h"
35 #include "player.h"
36 #include "gauges.h"
37 #include "powerup.h"
38 #include "bm.h"
39 #include "ai.h"
40 #include "weapon.h"
41 #include "fireball.h"
42 #include "collide.h"
43 #include "newmenu.h"
44 #ifdef NETWORK
45 #include "network.h"
46 #endif
47 #include "gameseq.h"
48 #include "physics.h"
49 #include "scores.h"
50 #include "laser.h"
51 #include "wall.h"
52 #ifdef NETWORK
53 #include "multi.h"
54 #endif
55 #include "endlevel.h"
56 #include "timer.h"
57 #include "fuelcen.h"
58 #include "cntrlcen.h"
59 #include "gameseg.h"
60 #include "automap.h"
61 
62 #define EXPLOSION_SCALE (F1_0*5/2)		//explosion is the obj size times this
63 
64 fix	Flash_effect=0;
65 //--unused-- ubyte	Frame_processed[MAX_OBJECTS];
66 
67 int	PK1=1, PK2=8;
68 
object_create_explosion_sub(object * objp,short segnum,vms_vector * position,fix size,int vclip_type,fix maxdamage,fix maxdistance,fix maxforce,int parent)69 object *object_create_explosion_sub(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent )
70 {
71 	int objnum;
72 	object *obj;
73 
74 	objnum = obj_create( OBJ_FIREBALL,vclip_type,segnum,position,&vmd_identity_matrix,size,
75 					CT_EXPLOSION,MT_NONE,RT_FIREBALL);
76 
77 	if (objnum < 0 ) {
78 		mprintf((1, "Can't create object in object_create_explosion_sub.\n"));
79 		return NULL;
80 	}
81 
82 	obj = &Objects[objnum];
83 
84 	//mprintf( 0, "Fireball created at %d, %d, %d\n", obj->pos.x, obj->pos.y, obj->pos.z );
85 
86 	//now set explosion-specific data
87 
88 	obj->lifeleft = Vclip[vclip_type ].play_time;
89 	obj->ctype.expl_info.spawn_time = -1;
90 	obj->ctype.expl_info.delete_objnum = -1;
91 	obj->ctype.expl_info.delete_time = -1;
92 
93 	if (maxdamage > 0) {
94 		fix dist, force;
95 		vms_vector pos_hit, vforce;
96 		fix damage;
97 		int i;
98 		object * obj0p = &Objects[0];
99 
100 		// -- now legal for badass explosions on a wall. Assert(objp != NULL);
101 
102 		for (i=0; i<=Highest_object_index; i++ )	{
103 			//	Weapons used to be affected by badass explosions, but this introduces serious problems.
104 			//	When a smart bomb blows up, if one of its children goes right towards a nearby wall, it will
105 			//	blow up, blowing up all the children.  So I remove it.  MK, 09/11/94
106 			if ( (obj0p!=objp) && !(obj0p->flags&OF_SHOULD_BE_DEAD) && ((obj0p->type==OBJ_WEAPON && (obj0p->id==PROXIMITY_ID || obj0p->id==SUPERPROX_ID || obj0p->id==PMINE_ID)) || (obj0p->type == OBJ_CNTRLCEN) || (obj0p->type==OBJ_PLAYER) || ((obj0p->type==OBJ_ROBOT) && ((Objects[parent].type != OBJ_ROBOT) || (Objects[parent].id != obj0p->id))))) {
107 				dist = vm_vec_dist_quick( &obj0p->pos, &obj->pos );
108 				// Make damage be from 'maxdamage' to 0.0, where 0.0 is 'maxdistance' away;
109 				if ( dist < maxdistance ) {
110 					if (object_to_object_visibility(obj, obj0p, FQ_TRANSWALL)) {
111 
112 						damage = maxdamage - fixmuldiv( dist, maxdamage, maxdistance );
113 						force = maxforce - fixmuldiv( dist, maxforce, maxdistance );
114 
115 						// Find the force vector on the object
116 						vm_vec_normalized_dir_quick( &vforce, &obj0p->pos, &obj->pos );
117 						vm_vec_scale(&vforce, force );
118 
119 						// Find where the point of impact is... ( pos_hit )
120 						vm_vec_scale(vm_vec_sub(&pos_hit, &obj->pos, &obj0p->pos), fixdiv(obj0p->size, obj0p->size + dist));
121 
122 						switch ( obj0p->type )	{
123 							case OBJ_WEAPON:
124 								phys_apply_force(obj0p,&vforce);
125 
126 								if (obj0p->id == PROXIMITY_ID || obj0p->id == SUPERPROX_ID) {		//prox bombs have chance of blowing up
127 									if (fixmul(dist,force) > i2f(8000)) {
128 										obj0p->flags |= OF_SHOULD_BE_DEAD;
129 										explode_badass_weapon(obj0p,&obj0p->pos);
130 									}
131 								}
132 								break;
133 
134 							case OBJ_ROBOT:
135 								{
136 								phys_apply_force(obj0p,&vforce);
137 
138 								//	If not a boss, stun for 2 seconds at 32 force, 1 second at 16 force
139 								if ((objp != NULL) && (!Robot_info[obj0p->id].boss_flag) && (Weapon_info[objp->id].flash)) {
140 									ai_static	*aip = &obj0p->ctype.ai_info;
141 									int			force_val = f2i(fixdiv(vm_vec_mag_quick(&vforce) * Weapon_info[objp->id].flash, FrameTime)/128) + 2;
142 
143 									if (obj->ctype.ai_info.SKIP_AI_COUNT * FrameTime < F1_0) {
144 										aip->SKIP_AI_COUNT += force_val;
145 										obj0p->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
146 										obj0p->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
147 										obj0p->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
148 										obj0p->mtype.phys_info.flags |= PF_USES_THRUST;
149 
150 										//@@if (Robot_info[obj0p->id].companion)
151 										//@@	buddy_message("Daisy, Daisy, Give me...");
152 									} else
153 										aip->SKIP_AI_COUNT--;
154 
155 								}
156 
157 								//	When a robot gets whacked by a badass force, he looks towards it because robots tend to get blasted from behind.
158 								{
159 									vms_vector neg_vforce;
160 									neg_vforce.x = vforce.x * -2 * (7 - Difficulty_level)/8;
161 									neg_vforce.y = vforce.y * -2 * (7 - Difficulty_level)/8;
162 									neg_vforce.z = vforce.z * -2 * (7 - Difficulty_level)/8;
163 									phys_apply_rot(obj0p,&neg_vforce);
164 								}
165 								if ( obj0p->shields >= 0 ) {
166 									if (Robot_info[obj0p->id].boss_flag)
167 										if (Boss_invulnerable_matter[Robot_info[obj0p->id].boss_flag-BOSS_D2])
168 											damage /= 4;
169 
170 									if (apply_damage_to_robot(obj0p, damage, parent))
171 										if ((objp != NULL) && (parent == Players[Player_num].objnum))
172 											add_points_to_score(Robot_info[obj0p->id].score_value);
173 								}
174 
175 								if ((objp != NULL) && (Robot_info[obj0p->id].companion) && (!Weapon_info[objp->id].flash)) {
176 									int	i, count;
177 									char	ouch_str[6*4 + 2];
178 
179 									count = f2i(damage/8);
180 									if (count > 4)
181 										count = 4;
182 									else if (count <= 0)
183 										count = 1;
184 									ouch_str[0] = 0;
185 									for (i=0; i<count; i++)
186 										strcat(ouch_str, "ouch! ");
187 
188 									buddy_message(ouch_str);
189 								}
190 								break;
191 								}
192 							case OBJ_CNTRLCEN:
193 								if ( obj0p->shields >= 0 ) {
194 									apply_damage_to_controlcen(obj0p, damage, parent );
195 								}
196 								break;
197 							case OBJ_PLAYER:	{
198 								object * killer=NULL;
199 								vms_vector	vforce2;
200 
201 								//	Hack! Warning! Test code!
202 								if ((objp != NULL) && Weapon_info[objp->id].flash && obj0p->id==Player_num) {
203 									int	fe;
204 
205 									fe = min(F1_0*4, force*Weapon_info[objp->id].flash/32);	//	For four seconds or less
206 
207 									if (objp->ctype.laser_info.parent_signature == ConsoleObject->signature) {
208 										fe /= 2;
209 										force /= 2;
210 									}
211 									if (force > F1_0) {
212 										Flash_effect = fe;
213 										PALETTE_FLASH_ADD(PK1 + f2i(PK2*force), PK1 + f2i(PK2*force), PK1 + f2i(PK2*force));
214 										mprintf((0, "force = %7.3f, adding %i\n", f2fl(force), PK1 + f2i(PK2*force)));
215 									}
216 								}
217 
218 								if ((objp != NULL) && (Game_mode & GM_MULTI) && (objp->type == OBJ_PLAYER)) {
219 									killer = objp;
220 								}
221 								vforce2 = vforce;
222 								if (parent > -1 ) {
223 									killer = &Objects[parent];
224 									if (killer != ConsoleObject)		// if someone else whacks you, cut force by 2x
225 										vforce2.x /= 2;	vforce2.y /= 2;	vforce2.z /= 2;
226 								}
227 								vforce2.x /= 2;	vforce2.y /= 2;	vforce2.z /= 2;
228 
229 								phys_apply_force(obj0p,&vforce);
230 								phys_apply_rot(obj0p,&vforce2);
231 								if (Difficulty_level == 0)
232 									damage /= 4;
233 								if ( obj0p->shields >= 0 )
234 									apply_damage_to_player(obj0p, killer, damage );
235 							}
236 								break;
237 
238 							default:
239 								Int3();	//	Illegal object type
240 						}	// end switch
241 					} else {
242 						; // mprintf((0, "No badass: robot=%2i, dist=%7.3f, maxdistance=%7.3f .\n", i, f2fl(dist), f2fl(maxdistance)));
243 					}	// end if (object_to_object_visibility...
244 				}	// end if (dist < maxdistance)
245 			}
246 			obj0p++;
247 		}	// end for
248 	}	// end if (maxdamage...
249 
250 //	mprintf(0, "\n");
251 
252 	return obj;
253 
254 }
255 
256 
object_create_muzzle_flash(short segnum,vms_vector * position,fix size,int vclip_type)257 object *object_create_muzzle_flash(short segnum, vms_vector * position, fix size, int vclip_type )
258 {
259 	return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
260 }
261 
object_create_explosion(short segnum,vms_vector * position,fix size,int vclip_type)262 object *object_create_explosion(short segnum, vms_vector * position, fix size, int vclip_type )
263 {
264 	return object_create_explosion_sub(NULL, segnum, position, size, vclip_type, 0, 0, 0, -1 );
265 }
266 
object_create_badass_explosion(object * objp,short segnum,vms_vector * position,fix size,int vclip_type,fix maxdamage,fix maxdistance,fix maxforce,int parent)267 object *object_create_badass_explosion(object *objp, short segnum, vms_vector * position, fix size, int vclip_type, fix maxdamage, fix maxdistance, fix maxforce, int parent )
268 {
269 	object	*rval;
270 
271 	rval = object_create_explosion_sub(objp, segnum, position, size, vclip_type, maxdamage, maxdistance, maxforce, parent );
272 
273 	if ((objp != NULL) && (objp->type == OBJ_WEAPON))
274 		create_smart_children(objp, NUM_SMART_CHILDREN);
275 
276 // -- 	if (objp->type == OBJ_ROBOT)
277 // -- 		if (Robot_info[objp->id].smart_blobs)
278 // -- 			create_smart_children(objp, Robot_info[objp->id].smart_blobs);
279 
280 	return rval;
281 }
282 
283 //blows up a badass weapon, creating the badass explosion
284 //return the explosion object
explode_badass_weapon(object * obj,vms_vector * pos)285 object *explode_badass_weapon(object *obj,vms_vector *pos)
286 {
287 	weapon_info *wi = &Weapon_info[obj->id];
288 
289 	Assert(wi->damage_radius);
290 
291 	if ((obj->id == EARTHSHAKER_ID) || (obj->id == ROBOT_EARTHSHAKER_ID))
292 		smega_rock_stuff();
293 
294 	digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, obj-Objects, 0, F1_0);
295 
296 	return object_create_badass_explosion( obj, obj->segnum, pos,
297 					wi->impact_size,
298 					wi->robot_hit_vclip,
299 					wi->strength[Difficulty_level],
300 					wi->damage_radius,wi->strength[Difficulty_level],
301 					obj->ctype.laser_info.parent_num );
302 
303 }
304 
explode_badass_object(object * objp,fix damage,fix distance,fix force)305 object *explode_badass_object(object *objp, fix damage, fix distance, fix force)
306 {
307 
308 	object 	*rval;
309 
310 	rval = object_create_badass_explosion(objp, objp->segnum, &objp->pos, objp->size,
311 					get_explosion_vclip(objp, 0),
312 					damage, distance, force,
313 					objp-Objects);
314 	if (rval)
315 		digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, rval-Objects, 0, F1_0);
316 
317 	return (rval);
318 
319 }
320 
321 //blows up the player with a badass explosion
322 //return the explosion object
explode_badass_player(object * objp)323 object *explode_badass_player(object *objp)
324 {
325 	return explode_badass_object(objp, F1_0*50, F1_0*40, F1_0*150);
326 }
327 
328 
329 #define DEBRIS_LIFE (f1_0 * 2)		//lifespan in seconds
330 
object_create_debris(object * parent,int subobj_num)331 object *object_create_debris(object *parent, int subobj_num)
332 {
333 	int objnum;
334 	object *obj;
335 	polymodel *po;
336 
337 	Assert((parent->type == OBJ_ROBOT) || (parent->type == OBJ_PLAYER)  );
338 
339 	objnum = obj_create(OBJ_DEBRIS,0,parent->segnum,&parent->pos,
340 				&parent->orient,Polygon_models[parent->rtype.pobj_info.model_num].submodel_rads[subobj_num],
341 				CT_DEBRIS,MT_PHYSICS,RT_POLYOBJ);
342 
343 	if ((objnum < 0 ) && (Highest_object_index >= MAX_OBJECTS-1)) {
344 		mprintf((1, "Can't create object in object_create_debris.\n"));
345 		Int3();
346 		return NULL;
347 	}
348 	if ( objnum < 0 )
349 		return NULL;				// Not enough debris slots!
350 	obj = &Objects[objnum];
351 
352 	Assert(subobj_num < 32);
353 
354 	//Set polygon-object-specific data
355 
356 	obj->rtype.pobj_info.model_num = parent->rtype.pobj_info.model_num;
357 	obj->rtype.pobj_info.subobj_flags = 1<<subobj_num;
358 	obj->rtype.pobj_info.tmap_override = parent->rtype.pobj_info.tmap_override;
359 
360 	//Set physics data for this object
361 
362 	po = &Polygon_models[obj->rtype.pobj_info.model_num];
363 
364 	obj->mtype.phys_info.velocity.x = RAND_MAX/2 - d_rand();
365 	obj->mtype.phys_info.velocity.y = RAND_MAX/2 - d_rand();
366 	obj->mtype.phys_info.velocity.z = RAND_MAX/2 - d_rand();
367 	vm_vec_normalize_quick(&obj->mtype.phys_info.velocity);
368 	vm_vec_scale(&obj->mtype.phys_info.velocity,i2f(10 + (30 * d_rand() / RAND_MAX)));
369 
370 	vm_vec_add2(&obj->mtype.phys_info.velocity,&parent->mtype.phys_info.velocity);
371 
372 	// -- used to be: Notice, not random! vm_vec_make(&obj->mtype.phys_info.rotvel,10*0x2000/3,10*0x4000/3,10*0x7000/3);
373 	vm_vec_make(&obj->mtype.phys_info.rotvel, d_rand() + 0x1000, d_rand()*2 + 0x4000, d_rand()*3 + 0x2000);
374 	vm_vec_zero(&obj->mtype.phys_info.rotthrust);
375 
376 	obj->lifeleft = 3*DEBRIS_LIFE/4 + fixmul(d_rand(), DEBRIS_LIFE);	//	Some randomness, so they don't all go away at the same time.
377 
378 	obj->mtype.phys_info.mass = fixmuldiv(parent->mtype.phys_info.mass,obj->size,parent->size);
379 	obj->mtype.phys_info.drag = 0; //fl2f(0.2);		//parent->mtype.phys_info.drag;
380 
381 	return obj;
382 
383 }
384 
draw_fireball(object * obj)385 void draw_fireball(object *obj)
386 {
387 	//mprintf( 0, "[Drawing obj %d type %d fireball size %x]\n", obj-Objects, obj->id, obj->size );
388 
389 	if ( obj->lifeleft > 0 )
390 		draw_vclip_object(obj,obj->lifeleft,0, obj->id);
391 
392 }
393 
394 // --------------------------------------------------------------------------------------------------------------------
395 //	Return true if there is a door here and it is openable
396 //	It is assumed that the player has all keys.
door_is_openable_by_player(segment * segp,int sidenum)397 int door_is_openable_by_player(segment *segp, int sidenum)
398 {
399 	int	wall_num, wall_type;
400 
401 	wall_num = segp->sides[sidenum].wall_num;
402 	wall_type = Walls[wall_num].type;
403 
404 	if (wall_num == -1)
405 		return 0;						//	no wall here.
406 
407 	//	Can't open locked doors.
408 	if (((wall_type == WALL_DOOR) && (Walls[wall_num].flags & WALL_DOOR_LOCKED)) || (wall_type == WALL_CLOSED))
409 		return 0;
410 
411 	return 1;
412 
413 }
414 
415 #define	QUEUE_SIZE	64
416 
417 // --------------------------------------------------------------------------------------------------------------------
418 //	Return a segment %i segments away from initial segment.
419 //	Returns -1 if can't find a segment that distance away.
pick_connected_segment(object * objp,int max_depth)420 int pick_connected_segment(object *objp, int max_depth)
421 {
422 	int		i;
423 	int		cur_depth;
424 	int		start_seg;
425 	int		head, tail;
426 	int		seg_queue[QUEUE_SIZE*2];
427 	byte		visited[MAX_SEGMENTS];
428 	byte		depth[MAX_SEGMENTS];
429 	byte		side_rand[MAX_SIDES_PER_SEGMENT];
430 
431 //	mprintf((0, "Finding a segment %i segments away from segment %i: ", max_depth, objp->segnum));
432 
433 	start_seg = objp->segnum;
434 	head = 0;
435 	tail = 0;
436 	seg_queue[head++] = start_seg;
437 
438 	memset(visited, 0, Highest_segment_index+1);
439 	memset(depth, 0, Highest_segment_index+1);
440 	cur_depth = 0;
441 
442 	for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
443 		side_rand[i] = i;
444 
445 	//	Now, randomize a bit to start, so we don't always get started in the same direction.
446 	for (i=0; i<4; i++) {
447 		int	ind1, temp;
448 
449 		ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
450 		temp = side_rand[ind1];
451 		side_rand[ind1] = side_rand[i];
452 		side_rand[i] = temp;
453 	}
454 
455 
456 	while (tail != head) {
457 		int		sidenum, count;
458 		segment	*segp;
459 		int		ind1, ind2, temp;
460 
461 		if (cur_depth >= max_depth) {
462 //			mprintf((0, "selected segment %i\n", seg_queue[tail]));
463 			return seg_queue[tail];
464 		}
465 
466 		segp = &Segments[seg_queue[tail++]];
467 		tail &= QUEUE_SIZE-1;
468 
469 		//	to make random, switch a pair of entries in side_rand.
470 		ind1 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
471 		ind2 = (d_rand() * MAX_SIDES_PER_SEGMENT) >> 15;
472 		temp = side_rand[ind1];
473 		side_rand[ind1] = side_rand[ind2];
474 		side_rand[ind2] = temp;
475 
476 		count = 0;
477 		for (sidenum=ind1; count<MAX_SIDES_PER_SEGMENT; count++) {
478 			int	snrand, wall_num;
479 
480 			if (sidenum == MAX_SIDES_PER_SEGMENT)
481 				sidenum = 0;
482 
483 			snrand = side_rand[sidenum];
484 			wall_num = segp->sides[snrand].wall_num;
485 			sidenum++;
486 
487 			if (((wall_num == -1) && (segp->children[snrand] > -1)) || door_is_openable_by_player(segp, snrand)) {
488 				if (visited[segp->children[snrand]] == 0) {
489 					seg_queue[head++] = segp->children[snrand];
490 					visited[segp->children[snrand]] = 1;
491 					depth[segp->children[snrand]] = cur_depth+1;
492 					head &= QUEUE_SIZE-1;
493 					if (head > tail) {
494 						if (head == tail + QUEUE_SIZE-1)
495 							Int3();	//	queue overflow.  Make it bigger!
496 					} else
497 						if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
498 							Int3();	//	queue overflow.  Make it bigger!
499 				}
500 			}
501 		}
502 		if ((seg_queue[tail] < 0) || (seg_queue[tail] > Highest_segment_index)) {
503 			// -- Int3();	//	Something bad has happened.  Queue is trashed.  --MK, 12/13/94
504 			return -1;
505 		}
506 		cur_depth = depth[seg_queue[tail]];
507 	}
508 
509 	mprintf((0, "...failed at depth %i, returning -1\n", cur_depth));
510 	return -1;
511 }
512 
513 #ifdef NETWORK
514 #define	BASE_NET_DROP_DEPTH	8
515 
516 //	------------------------------------------------------------------------------------------------------
517 //	Choose segment to drop a powerup in.
518 //	For all active net players, try to create a N segment path from the player.  If possible, return that
519 //	segment.  If not possible, try another player.  After a few tries, use a random segment.
520 //	Don't drop if control center in segment.
choose_drop_segment()521 int choose_drop_segment()
522 {
523 	int	pnum = 0;
524 	int	segnum = -1;
525 	int	cur_drop_depth;
526 	int	count;
527 	int	player_seg;
528 	vms_vector tempv,*player_pos;
529 
530 	mprintf((0,"choose_drop_segment:"));
531 
532 	d_srand(timer_get_fixed_seconds());
533 
534 	cur_drop_depth = BASE_NET_DROP_DEPTH + ((d_rand() * BASE_NET_DROP_DEPTH*2) >> 15);
535 
536 	player_pos = &Objects[Players[Player_num].objnum].pos;
537 	player_seg = Objects[Players[Player_num].objnum].segnum;
538 
539 	while ((segnum == -1) && (cur_drop_depth > BASE_NET_DROP_DEPTH/2)) {
540 		pnum = (d_rand() * N_players) >> 15;
541 		count = 0;
542 		while ((count < N_players) && ((Players[pnum].connected == 0) || (pnum==Player_num) || ((Game_mode & (GM_TEAM|GM_CAPTURE)) && (get_team(pnum)==get_team(Player_num))))) {
543 			pnum = (pnum+1)%N_players;
544 			count++;
545 		}
546 
547 		if (count == N_players) {
548 			//if can't valid non-player person, use the player
549 			pnum = Player_num;
550 
551 			//mprintf((1, "Warning: choose_drop_segment: Couldn't find legal drop segment because no connected players.\n"));
552 			//return (d_rand() * Highest_segment_index) >> 15;
553 		}
554 
555 		segnum = pick_connected_segment(&Objects[Players[pnum].objnum], cur_drop_depth);
556 		mprintf((0," %d",segnum));
557 		if (segnum == -1)
558 		{
559 			cur_drop_depth--;
560 			continue;
561 		}
562 		if (Segment2s[segnum].special == SEGMENT_IS_CONTROLCEN)
563 			{segnum = -1; mprintf((0,"C")); }
564 		else {	//don't drop in any children of control centers
565 			int i;
566 			for (i=0;i<6;i++) {
567 				int ch = Segments[segnum].children[i];
568 				if (IS_CHILD(ch) && Segment2s[ch].special == SEGMENT_IS_CONTROLCEN) {
569 					mprintf((0,"c"));
570 					segnum = -1;
571 					break;
572 				}
573 			}
574 		}
575 
576 		//bail if not far enough from original position
577 		if (segnum != -1) {
578 			compute_segment_center(&tempv, &Segments[segnum]);
579 			if (find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG) < i2f(20)*cur_drop_depth) {
580 				mprintf((0,"D"));
581 				segnum = -1;
582 			}
583 		}
584 
585 		cur_drop_depth--;
586 	}
587 
588 	if (segnum != -1)
589 		mprintf((0," dist=%x\n",find_connected_distance(player_pos,player_seg,&tempv,segnum,-1,WID_FLY_FLAG)));
590 
591 	if (segnum == -1) {
592 		mprintf((1, "Warning: Unable to find a connected segment.  Picking a random one.\n"));
593 		return (d_rand() * Highest_segment_index) >> 15;
594 	} else
595 		return segnum;
596 
597 }
598 
599 #endif // NETWORK
600 #ifdef NETWORK
601 //	------------------------------------------------------------------------------------------------------
602 //	Drop cloak powerup if in a network game.
603 
604 extern char PowerupsInMine[],MaxPowerupsAllowed[];
605 
maybe_drop_net_powerup(int powerup_type)606 void maybe_drop_net_powerup(int powerup_type)
607 {
608 	if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_COOP)) {
609 		int	segnum, objnum;
610 		vms_vector	new_pos;
611 
612 		if (Game_mode & GM_NETWORK)
613 			{
614 				if (PowerupsInMine[powerup_type]>=MaxPowerupsAllowed[powerup_type])
615 					return;
616 			}
617 
618 
619 		if (Control_center_destroyed || Endlevel_sequence)
620 			return;
621 
622 		segnum = choose_drop_segment();
623 //--old-- 		segnum = (d_rand() * Highest_segment_index) >> 15;
624 //--old-- 		Assert((segnum >= 0) && (segnum <= Highest_segment_index));
625 //--old-- 		if (segnum < 0)
626 //--old-- 			segnum = -segnum;
627 //--old-- 		while (segnum > Highest_segment_index)
628 //--old-- 			segnum /= 2;
629 
630 		Net_create_loc = 0;
631 		objnum = call_object_create_egg(&Objects[Players[Player_num].objnum], 1, OBJ_POWERUP, powerup_type);
632 
633 		if (objnum < 0)
634 			return;
635 
636 		pick_random_point_in_seg(&new_pos, segnum);
637 
638 		multi_send_create_powerup(powerup_type, segnum, objnum, &new_pos);
639 
640 		Objects[objnum].pos = new_pos;
641 		vm_vec_zero(&Objects[objnum].mtype.phys_info.velocity);
642 		obj_relink(objnum, segnum);
643 
644 		object_create_explosion(segnum, &new_pos, i2f(5), VCLIP_POWERUP_DISAPPEARANCE );
645 //		mprintf(0, "Creating net powerup in segment %i at %7.3f %7.3f %7.3f\n", segnum, f2fl(new_pos.x), f2fl(new_pos.y), f2fl(new_pos.z));
646 	}
647 }
648 #endif
649 
650 //	------------------------------------------------------------------------------------------------------
651 //	Return true if current segment contains some object.
segment_contains_object(int obj_type,int obj_id,int segnum)652 int segment_contains_object(int obj_type, int obj_id, int segnum)
653 {
654 	int	objnum;
655 
656 	if (segnum == -1)
657 		return 0;
658 
659 	objnum = Segments[segnum].objects;
660 
661 	while (objnum != -1)
662 		if ((Objects[objnum].type == obj_type) && (Objects[objnum].id == obj_id))
663 			return 1;
664 		else
665 			objnum = Objects[objnum].next;
666 
667 	return 0;
668 }
669 
670 //	------------------------------------------------------------------------------------------------------
object_nearby_aux(int segnum,int object_type,int object_id,int depth)671 int object_nearby_aux(int segnum, int object_type, int object_id, int depth)
672 {
673 	int	i;
674 
675 	if (depth == 0)
676 		return 0;
677 
678 	if (segment_contains_object(object_type, object_id, segnum))
679 		return 1;
680 
681 	for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
682 		int	seg2 = Segments[segnum].children[i];
683 
684 		if (seg2 != -1)
685 			if (object_nearby_aux(seg2, object_type, object_id, depth-1))
686 				return 1;
687 	}
688 
689 	return 0;
690 }
691 
692 
693 //	------------------------------------------------------------------------------------------------------
694 //	Return true if some powerup is nearby (within 3 segments).
weapon_nearby(object * objp,int weapon_id)695 int weapon_nearby(object *objp, int weapon_id)
696 {
697 	return object_nearby_aux(objp->segnum, OBJ_POWERUP, weapon_id, 3);
698 }
699 
700 //	------------------------------------------------------------------------------------------------------
maybe_replace_powerup_with_energy(object * del_obj)701 void maybe_replace_powerup_with_energy(object *del_obj)
702 {
703 	int	weapon_index=-1;
704 
705 	if (del_obj->contains_type != OBJ_POWERUP)
706 		return;
707 
708 	if (del_obj->contains_id == POW_CLOAK) {
709 		if (weapon_nearby(del_obj, del_obj->contains_id)) {
710 			mprintf((0, "Bashing cloak into nothing because there's one nearby.\n"));
711 			del_obj->contains_count = 0;
712 		}
713 		return;
714 	}
715 	switch (del_obj->contains_id) {
716 		case POW_VULCAN_WEAPON:			weapon_index = VULCAN_INDEX;		break;
717 		case POW_GAUSS_WEAPON:			weapon_index = GAUSS_INDEX;		break;
718 		case POW_SPREADFIRE_WEAPON:	weapon_index = SPREADFIRE_INDEX;	break;
719 		case POW_PLASMA_WEAPON:			weapon_index = PLASMA_INDEX;		break;
720 		case POW_FUSION_WEAPON:			weapon_index = FUSION_INDEX;		break;
721 
722 		case POW_HELIX_WEAPON:			weapon_index = HELIX_INDEX;		break;
723 		case POW_PHOENIX_WEAPON:		weapon_index = PHOENIX_INDEX;		break;
724 		case POW_OMEGA_WEAPON:			weapon_index = OMEGA_INDEX;		break;
725 
726 	}
727 
728 	//	Don't drop vulcan ammo if player maxed out.
729 	if (((weapon_index == VULCAN_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX))
730 		del_obj->contains_count = 0;
731 	else if (((weapon_index == GAUSS_INDEX) || (del_obj->contains_id == POW_VULCAN_AMMO)) && (Players[Player_num].primary_ammo[VULCAN_INDEX] >= VULCAN_AMMO_MAX))
732 		del_obj->contains_count = 0;
733 	else if (weapon_index != -1) {
734 		if ((player_has_weapon(weapon_index, 0) & HAS_WEAPON_FLAG) || weapon_nearby(del_obj, del_obj->contains_id)) {
735 			if (d_rand() > 16384) {
736 				del_obj->contains_type = OBJ_POWERUP;
737 				if (weapon_index == VULCAN_INDEX) {
738 					del_obj->contains_id = POW_VULCAN_AMMO;
739 				} else if (weapon_index == GAUSS_INDEX) {
740 					del_obj->contains_id = POW_VULCAN_AMMO;
741 				} else {
742 					del_obj->contains_id = POW_ENERGY;
743 				}
744 			} else {
745 				del_obj->contains_type = OBJ_POWERUP;
746 				del_obj->contains_id = POW_SHIELD_BOOST;
747 			}
748 		}
749 	} else if (del_obj->contains_id == POW_QUAD_FIRE)
750 		if ((Players[Player_num].flags & PLAYER_FLAGS_QUAD_LASERS) || weapon_nearby(del_obj, del_obj->contains_id)) {
751 			if (d_rand() > 16384) {
752 				del_obj->contains_type = OBJ_POWERUP;
753 				del_obj->contains_id = POW_ENERGY;
754 			} else {
755 				del_obj->contains_type = OBJ_POWERUP;
756 				del_obj->contains_id = POW_SHIELD_BOOST;
757 			}
758 		}
759 
760 	//	If this robot was gated in by the boss and it now contains energy, make it contain nothing,
761 	//	else the room gets full of energy.
762 	if ( (del_obj->matcen_creator == BOSS_GATE_MATCEN_NUM) && (del_obj->contains_id == POW_ENERGY) && (del_obj->contains_type == OBJ_POWERUP) ) {
763 		mprintf((0, "Converting energy powerup to nothing because robot %i gated in by boss.\n", del_obj-Objects));
764 		del_obj->contains_count = 0;
765 	}
766 
767 	// Change multiplayer extra-lives into invulnerability
768 	if ((Game_mode & GM_MULTI) && (del_obj->contains_id == POW_EXTRA_LIFE))
769 	{
770 		del_obj->contains_id = POW_INVULNERABILITY;
771 	}
772 }
773 
drop_powerup(int type,int id,int num,vms_vector * init_vel,vms_vector * pos,int segnum)774 int drop_powerup(int type, int id, int num, vms_vector *init_vel, vms_vector *pos, int segnum)
775 {
776 	int		objnum=-1;
777 	object	*obj;
778 	vms_vector	new_velocity, new_pos;
779 	fix		old_mag;
780    int             count;
781 
782 	switch (type) {
783 		case OBJ_POWERUP:
784 			for (count=0; count<num; count++) {
785 				int	rand_scale;
786 				new_velocity = *init_vel;
787 				old_mag = vm_vec_mag_quick(init_vel);
788 
789 				//	We want powerups to move more in network mode.
790 				if ((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) {
791 					rand_scale = 4;
792 					//	extra life powerups are converted to invulnerability in multiplayer, for what is an extra life, anyway?
793 					if (id == POW_EXTRA_LIFE)
794 						id = POW_INVULNERABILITY;
795 				} else
796 					rand_scale = 2;
797 
798 				new_velocity.x += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
799 				new_velocity.y += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
800 				new_velocity.z += fixmul(old_mag+F1_0*32, d_rand()*rand_scale - 16384*rand_scale);
801 
802 				// Give keys zero velocity so they can be tracked better in multi
803 
804 				if ((Game_mode & GM_MULTI) && (id >= POW_KEY_BLUE) && (id <= POW_KEY_GOLD))
805 					vm_vec_zero(&new_velocity);
806 
807 				new_pos = *pos;
808 //				new_pos.x += (d_rand()-16384)*8;
809 //				new_pos.y += (d_rand()-16384)*8;
810 //				new_pos.z += (d_rand()-16384)*8;
811 
812 #ifdef NETWORK
813 				if (Game_mode & GM_MULTI)
814 				{
815 					if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
816 					{
817 					 	mprintf( (1, "Not enough slots to drop all powerups!\n" ));
818 						return (-1);
819 					}
820 					if ((Game_mode & GM_NETWORK) && Network_status == NETSTAT_ENDLEVEL)
821 					 return (-1);
822 				}
823 #endif
824 				objnum = obj_create( type, id, segnum, &new_pos, &vmd_identity_matrix, Powerup_info[id].size, CT_POWERUP, MT_PHYSICS, RT_POWERUP);
825 
826 				if (objnum < 0 ) {
827 					mprintf((1, "Can't create object in object_create_egg.  Aborting.\n"));
828 					Int3();
829 					return objnum;
830 				}
831 
832 #ifdef NETWORK
833 				if (Game_mode & GM_MULTI)
834 				{
835 					Net_create_objnums[Net_create_loc++] = objnum;
836 				}
837 #endif
838 
839 				obj = &Objects[objnum];
840 
841 				obj->mtype.phys_info.velocity = new_velocity;
842 
843 //				mprintf(0, "Created powerup, object #%i, velocity = %7.3f %7.3f %7.3f\n", objnum, f2fl(new_velocity.x), f2fl(new_velocity.y), f2fl(new_velocity.z));
844 //				mprintf(0, "                             pos = x=%d y=%d z=%d\n", obj->pos.x, obj->pos.y, obj->pos.z);
845 
846 				obj->mtype.phys_info.drag = 512;	//1024;
847 				obj->mtype.phys_info.mass = F1_0;
848 
849 				obj->mtype.phys_info.flags = PF_BOUNCE;
850 
851 				obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
852 				obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
853 				obj->rtype.vclip_info.framenum = 0;
854 
855 				switch (obj->id) {
856 					case POW_MISSILE_1:
857 					case POW_MISSILE_4:
858 					case POW_SHIELD_BOOST:
859 					case POW_ENERGY:
860 						obj->lifeleft = (d_rand() + F1_0*3) * 64;		//	Lives for 3 to 3.5 binary minutes (a binary minute is 64 seconds)
861 						if (Game_mode & GM_MULTI)
862 							obj->lifeleft /= 2;
863 						break;
864 					default:
865 //						if (Game_mode & GM_MULTI)
866 //							obj->lifeleft = (d_rand() + F1_0*3) * 64;		//	Lives for 5 to 5.5 binary minutes (a binary minute is 64 seconds)
867 						break;
868 				}
869 			}
870 			break;
871 
872 		case OBJ_ROBOT:
873 			for (count=0; count<num; count++) {
874 				int	rand_scale;
875 				new_velocity = *init_vel;
876 				old_mag = vm_vec_mag_quick(init_vel);
877 
878 				vm_vec_normalize_quick(&new_velocity);
879 
880 				//	We want powerups to move more in network mode.
881 //				if (Game_mode & GM_MULTI)
882 //					rand_scale = 4;
883 //				else
884 					rand_scale = 2;
885 
886 				new_velocity.x += (d_rand()-16384)*2;
887 				new_velocity.y += (d_rand()-16384)*2;
888 				new_velocity.z += (d_rand()-16384)*2;
889 
890 				vm_vec_normalize_quick(&new_velocity);
891 				vm_vec_scale(&new_velocity, (F1_0*32 + old_mag) * rand_scale);
892 				new_pos = *pos;
893 				//	This is dangerous, could be outside mine.
894 //				new_pos.x += (d_rand()-16384)*8;
895 //				new_pos.y += (d_rand()-16384)*7;
896 //				new_pos.z += (d_rand()-16384)*6;
897 
898 				objnum = obj_create(OBJ_ROBOT, id, segnum, &new_pos, &vmd_identity_matrix, Polygon_models[Robot_info[id].model_num].rad, CT_AI, MT_PHYSICS, RT_POLYOBJ);
899 
900 				if ( objnum < 0 ) {
901 					mprintf((1, "Can't create object in object_create_egg, robots.  Aborting.\n"));
902 					Int3();
903 					return objnum;
904 				}
905 
906 				#ifdef NETWORK
907 				if (Game_mode & GM_MULTI)
908 				{
909 					Net_create_objnums[Net_create_loc++] = objnum;
910 				}
911 				#endif
912 
913 				obj = &Objects[objnum];
914 
915 				//@@Took out this ugly hack 1/12/96, because Mike has added code
916 				//@@that should fix it in a better way.
917 				//@@//this is a super-ugly hack.  Since the baby stripe robots have
918 				//@@//their firing point on their bounding sphere, the firing points
919 				//@@//can poke through a wall if the robots are very close to it. So
920 				//@@//we make their radii bigger so the guns can't get too close to
921 				//@@//the walls
922 				//@@if (Robot_info[obj->id].flags & RIF_BIG_RADIUS)
923 				//@@	obj->size = (obj->size*3)/2;
924 
925 				//Set polygon-object-specific data
926 
927 				obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
928 				obj->rtype.pobj_info.subobj_flags = 0;
929 
930 				//set Physics info
931 
932 				obj->mtype.phys_info.velocity = new_velocity;
933 
934 				obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
935 				obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
936 
937 				obj->mtype.phys_info.flags |= (PF_LEVELLING);
938 
939 				obj->shields = Robot_info[obj->id].strength;
940 
941 				obj->ctype.ai_info.behavior = AIB_NORMAL;
942 				Ai_local_info[obj-Objects].player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
943 				Ai_local_info[obj-Objects].player_awareness_time = F1_0*3;
944 				obj->ctype.ai_info.CURRENT_STATE = AIS_LOCK;
945 				obj->ctype.ai_info.GOAL_STATE = AIS_LOCK;
946 				obj->ctype.ai_info.REMOTE_OWNER = -1;
947 			}
948 
949 			//	At JasenW's request, robots which contain robots sometimes drop shields.
950 			if (d_rand() > 16384)
951 				drop_powerup(OBJ_POWERUP, POW_SHIELD_BOOST, 1, init_vel, pos, segnum);
952 
953 			break;
954 
955 		default:
956 			Error("Error: Illegal type (%i) in object spawning.\n", type);
957 	}
958 
959 	return objnum;
960 }
961 
962 //	------------------------------------------------------------------------------------------------------
963 //	Returns created object number.
964 //	If object dropped by player, set flag.
object_create_egg(object * objp)965 int object_create_egg(object *objp)
966 {
967 	int	rval;
968 
969 	if (!(Game_mode & GM_MULTI) & (objp->type != OBJ_PLAYER))
970 	{
971 		if (objp->contains_type == OBJ_POWERUP)
972 		{
973 			if (objp->contains_id == POW_SHIELD_BOOST) {
974 				if (Players[Player_num].shields >= i2f(100)) {
975 					if (d_rand() > 16384) {
976 						mprintf((0, "Not dropping shield!\n"));
977 						return -1;
978 					}
979 				} else  if (Players[Player_num].shields >= i2f(150)) {
980 					if (d_rand() > 8192) {
981 						mprintf((0, "Not dropping shield!\n"));
982 						return -1;
983 					}
984 				}
985 			} else if (objp->contains_id == POW_ENERGY) {
986 				if (Players[Player_num].energy >= i2f(100)) {
987 					if (d_rand() > 16384) {
988 						mprintf((0, "Not dropping energy!\n"));
989 						return -1;
990 					}
991 				} else  if (Players[Player_num].energy >= i2f(150)) {
992 					if (d_rand() > 8192) {
993 						mprintf((0, "Not dropping energy!\n"));
994 						return -1;
995 					}
996 				}
997 			}
998 		}
999 	}
1000 
1001 	rval = drop_powerup(objp->contains_type, objp->contains_id, objp->contains_count, &objp->mtype.phys_info.velocity, &objp->pos, objp->segnum);
1002 
1003 	if (rval != -1)
1004     {
1005 		if ((objp->type == OBJ_PLAYER) && (objp->id == Player_num))
1006 			Objects[rval].flags |= OF_PLAYER_DROPPED;
1007 
1008    	if (objp->type == OBJ_ROBOT && objp->contains_type==OBJ_POWERUP)
1009 	{
1010 			if (objp->contains_id==POW_VULCAN_WEAPON || objp->contains_id==POW_GAUSS_WEAPON)
1011 				Objects[rval].ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT;
1012 			else if (objp->contains_id==POW_OMEGA_WEAPON)
1013 				Objects[rval].ctype.powerup_info.count = MAX_OMEGA_CHARGE;
1014 	}
1015     }
1016 
1017 	return rval;
1018 }
1019 
1020 // -- extern int Items_destroyed;
1021 
1022 //	-------------------------------------------------------------------------------------------------------
1023 //	Put count objects of type type (eg, powerup), id = id (eg, energy) into *objp, then drop them!  Yippee!
1024 //	Returns created object number.
call_object_create_egg(object * objp,int count,int type,int id)1025 int call_object_create_egg(object *objp, int count, int type, int id)
1026 {
1027 // -- 	if (!(Game_mode & GM_MULTI) && (objp == ConsoleObject))
1028 // -- 		if (d_rand() < 32767/6) {
1029 // -- 			Items_destroyed++;
1030 // -- 			return -1;
1031 // -- 		}
1032 
1033 	if (count > 0) {
1034 		objp->contains_count = count;
1035 		objp->contains_type = type;
1036 		objp->contains_id = id;
1037 		return object_create_egg(objp);
1038 	}
1039 
1040 	return -1;
1041 }
1042 
1043 //what vclip does this explode with?
get_explosion_vclip(object * obj,int stage)1044 int get_explosion_vclip(object *obj,int stage)
1045 {
1046 	if (obj->type==OBJ_ROBOT) {
1047 
1048 		if (stage==0 && Robot_info[obj->id].exp1_vclip_num>-1)
1049 				return Robot_info[obj->id].exp1_vclip_num;
1050 		else if (stage==1 && Robot_info[obj->id].exp2_vclip_num>-1)
1051 				return Robot_info[obj->id].exp2_vclip_num;
1052 
1053 	}
1054 	else if (obj->type==OBJ_PLAYER && Player_ship->expl_vclip_num>-1)
1055 			return Player_ship->expl_vclip_num;
1056 
1057 	return VCLIP_SMALL_EXPLOSION;		//default
1058 }
1059 
1060 //blow up a polygon model
explode_model(object * obj)1061 void explode_model(object *obj)
1062 {
1063 	Assert(obj->render_type == RT_POLYOBJ);
1064 
1065 	if (Dying_modelnums[obj->rtype.pobj_info.model_num] != -1)
1066 		obj->rtype.pobj_info.model_num = Dying_modelnums[obj->rtype.pobj_info.model_num];
1067 
1068 	if (Polygon_models[obj->rtype.pobj_info.model_num].n_models > 1) {
1069 		int i;
1070 
1071 		for (i=1;i<Polygon_models[obj->rtype.pobj_info.model_num].n_models;i++)
1072 			if (!(obj->type == OBJ_ROBOT && obj->id == 44 && i == 5)) 	//energy sucker energy part
1073 				object_create_debris(obj,i);
1074 
1075 		//make parent object only draw center part
1076 		obj->rtype.pobj_info.subobj_flags=1;
1077 	}
1078 }
1079 
1080 //if the object has a destroyed model, switch to it.  Otherwise, delete it.
maybe_delete_object(object * del_obj)1081 void maybe_delete_object(object *del_obj)
1082 {
1083 	if (Dead_modelnums[del_obj->rtype.pobj_info.model_num] != -1) {
1084 		del_obj->rtype.pobj_info.model_num = Dead_modelnums[del_obj->rtype.pobj_info.model_num];
1085 		del_obj->flags |= OF_DESTROYED;
1086 	}
1087 	else {		//normal, multi-stage explosion
1088 		if (del_obj->type == OBJ_PLAYER)
1089 			del_obj->render_type = RT_NONE;
1090 		else
1091 			del_obj->flags |= OF_SHOULD_BE_DEAD;
1092 	}
1093 }
1094 
1095 //	-------------------------------------------------------------------------------------------------------
1096 //blow up an object.  Takes the object to destroy, and the point of impact
explode_object(object * hitobj,fix delay_time)1097 void explode_object(object *hitobj,fix delay_time)
1098 {
1099 	if (hitobj->flags & OF_EXPLODING) return;
1100 
1101 	if (delay_time) {		//wait a little while before creating explosion
1102 		int objnum;
1103 		object *obj;
1104 
1105 		//create a placeholder object to do the delay, with id==-1
1106 
1107 		objnum = obj_create( OBJ_FIREBALL,-1,hitobj->segnum,&hitobj->pos,&vmd_identity_matrix,0,
1108 						CT_EXPLOSION,MT_NONE,RT_NONE);
1109 
1110 		if (objnum < 0 ) {
1111 			maybe_delete_object(hitobj);		//no explosion, die instantly
1112 			mprintf((1,"Couldn't start explosion, deleting object now\n"));
1113 			Int3();
1114 			return;
1115 		}
1116 
1117 		obj = &Objects[objnum];
1118 
1119 		//now set explosion-specific data
1120 
1121 		obj->lifeleft = delay_time;
1122 		obj->ctype.expl_info.delete_objnum = hitobj-Objects;
1123 #ifndef NDEBUG
1124 		if (obj->ctype.expl_info.delete_objnum < 0)
1125 		 Int3(); // See Rob!
1126 #endif
1127 		obj->ctype.expl_info.delete_time = -1;
1128 		obj->ctype.expl_info.spawn_time = 0;
1129 
1130 	}
1131 	else {
1132 		object *expl_obj;
1133 		int vclip_num;
1134 
1135 		vclip_num = get_explosion_vclip(hitobj,0);
1136 
1137 		expl_obj = object_create_explosion(hitobj->segnum, &hitobj->pos, fixmul(hitobj->size,EXPLOSION_SCALE), vclip_num );
1138 
1139 		if (! expl_obj) {
1140 			maybe_delete_object(hitobj);		//no explosion, die instantly
1141 			mprintf((0,"Couldn't start explosion, deleting object now\n"));
1142 			return;
1143 		}
1144 
1145 		//don't make debris explosions have physics, because they often
1146 		//happen when the debris has hit the wall, so the fireball is trying
1147 		//to move into the wall, which shows off FVI problems.
1148 		if (hitobj->type!=OBJ_DEBRIS && hitobj->movement_type==MT_PHYSICS) {
1149 			expl_obj->movement_type = MT_PHYSICS;
1150 			expl_obj->mtype.phys_info = hitobj->mtype.phys_info;
1151 		}
1152 
1153 		if (hitobj->render_type==RT_POLYOBJ && hitobj->type!=OBJ_DEBRIS)
1154 			explode_model(hitobj);
1155 
1156 		maybe_delete_object(hitobj);
1157 	}
1158 
1159 	hitobj->flags |= OF_EXPLODING;		//say that this is blowing up
1160 	hitobj->control_type = CT_NONE;		//become inert while exploding
1161 
1162 }
1163 
1164 
1165 //do whatever needs to be done for this piece of debris for this frame
do_debris_frame(object * obj)1166 void do_debris_frame(object *obj)
1167 {
1168 	Assert(obj->control_type == CT_DEBRIS);
1169 
1170 	if (obj->lifeleft < 0)
1171 		explode_object(obj,0);
1172 
1173 }
1174 
1175 extern void drop_stolen_items(object *objp);
1176 
1177 //do whatever needs to be done for this explosion for this frame
do_explosion_sequence(object * obj)1178 void do_explosion_sequence(object *obj)
1179 {
1180 	Assert(obj->control_type == CT_EXPLOSION);
1181 
1182 	//mprintf( 0, "Object %d life left is %d\n", obj-Objects, obj->lifeleft );
1183 
1184 	//See if we should die of old age
1185 	if (obj->lifeleft <= 0 ) 	{	// We died of old age
1186 		obj->flags |= OF_SHOULD_BE_DEAD;
1187 		obj->lifeleft = 0;
1188 	}
1189 
1190 	//See if we should create a secondary explosion
1191 	if (obj->lifeleft <= obj->ctype.expl_info.spawn_time) {
1192 		object *expl_obj,*del_obj;
1193 		int vclip_num;
1194 		vms_vector *spawn_pos;
1195 
1196 		if ((obj->ctype.expl_info.delete_objnum < 0) || (obj->ctype.expl_info.delete_objnum > Highest_object_index)) {
1197 			mprintf((0, "Illegal value for delete_objnum in fireball.c\n"));
1198 			Int3(); // get Rob, please... thanks
1199 			return;
1200 		}
1201 
1202 		del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
1203 
1204 		spawn_pos = &del_obj->pos;
1205 
1206 		if (!((del_obj->type==OBJ_ROBOT || del_obj->type==OBJ_CLUTTER || del_obj->type==OBJ_CNTRLCEN || del_obj->type == OBJ_PLAYER) && (del_obj->segnum != -1))) {
1207 			Int3();	//pretty bad
1208 			return;
1209 		}
1210 
1211 		vclip_num = get_explosion_vclip(del_obj,1);
1212 
1213 		if (del_obj->type == OBJ_ROBOT && Robot_info[del_obj->id].badass)
1214 			expl_obj = object_create_badass_explosion( NULL, del_obj->segnum, spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num, F1_0*Robot_info[del_obj->id].badass, i2f(4)*Robot_info[del_obj->id].badass, i2f(35)*Robot_info[del_obj->id].badass, -1 );
1215 		else
1216 			expl_obj = object_create_explosion( del_obj->segnum, spawn_pos, fixmul(del_obj->size, EXPLOSION_SCALE), vclip_num );
1217 
1218 		if ((del_obj->contains_count > 0) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside of this code!!
1219 			//	If dropping a weapon that the player has, drop energy instead, unless it's vulcan, in which case drop vulcan ammo.
1220 			if (del_obj->contains_type == OBJ_POWERUP)
1221 				maybe_replace_powerup_with_energy(del_obj);
1222 			object_create_egg(del_obj);
1223 		} else if ((del_obj->type == OBJ_ROBOT) && !(Game_mode & GM_MULTI)) { // Multiplayer handled outside this code!!
1224 			robot_info	*robptr = &Robot_info[del_obj->id];
1225 			if (robptr->contains_count) {
1226 				if (((d_rand() * 16) >> 15) < robptr->contains_prob) {
1227 					del_obj->contains_count = ((d_rand() * robptr->contains_count) >> 15) + 1;
1228 					del_obj->contains_type = robptr->contains_type;
1229 					del_obj->contains_id = robptr->contains_id;
1230 					maybe_replace_powerup_with_energy(del_obj);
1231 					object_create_egg(del_obj);
1232 				}
1233 			}
1234 
1235 			if (robptr->thief)
1236 				drop_stolen_items(del_obj);
1237 
1238 			if (robptr->companion) {
1239 				DropBuddyMarker(del_obj);
1240 			}
1241 		}
1242 
1243 		if ( Robot_info[del_obj->id].exp2_sound_num > -1 )
1244 			digi_link_sound_to_pos( Robot_info[del_obj->id].exp2_sound_num, del_obj->segnum, 0, spawn_pos, 0, F1_0 );
1245 			//PLAY_SOUND_3D( Robot_info[del_obj->id].exp2_sound_num, spawn_pos, del_obj->segnum  );
1246 
1247 		// mprintf( 0, "Spawned an explosion of type %d\n", Robot_info[del_obj->id].exp2_vclip_num );
1248 
1249 		//mprintf( 0, "Object %d spawned.\n", obj-Objects );
1250 		//mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z );
1251 		//mprintf( 0, "Explosion at %d,%d,%d\n", obj->pos.x, obj->pos.y, obj->pos.z );
1252 		//mprintf( 0, "Spawned exp at %d,%d,%d\n", expl_obj->pos.x, expl_obj->pos.y, expl_obj->pos.z );
1253 
1254 		obj->ctype.expl_info.spawn_time = -1;
1255 
1256 		//make debris
1257 		if (del_obj->render_type==RT_POLYOBJ)
1258 			explode_model(del_obj);		//explode a polygon model
1259 
1260 		//set some parm in explosion
1261 		if (expl_obj) {
1262 
1263 			if (del_obj->movement_type == MT_PHYSICS) {
1264 				expl_obj->movement_type = MT_PHYSICS;
1265 				expl_obj->mtype.phys_info = del_obj->mtype.phys_info;
1266 			}
1267 
1268 			expl_obj->ctype.expl_info.delete_time = expl_obj->lifeleft/2;
1269 			expl_obj->ctype.expl_info.delete_objnum = del_obj-Objects;
1270 #ifndef NDEBUG
1271 			if (obj->ctype.expl_info.delete_objnum < 0)
1272 		  		Int3(); // See Rob!
1273 #endif
1274 
1275 		}
1276 		else {
1277 			maybe_delete_object(del_obj);
1278 			mprintf((0,"Couldn't create secondary explosion, deleting object now\n"));
1279 		}
1280 
1281 	}
1282 
1283 	//See if we should delete an object
1284 	if (obj->lifeleft <= obj->ctype.expl_info.delete_time) {
1285 		object *del_obj = &Objects[obj->ctype.expl_info.delete_objnum];
1286 
1287 		obj->ctype.expl_info.delete_time = -1;
1288 
1289 		maybe_delete_object(del_obj);
1290 	}
1291 }
1292 
1293 #define EXPL_WALL_TIME					(f1_0)
1294 #define EXPL_WALL_TOTAL_FIREBALLS	32
1295 #define EXPL_WALL_FIREBALL_SIZE 		(0x48000*6/10)	//smallest size
1296 
1297 expl_wall expl_wall_list[MAX_EXPLODING_WALLS];
1298 
init_exploding_walls()1299 void init_exploding_walls()
1300 {
1301 	int i;
1302 
1303 	for (i=0;i<MAX_EXPLODING_WALLS;i++)
1304 		expl_wall_list[i].segnum = -1;
1305 }
1306 
1307 //explode the given wall
explode_wall(int segnum,int sidenum)1308 void explode_wall(int segnum,int sidenum)
1309 {
1310 	int i;
1311 	vms_vector pos;
1312 
1313 	//find a free slot
1314 
1315 	for (i=0;i<MAX_EXPLODING_WALLS && expl_wall_list[i].segnum != -1;i++);
1316 
1317 	if (i==MAX_EXPLODING_WALLS) {		//didn't find slot.
1318 		mprintf((0,"Couldn't find free slot for exploding wall!\n"));
1319 		Int3();
1320 		return;
1321 	}
1322 
1323 	expl_wall_list[i].segnum	= segnum;
1324 	expl_wall_list[i].sidenum	= sidenum;
1325 	expl_wall_list[i].time		= 0;
1326 
1327 	//play one long sound for whole door wall explosion
1328 	compute_center_point_on_side(&pos,&Segments[segnum],sidenum);
1329 	digi_link_sound_to_pos( SOUND_EXPLODING_WALL,segnum, sidenum, &pos, 0, F1_0 );
1330 
1331 }
1332 
1333 //handle walls for this frame
1334 //note: this wall code assumes the wall is not triangulated
do_exploding_wall_frame()1335 void do_exploding_wall_frame()
1336 {
1337 	int i;
1338 
1339 	for (i=0;i<MAX_EXPLODING_WALLS;i++) {
1340 		int segnum = expl_wall_list[i].segnum;
1341 
1342 		if (segnum != -1) {
1343 			int sidenum = expl_wall_list[i].sidenum;
1344 			fix oldfrac,newfrac;
1345 			int old_count,new_count,e;		//n,
1346 
1347 			oldfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
1348 
1349 			expl_wall_list[i].time += FrameTime;
1350 			if (expl_wall_list[i].time > EXPL_WALL_TIME)
1351 				expl_wall_list[i].time = EXPL_WALL_TIME;
1352 
1353 			if (expl_wall_list[i].time>(EXPL_WALL_TIME*3)/4) {
1354 				segment *seg,*csegp;
1355 				int cside,a,n;
1356 
1357 				seg = &Segments[segnum];
1358 
1359 				a = Walls[seg->sides[sidenum].wall_num].clip_num;
1360 				n = WallAnims[a].num_frames;
1361 
1362 				csegp = &Segments[seg->children[sidenum]];
1363 				cside = find_connect_side(seg, csegp);
1364 
1365 				wall_set_tmap_num(seg,sidenum,csegp,cside,a,n-1);
1366 
1367 				Walls[seg->sides[sidenum].wall_num].flags |= WALL_BLASTED;
1368 				Walls[csegp->sides[cside].wall_num].flags |= WALL_BLASTED;
1369 
1370 			}
1371 
1372 			newfrac = fixdiv(expl_wall_list[i].time,EXPL_WALL_TIME);
1373 
1374 			old_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(oldfrac,oldfrac));
1375 			new_count = f2i(EXPL_WALL_TOTAL_FIREBALLS * fixmul(newfrac,newfrac));
1376 
1377 			//n = new_count - old_count;
1378 
1379 //			mprintf(0,"Creating %d new explosions\n",new_count-old_count);
1380 
1381 			//now create all the next explosions
1382 
1383 			for (e=old_count;e<new_count;e++) {
1384 				short			vertnum_list[4];
1385 				vms_vector	*v0,*v1,*v2;
1386 				vms_vector	vv0,vv1,pos;
1387 				fix			size;
1388 
1389 				//calc expl position
1390 
1391 				get_side_verts(vertnum_list,segnum,sidenum);
1392 
1393 				v0 = &Vertices[vertnum_list[0]];
1394 				v1 = &Vertices[vertnum_list[1]];
1395 				v2 = &Vertices[vertnum_list[2]];
1396 
1397 				vm_vec_sub(&vv0,v0,v1);
1398 				vm_vec_sub(&vv1,v2,v1);
1399 
1400 				vm_vec_scale_add(&pos,v1,&vv0,d_rand()*2);
1401 				vm_vec_scale_add2(&pos,&vv1,d_rand()*2);
1402 
1403 				size = EXPL_WALL_FIREBALL_SIZE + (2*EXPL_WALL_FIREBALL_SIZE * e / EXPL_WALL_TOTAL_FIREBALLS);
1404 
1405 				//fireballs start away from door, with subsequent ones getting closer
1406 				#ifdef COMPACT_SEGS
1407 					{
1408 					vms_vector _vn;
1409 					get_side_normal(&Segments[segnum], sidenum, 0, &_vn );
1410 					vm_vec_scale_add2(&pos,&_vn,size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
1411 					}
1412 				#else
1413 					vm_vec_scale_add2(&pos,&Segments[segnum].sides[sidenum].normals[0],size*(EXPL_WALL_TOTAL_FIREBALLS-e)/EXPL_WALL_TOTAL_FIREBALLS);
1414 				#endif
1415 
1416 				if (e & 3)		//3 of 4 are normal
1417 					object_create_explosion(expl_wall_list[i].segnum,&pos,size,VCLIP_SMALL_EXPLOSION);
1418 				else
1419 					object_create_badass_explosion( NULL, expl_wall_list[i].segnum, &pos,
1420 					size,
1421 					VCLIP_SMALL_EXPLOSION,
1422 					i2f(4),		// damage strength
1423 					i2f(20),		//	damage radius
1424 					i2f(50),		//	damage force
1425 					-1		//	parent id
1426 					);
1427 
1428 
1429 			}
1430 
1431 			if (expl_wall_list[i].time >= EXPL_WALL_TIME)
1432 				expl_wall_list[i].segnum = -1;	//flag this slot as free
1433 
1434 		}
1435 	}
1436 
1437 }
1438 
1439 
1440 //creates afterburner blobs behind the specified object
drop_afterburner_blobs(object * obj,int count,fix size_scale,fix lifetime)1441 void drop_afterburner_blobs(object *obj, int count, fix size_scale, fix lifetime)
1442 {
1443 	vms_vector pos_left,pos_right;
1444 	int segnum;
1445 
1446 	vm_vec_scale_add(&pos_left, &obj->pos, &obj->orient.fvec, -obj->size);
1447 	vm_vec_scale_add2(&pos_left, &obj->orient.rvec, -obj->size/4);
1448 	vm_vec_scale_add(&pos_right, &pos_left, &obj->orient.rvec, obj->size/2);
1449 
1450 	if (count == 1)
1451 		vm_vec_avg(&pos_left, &pos_left, &pos_right);
1452 
1453 	segnum = find_point_seg(&pos_left, obj->segnum);
1454 	if (segnum != -1)
1455 		object_create_explosion(segnum, &pos_left, size_scale, VCLIP_AFTERBURNER_BLOB );
1456 
1457 	if (count > 1) {
1458 		segnum = find_point_seg(&pos_right, obj->segnum);
1459 		if (segnum != -1) {
1460 			object	*blob_obj;
1461 			blob_obj = object_create_explosion(segnum, &pos_right, size_scale, VCLIP_AFTERBURNER_BLOB );
1462 			if (lifetime != -1)
1463 				blob_obj->lifeleft = lifetime;
1464 		}
1465 	}
1466 }
1467 
1468 
1469