| | 1 | #include "npc_common.h" |
| | 2 | #include "weaponbehaviour.h" |
| | 3 | #include "debris.h" |
| | 4 | #include "dynamics.h" |
| | 5 | #include "lighting.h" |
| | 6 | #include "game_statistics.h" |
| | 7 | #include "sfx.h" |
| | 8 | #include "savegame.h" |
| | 9 | #include "userprofile.h" |
| | 10 | #include <stdlib.h> |
| | 11 | #include <string.h> |
| | 12 | |
| | 13 | #define FLAMETHROWER_PARTICLES_PER_FRAME (MUL_FIXED(120,NormalFrameTime)) |
| | 14 | |
| | 15 | #define FRISBEE_SPEED 20000 |
| | 16 | #define ENERGY_BOLT_SPEED (ONE_FIXED * 4) |
| | 17 | |
| | 18 | extern int SlotForThisWeapon(enum WEAPON_ID weaponID); |
| | 19 | extern void AutoSwapToDisc(); |
| | 20 | extern int GetLoadedShapeMSL(char const * shapename); |
| | 21 | |
| | 22 | extern MATRIXCH IdentityMatrix; |
| | 23 | |
| | 24 | int PredPistolBoltGravity = 80000; |
| | 25 | int PredPistolBoltSpeed = 32767; |
| | 26 | int Caster_BlastRadius = 5000; |
| | 27 | |
| | 28 | SOUND3DDATA Explosion_SoundData = |
| | 29 | { |
| | 30 | {0,0,0,}, |
| | 31 | {0,0,0,}, |
| | 32 | 15000, |
| | 33 | 150000, |
| | 34 | }; |
| | 35 | |
| | 36 | static void RubberDuckBehaviour(STRATEGYBLOCK *sbPtr) |
| | 37 | { |
| | 38 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 39 | |
| | 40 | if (!sbPtr->DisplayBlock) |
| | 41 | return; |
| | 42 | |
| | 43 | int newLevel = EffectOfRipples(&dynPtr->Position); |
| | 44 | |
| | 45 | { |
| | 46 | int minusDeltaX,plusDeltaX,minusDeltaZ,plusDeltaZ; |
| | 47 | VECTORCH delta; |
| | 48 | delta.vx = dynPtr->Position.vx; |
| | 49 | delta.vz = dynPtr->Position.vz; |
| | 50 | |
| | 51 | delta.vx -= 50; |
| | 52 | minusDeltaX = EffectOfRipples(&delta)-newLevel; |
| | 53 | delta.vx += 100; |
| | 54 | plusDeltaX = EffectOfRipples(&delta)-newLevel; |
| | 55 | delta.vx -= 50; |
| | 56 | |
| | 57 | delta.vz -= 50; |
| | 58 | minusDeltaZ = EffectOfRipples(&delta)-newLevel; |
| | 59 | delta.vz += 100; |
| | 60 | plusDeltaZ = EffectOfRipples(&delta)-newLevel; |
| | 61 | |
| | 62 | { |
| | 63 | int scale = NormalFrameTime<<1; |
| | 64 | |
| | 65 | if(scale > ONE_FIXED) |
| | 66 | scale = ONE_FIXED; |
| | 67 | |
| | 68 | scale = ONE_FIXED; |
| | 69 | dynPtr->LinImpulse.vx -= MUL_FIXED(scale,dynPtr->LinImpulse.vx); |
| | 70 | dynPtr->LinImpulse.vz -= MUL_FIXED(scale,dynPtr->LinImpulse.vz); |
| | 71 | } |
| | 72 | |
| | 73 | if (minusDeltaX > plusDeltaX) |
| | 74 | { |
| | 75 | if (minusDeltaX > 0) |
| | 76 | dynPtr->LinImpulse.vx = -minusDeltaX*256; |
| | 77 | } |
| | 78 | else |
| | 79 | { |
| | 80 | if (plusDeltaX > 0) |
| | 81 | dynPtr->LinImpulse.vx = plusDeltaX*256; |
| | 82 | } |
| | 83 | |
| | 84 | if (minusDeltaZ > plusDeltaZ) |
| | 85 | { |
| | 86 | if (minusDeltaZ > 0) |
| | 87 | dynPtr->LinImpulse.vz = -minusDeltaZ*256; |
| | 88 | } |
| | 89 | else |
| | 90 | { |
| | 91 | if (plusDeltaZ > 0) |
| | 92 | dynPtr->LinImpulse.vz = plusDeltaZ*256; |
| | 93 | } |
| | 94 | } |
| | 95 | |
| | 96 | dynPtr->LinImpulse.vy = 0; |
| | 97 | |
| | 98 | { |
| | 99 | int level=0; |
| | 100 | /* |
| | 101 | switch(AvP.level) |
| | 102 | { |
| | 103 | case AVP_ENVIRONMENT_INVASION_A: |
| | 104 | level = -35800; |
| | 105 | break; |
| | 106 | case AVP_ENVIRONMENT_COLONY: |
| | 107 | level = 2656; |
| | 108 | break; |
| | 109 | case AVP_ENVIRONMENT_WATERFALL_M: |
| | 110 | case AVP_ENVIRONMENT_WATERFALL: |
| | 111 | level = 12925; |
| | 112 | break; |
| | 113 | case AVP_ENVIRONMENT_DERELICT: |
| | 114 | level = 32000; |
| | 115 | break; |
| | 116 | case AVP_ENVIRONMENT_E3DEMOSP: |
| | 117 | case AVP_ENVIRONMENT_MASSACRE: |
| | 118 | level = 3300; |
| | 119 | break; |
| | 120 | default: |
| | 121 | level = 0; |
| | 122 | } |
| | 123 | |
| | 124 | */ |
| | 125 | dynPtr->Position.vy = newLevel + level; |
| | 126 | } |
| | 127 | |
| | 128 | dynPtr->AngVelocity.EulerY -= MUL_FIXED(dynPtr->AngVelocity.EulerY,NormalFrameTime); |
| | 129 | dynPtr->AngVelocity.EulerY += (dynPtr->LinImpulse.vz + dynPtr->LinImpulse.vx+(FastRandom()&255)-128)/16; |
| | 130 | dynPtr->AngVelocity.EulerZ = (dynPtr->LinImpulse.vz/256); |
| | 131 | dynPtr->AngVelocity.EulerX = (dynPtr->LinImpulse.vx/256); |
| | 132 | |
| | 133 | if (dynPtr->AngVelocity.EulerY > 8192) |
| | 134 | dynPtr->AngVelocity.EulerY = 8192; |
| | 135 | else if (dynPtr->AngVelocity.EulerY < -8192) |
| | 136 | dynPtr->AngVelocity.EulerY = -8192; |
| | 137 | |
| | 138 | DynamicallyRotateObject(dynPtr); |
| | 139 | } |
| | 140 | |
| | 141 | DISPLAYBLOCK *MakeObject(AVP_BEHAVIOUR_TYPE bhvr, const VECTORCH *positionPtr) |
| | 142 | { |
| | 143 | int shapeIndex; |
| | 144 | |
| | 145 | switch (bhvr) |
| | 146 | { |
| | 147 | case I_BehaviourRocket: |
| | 148 | shapeIndex = GetLoadedShapeMSL("missile"); |
| | 149 | break; |
| | 150 | case I_BehaviourPulseGrenade: |
| | 151 | case I_BehaviourGrenade: |
| | 152 | shapeIndex = GetLoadedShapeMSL("Shell"); |
| | 153 | break; |
| | 154 | case I_BehaviourFragmentationGrenade: |
| | 155 | shapeIndex = GetLoadedShapeMSL("Cluster"); |
| | 156 | break; |
| | 157 | case I_BehaviourProximityGrenade: |
| | 158 | shapeIndex = GetLoadedShapeMSL("Proxmine"); |
| | 159 | break; |
| | 160 | case I_BehaviourFlare: |
| | 161 | shapeIndex = GetLoadedShapeMSL("Flare"); |
| | 162 | break; |
| | 163 | default: |
| | 164 | shapeIndex = 0; |
| | 165 | } |
| | 166 | |
| | 167 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(bhvr); |
| | 168 | |
| | 169 | if(NULL == sbPtr) |
| | 170 | return NULL; |
| | 171 | |
| | 172 | sbPtr->DisplayBlock = AllocateNewObject(shapeIndex); |
| | 173 | |
| | 174 | if (sbPtr->DisplayBlock) |
| | 175 | { |
| | 176 | sbPtr->DisplayBlock->ObStrategyBlock = sbPtr; |
| | 177 | sbPtr->DisplayBlock->ObWorld = *positionPtr; |
| | 178 | sbPtr->shapeIndex = shapeIndex; |
| | 179 | sbPtr->maintainVisibility = 1; |
| | 180 | sbPtr->containingModule = ModuleFromPosition(positionPtr, NULL); // JADDA add sbPtr->containingModule = ModuleFromPosition(positionPtr, NULL) for
the rest |
| | 181 | if(NULL != sbPtr->containingModule) |
| | 182 | return sbPtr->DisplayBlock; |
| | 183 | } |
| | 184 | |
| | 185 | RemoveBehaviourStrategy(sbPtr); |
| | 186 | |
| | 187 | return NULL; |
| | 188 | } |
| | 189 | |
| | 190 | STRATEGYBLOCK* CreateRocketKernel(VECTORCH *position, MATRIXCH *orient, int fromplayer) |
| | 191 | { |
| | 192 | DISPLAYBLOCK *dispPtr = MakeObject(I_BehaviourRocket, position); |
| | 193 | |
| | 194 | if (NULL != dispPtr) |
| | 195 | { |
| | 196 | /* make displayblock a dynamic module object */ |
| | 197 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 198 | |
| | 199 | AddLightingEffectToObject(dispPtr, LFX_ROCKETJET); |
| | 200 | |
| | 201 | DYNAMICSBLOCK *dynPtr = dispPtr->ObStrategyBlock->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_ROCKET); |
| | 202 | dispPtr->ObStrategyBlock->dataptr = malloc(sizeof(PREDPISTOL_BEHAV_BLOCK)); |
| | 203 | |
| | 204 | if ((NULL != dynPtr) && (NULL != dispPtr->ObStrategyBlock->dataptr)) |
| | 205 | { |
| | 206 | dynPtr->IgnoreThePlayer = fromplayer; |
| | 207 | |
| | 208 | ((PREDPISTOL_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 5 * ONE_FIXED * 100; |
| | 209 | ((PREDPISTOL_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->player = fromplayer; |
| | 210 | |
| | 211 | /* align rocket to launcher */ |
| | 212 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 213 | |
| | 214 | dynPtr->PrevOrientMat = dynPtr->OrientMat = *orient; |
| | 215 | /* I added this next line for networking: Patrick */ |
| | 216 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 217 | |
| | 218 | /* align velocity too */ |
| | 219 | #define MISSILE_SPEED 80000 |
| | 220 | dynPtr->LinVelocity.vx = MUL_FIXED(dynPtr->OrientMat.mat31, MISSILE_SPEED); |
| | 221 | dynPtr->LinVelocity.vy = MUL_FIXED(dynPtr->OrientMat.mat32, MISSILE_SPEED); |
| | 222 | dynPtr->LinVelocity.vz = MUL_FIXED(dynPtr->OrientMat.mat33, MISSILE_SPEED); |
| | 223 | |
| | 224 | if(SinglePlayer != AvP.PlayMode) |
| | 225 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 226 | |
| | 227 | return dispPtr->ObStrategyBlock; |
| | 228 | } |
| | 229 | |
| | 230 | RemoveBehaviourStrategy(dispPtr->ObStrategyBlock); |
| | 231 | } |
| | 232 | |
| | 233 | return NULL; |
| | 234 | } |
| | 235 | |
| | 236 | STRATEGYBLOCK* CreateGrenadeKernel(AVP_BEHAVIOUR_TYPE behaviourID, VECTORCH *position, MATRIXCH *orient, int fromplayer) |
| | 237 | { |
| | 238 | DISPLAYBLOCK *dispPtr = MakeObject(behaviourID, position); |
| | 239 | |
| | 240 | if (NULL != dispPtr) |
| | 241 | { |
| | 242 | DYNAMICSBLOCK *dynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 243 | |
| | 244 | if (NULL != dynPtr) |
| | 245 | { |
| | 246 | switch(behaviourID) |
| | 247 | { |
| | 248 | case I_BehaviourProximityGrenade: |
| | 249 | { |
| | 250 | dispPtr->ObStrategyBlock->dataptr = malloc(sizeof(PROX_GRENADE_BEHAV_BLOCK)); |
| | 251 | dispPtr->extent.min_x = -20; |
| | 252 | dispPtr->extent.min_y = -20; |
| | 253 | dispPtr->extent.min_z = -20; |
| | 254 | dispPtr->extent.max_x = 20; |
| | 255 | dispPtr->extent.max_y = 20; |
| | 256 | dispPtr->extent.max_z = 20; |
| | 257 | |
| | 258 | if (NULL != dispPtr->ObStrategyBlock->dataptr) |
| | 259 | { |
| | 260 | dynPtr->StopOnCollision = 1; |
| | 261 | ((PROX_GRENADE_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 2 * ONE_FIXED; |
| | 262 | ((PROX_GRENADE_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->SoundHandle = SOUND_NOACTIVEINDEX; |
| | 263 | ((PROX_GRENADE_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->SoundGenerationTimer = 0; |
| | 264 | } |
| | 265 | } |
| | 266 | break; |
| | 267 | default: |
| | 268 | { |
| | 269 | dispPtr->ObStrategyBlock->dataptr = malloc(sizeof(GRENADE_BEHAV_BLOCK)); |
| | 270 | dynPtr->StopOnCollision = 1; |
| | 271 | |
| | 272 | if (NULL != dispPtr->ObStrategyBlock->dataptr) |
| | 273 | { |
| | 274 | ((GRENADE_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 2 * ONE_FIXED; |
| | 275 | ((GRENADE_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->bouncelastframe = 0; |
| | 276 | } |
| | 277 | } |
| | 278 | } |
| | 279 | |
| | 280 | if (NULL != dispPtr->ObStrategyBlock->dataptr) |
| | 281 | { |
| | 282 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 283 | dispPtr->ObStrategyBlock->DynPtr = dynPtr; |
| | 284 | dynPtr->IgnoreThePlayer = fromplayer; |
| | 285 | |
| | 286 | /* align grenade to launcher */ |
| | 287 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 288 | dynPtr->OrientMat = dynPtr->PrevOrientMat = *orient; |
| | 289 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 290 | |
| | 291 | #define GRENADE_SPEED 70000 |
| | 292 | /* align velocity too */ |
| | 293 | dynPtr->LinImpulse.vx = MUL_FIXED(dynPtr->OrientMat.mat31, GRENADE_SPEED); |
| | 294 | dynPtr->LinImpulse.vy = MUL_FIXED(dynPtr->OrientMat.mat32, GRENADE_SPEED); |
| | 295 | dynPtr->LinImpulse.vz = MUL_FIXED(dynPtr->OrientMat.mat33, GRENADE_SPEED); |
| | 296 | dynPtr->IgnoresNotVisPolys = 1; |
| | 297 | |
| | 298 | if(SinglePlayer != AvP.PlayMode) |
| | 299 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 300 | |
| | 301 | return dispPtr->ObStrategyBlock; |
| | 302 | } |
| | 303 | } |
| | 304 | |
| | 305 | RemoveBehaviourStrategy(dispPtr->ObStrategyBlock); |
| | 306 | } |
| | 307 | |
| | 308 | return NULL; |
| | 309 | } |
| | 310 | |
| | 311 | static STRATEGYBLOCK* CreateFlare(const VECTORCH *position, const MATRIXCH *orient) |
| | 312 | { |
| | 313 | DISPLAYBLOCK *dispPtr = MakeObject(I_BehaviourFlare, position); |
| | 314 | |
| | 315 | if (NULL != dispPtr) |
| | 316 | { |
| | 317 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 318 | |
| | 319 | DYNAMICSBLOCK *dynPtr = dispPtr->ObStrategyBlock->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 320 | dispPtr->ObStrategyBlock->dataptr = malloc(sizeof(FLARE_BEHAV_BLOCK)); |
| | 321 | |
| | 322 | if ((NULL != dynPtr) && (NULL != dispPtr->ObStrategyBlock->dataptr)) |
| | 323 | { |
| | 324 | FLARE_BEHAV_BLOCK *bbPtr = (FLARE_BEHAV_BLOCK * )dispPtr->ObStrategyBlock->dataptr; |
| | 325 | AddLightingEffectToObject(dispPtr, LFX_FLARE); |
| | 326 | |
| | 327 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 328 | dynPtr->OrientMat = dynPtr->PrevOrientMat = *orient; |
| | 329 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 330 | |
| | 331 | dynPtr->LinImpulse.vx = MUL_FIXED(dynPtr->OrientMat.mat31, 30000); |
| | 332 | dynPtr->LinImpulse.vy = MUL_FIXED(dynPtr->OrientMat.mat32, 30000); |
| | 333 | dynPtr->LinImpulse.vz = MUL_FIXED(dynPtr->OrientMat.mat33, 30000); |
| | 334 | dynPtr->IgnoresNotVisPolys = dynPtr->StopOnCollision = 1; |
| | 335 | dynPtr->StopOnCollision = 0; |
| | 336 | |
| | 337 | bbPtr->LifeTimeRemaining = FLARE_LIFETIME * ONE_FIXED; |
| | 338 | bbPtr->ParticleGenerationTimer = 0; |
| | 339 | bbPtr->SoundHandle = SOUND_NOACTIVEINDEX; |
| | 340 | bbPtr->becomeStuck = 0; |
| | 341 | |
| | 342 | if(SinglePlayer != AvP.PlayMode) |
| | 343 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 344 | |
| | 345 | return dispPtr->ObStrategyBlock; |
| | 346 | } |
| | 347 | |
| | 348 | RemoveBehaviourStrategy(dispPtr->ObStrategyBlock); |
| | 349 | } |
| | 350 | |
| | 351 | return NULL; |
| | 352 | } |
| | 353 | |
| | 354 | int FlareDebounced = 0; |
| | 355 | |
| | 356 | void ThrowAFlare() |
| | 357 | { |
| | 358 | if (FlareDebounced) |
| | 359 | { |
| | 360 | FlareDebounced = 0; |
| | 361 | |
| | 362 | MATRIXCH mat = Global_VDB.VDB_Mat; |
| | 363 | VECTORCH position = Global_VDB.VDB_World; |
| | 364 | |
| | 365 | TransposeMatrixCH(&mat); |
| | 366 | |
| | 367 | CreateFlare(&position, &mat); |
| | 368 | Sound_Play(SID_THROW_FLARE, "h"); |
| | 369 | PlayerStatus.FlaresLeft--; |
| | 370 | } |
| | 371 | } |
| | 372 | |
| | 373 | STRATEGYBLOCK* InitialisePulseGrenadeBehaviour(const VECTORCH *position, const MATRIXCH *orient) |
| | 374 | { |
| | 375 | DISPLAYBLOCK *dispPtr = MakeObject(I_BehaviourPulseGrenade, position); |
| | 376 | |
| | 377 | if (NULL != dispPtr) |
| | 378 | { |
| | 379 | DYNAMICSBLOCK *dynPtr = dispPtr->ObStrategyBlock->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 380 | dispPtr->ObStrategyBlock->dataptr = malloc(sizeof(PREDPISTOL_BEHAV_BLOCK)); |
| | 381 | |
| | 382 | if ((NULL != dynPtr) && (NULL != dispPtr->ObStrategyBlock->dataptr)) |
| | 383 | { |
| | 384 | //AddLightingEffectToObject(dispPtr, LFX_ROCKETJET); |
| | 385 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 386 | |
| | 387 | ((PREDPISTOL_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 5 * ONE_FIXED; |
| | 388 | ((PREDPISTOL_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->player = 1; |
| | 389 | |
| | 390 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 391 | dynPtr->PrevOrientMat = dynPtr->OrientMat = *orient; |
| | 392 | |
| | 393 | dynPtr->StopOnCollision = 1; |
| | 394 | #define PULSEGRENADE_SPEED 100000 |
| | 395 | |
| | 396 | dynPtr->LinVelocity.vx = MUL_FIXED(dynPtr->OrientMat.mat31, PULSEGRENADE_SPEED); |
| | 397 | dynPtr->LinVelocity.vy = MUL_FIXED(dynPtr->OrientMat.mat32, PULSEGRENADE_SPEED); |
| | 398 | dynPtr->LinVelocity.vz = MUL_FIXED(dynPtr->OrientMat.mat33, PULSEGRENADE_SPEED); |
| | 399 | |
| | 400 | if(SinglePlayer != AvP.PlayMode) |
| | 401 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 402 | |
| | 403 | return dispPtr->ObStrategyBlock; |
| | 404 | } |
| | 405 | |
| | 406 | RemoveBehaviourStrategy(dispPtr->ObStrategyBlock); |
| | 407 | } |
| | 408 | |
| | 409 | return NULL; |
| | 410 | } |
| | 411 | |
| | 412 | STRATEGYBLOCK* Pred_Pistol_Bolt(VECTORCH *position, MATRIXCH *orient, int player) |
| | 413 | { |
| | 414 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourPPPlasmaBolt); |
| | 415 | |
| | 416 | if(NULL == sbPtr) |
| | 417 | return NULL; |
| | 418 | |
| | 419 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = CreateActiveObject(); |
| | 420 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 421 | sbPtr->dataptr = malloc(sizeof(PREDPISTOL_BEHAV_BLOCK)); |
| | 422 | SFXBLOCK* sfx_ptr = AllocateSfxBlock(); |
| | 423 | |
| | 424 | if ((NULL == dispPtr) || (NULL == dynPtr) || (NULL == sbPtr->dataptr) || (NULL == sfx_ptr)) |
| | 425 | { |
| | 426 | RemoveBehaviourStrategy(sbPtr); |
| | 427 | return NULL; |
| | 428 | } |
| | 429 | |
| | 430 | dispPtr->ObStrategyBlock = sbPtr; |
| | 431 | dispPtr->SfxPtr = sfx_ptr; |
| | 432 | |
| | 433 | dispPtr->SfxPtr->SfxID = SFX_SMALL_PREDATOR_PLASMA_BOLT; |
| | 434 | /* make displayblock a dynamic module object */ |
| | 435 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 436 | dispPtr->ObMat = IdentityMatrix; |
| | 437 | dispPtr->ObWorld = *position; |
| | 438 | |
| | 439 | AddLightingEffectToObject(dispPtr, LFX_PLASMA_BOLT); |
| | 440 | |
| | 441 | dispPtr->extent.min_x = -50; |
| | 442 | dispPtr->extent.min_y = -50; |
| | 443 | dispPtr->extent.min_y = -50; |
| | 444 | dispPtr->extent.max_x = 50; |
| | 445 | dispPtr->extent.max_y = 50; |
| | 446 | dispPtr->extent.max_z = 50; |
| | 447 | |
| | 448 | ((PREDPISTOL_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 5 * ONE_FIXED; |
| | 449 | ((PREDPISTOL_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->player = player; |
| | 450 | |
| | 451 | /* align rocket to launcher */ |
| | 452 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 453 | |
| | 454 | /* align velocity too */ |
| | 455 | dynPtr->PrevOrientMat = dynPtr->OrientMat = *orient; |
| | 456 | /* I added this next line for networking: Patrick */ |
| | 457 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 458 | |
| | 459 | /* align velocity too */ |
| | 460 | |
| | 461 | dynPtr->LinImpulse.vx = MUL_FIXED(dynPtr->OrientMat.mat31, PredPistolBoltSpeed); |
| | 462 | dynPtr->LinImpulse.vy = MUL_FIXED(dynPtr->OrientMat.mat32, PredPistolBoltSpeed); |
| | 463 | dynPtr->LinImpulse.vz = MUL_FIXED(dynPtr->OrientMat.mat33, PredPistolBoltSpeed); |
| | 464 | |
| | 465 | dynPtr->UseStandardGravity = 0; |
| | 466 | dynPtr->GravityDirection.vy = PredPistolBoltGravity; /* Half gravity! */ |
| | 467 | dynPtr->StopOnCollision = 1; |
| | 468 | dynPtr->IgnoreThePlayer = player; |
| | 469 | sbPtr->maintainVisibility = 1; |
| | 470 | |
| | 471 | if(SinglePlayer != AvP.PlayMode) |
| | 472 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 473 | |
| | 474 | return sbPtr; |
| | 475 | } |
| | 476 | |
| | 477 | void Crunch_Position_For_Players_Weapon(VECTORCH *position) |
| | 478 | { |
| | 479 | position->vx += PlayerStatus.weapon.ObWorld.vx - Global_VDB.VDB_World.vx; |
| | 480 | position->vx = position->vx/4 + Global_VDB.VDB_World.vx; |
| | 481 | |
| | 482 | position->vy += PlayerStatus.weapon.ObWorld.vy - Global_VDB.VDB_World.vy; |
| | 483 | position->vy = position->vy/4 + Global_VDB.VDB_World.vy; |
| | 484 | |
| | 485 | position->vz += PlayerStatus.weapon.ObWorld.vz - Global_VDB.VDB_World.vz; |
| | 486 | position->vz = position->vz/4 + Global_VDB.VDB_World.vz; |
| | 487 | } |
| | 488 | |
| | 489 | STRATEGYBLOCK* InitialiseEnergyBoltBehaviourKernel(VECTORCH *position, MATRIXCH *orient, int player, const DAMAGE_PROFILE *damage, int factor) |
| | 490 | { |
| | 491 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourPredatorEnergyBolt); |
| | 492 | |
| | 493 | if(NULL == sbPtr) |
| | 494 | return NULL; |
| | 495 | |
| | 496 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = CreateActiveObject(); |
| | 497 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_ROCKET); |
| | 498 | sbPtr->dataptr = malloc(sizeof(CASTER_BOLT_BEHAV_BLOCK)); |
| | 499 | SFXBLOCK* sfx_ptr = AllocateSfxBlock(); |
| | 500 | |
| | 501 | if((NULL == dispPtr) || (NULL == dynPtr) || (NULL == sbPtr->dataptr) || (NULL == sfx_ptr)) |
| | 502 | { |
| | 503 | RemoveBehaviourStrategy(dispPtr->ObStrategyBlock); |
| | 504 | return NULL; |
| | 505 | } |
| | 506 | |
| | 507 | dispPtr->ObStrategyBlock = sbPtr; |
| | 508 | dispPtr->SfxPtr = sfx_ptr; |
| | 509 | |
| | 510 | dispPtr->SfxPtr->SfxID = SFX_PREDATOR_PLASMA_BOLT; |
| | 511 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 512 | dispPtr->ObMat = IdentityMatrix; |
| | 513 | dispPtr->ObWorld = *position; |
| | 514 | |
| | 515 | dispPtr->extent.min_x = -50; |
| | 516 | dispPtr->extent.min_y = -50; |
| | 517 | dispPtr->extent.min_y = -50; |
| | 518 | dispPtr->extent.max_x = 50; |
| | 519 | dispPtr->extent.max_y = 50; |
| | 520 | dispPtr->extent.max_z = 50; |
| | 521 | |
| | 522 | dynPtr->Mass = 1; |
| | 523 | |
| | 524 | AddLightingEffectToObject(dispPtr, LFX_PLASMA_BOLT); |
| | 525 | |
| | 526 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 5 * ONE_FIXED * 50; |
| | 527 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->damage = *damage; |
| | 528 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->blast_radius = MUL_FIXED(factor, Caster_BlastRadius); |
| | 529 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->player = player; |
| | 530 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->soundHandle = SOUND_NOACTIVEINDEX; |
| | 531 | |
| | 532 | /* align rocket to launcher */ |
| | 533 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 534 | |
| | 535 | /* align velocity too */ |
| | 536 | dynPtr->PrevOrientMat = dynPtr->OrientMat = *orient; |
| | 537 | /* I added this next line for networking: Patrick */ |
| | 538 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 539 | |
| | 540 | /* align velocity too */ |
| | 541 | |
| | 542 | dynPtr->LinVelocity.vx = MUL_FIXED(dynPtr->OrientMat.mat31, ENERGY_BOLT_SPEED); |
| | 543 | dynPtr->LinVelocity.vy = MUL_FIXED(dynPtr->OrientMat.mat32, ENERGY_BOLT_SPEED); |
| | 544 | dynPtr->LinVelocity.vz = MUL_FIXED(dynPtr->OrientMat.mat33, ENERGY_BOLT_SPEED); |
| | 545 | |
| | 546 | if(SinglePlayer != AvP.PlayMode) |
| | 547 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 548 | |
| | 549 | Sound_Play(SID_PRED_LAUNCHER, "hpd",(FastRandom() & 255)-128, &dynPtr->Position); |
| | 550 | dynPtr->IgnoreThePlayer = player; |
| | 551 | sbPtr->maintainVisibility = 1; |
| | 552 | |
| | 553 | return sbPtr; |
| | 554 | } |
| | 555 | |
| | 556 | STRATEGYBLOCK* CreateFrisbeeKernel(VECTORCH *position, MATRIXCH *orient, int fromplayer) |
| | 557 | { |
| | 558 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourFrisbee); |
| | 559 | |
| | 560 | if(NULL == sbPtr) |
| | 561 | return NULL; |
| | 562 | |
| | 563 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = CreateActiveObject(); |
| | 564 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_ROCKET); |
| | 565 | sbPtr->dataptr = malloc(sizeof(FRISBEE_BEHAV_BLOCK)); |
| | 566 | |
| | 567 | if ((NULL == dynPtr) || (NULL == sbPtr->dataptr) || (NULL == dispPtr)) |
| | 568 | { |
| | 569 | RemoveBehaviourStrategy(dispPtr->ObStrategyBlock); |
| | 570 | return NULL; |
| | 571 | } |
| | 572 | |
| | 573 | dispPtr->ObStrategyBlock = sbPtr; |
| | 574 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 575 | dispPtr->ObMat = IdentityMatrix; |
| | 576 | dispPtr->ObWorld = *position; |
| | 577 | |
| | 578 | dispPtr->extent.min_x = -50; |
| | 579 | dispPtr->extent.min_y = -50; |
| | 580 | dispPtr->extent.min_y = -50; |
| | 581 | dispPtr->extent.max_x = 50; |
| | 582 | dispPtr->extent.max_y = 50; |
| | 583 | dispPtr->extent.max_z = 50; |
| | 584 | |
| | 585 | dynPtr->Mass = 3; |
| | 586 | |
| | 587 | AddLightingEffectToObject(dispPtr, LFX_ROCKETJET); |
| | 588 | |
| | 589 | dynPtr->IgnoreThePlayer = fromplayer; |
| | 590 | |
| | 591 | FRISBEE_BEHAV_BLOCK *fblk = ((FRISBEE_BEHAV_BLOCK *)sbPtr->dataptr); |
| | 592 | |
| | 593 | fblk->counter = 5 * ONE_FIXED; |
| | 594 | fblk->soundHandle = SOUND_NOACTIVEINDEX; |
| | 595 | fblk->Bounced = 0; |
| | 596 | fblk->bounces = 0; |
| | 597 | |
| | 598 | fblk->Laser.SourcePosition = *position; |
| | 599 | fblk->Laser.SourcePosition = *position; |
| | 600 | fblk->Laser.BeamHasHitPlayer = 0; |
| | 601 | fblk->Laser.BeamIsOn = 0; |
| | 602 | |
| | 603 | /* Create HModel. */ |
| | 604 | { |
| | 605 | SECTION *root_section = GetNamedHierarchyFromLibrary("mdisk", "Mdisk"); |
| | 606 | |
| | 607 | assert(root_section); |
| | 608 | |
| | 609 | Create_HModel(&fblk->HModelController, root_section); |
| | 610 | InitHModelSequence(&fblk->HModelController, HMSQT_MarineStand, MSSS_Minigun_Delta, (ONE_FIXED>>1)); |
| | 611 | |
| | 612 | ProveHModel(&fblk->HModelController,dispPtr); |
| | 613 | fblk->HModelController.Looped = 1; |
| | 614 | |
| | 615 | dispPtr->HModelControlBlock = &fblk->HModelController; |
| | 616 | } |
| | 617 | |
| | 618 | /* align rocket to launcher */ |
| | 619 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 620 | dynPtr->PrevOrientMat = dynPtr->OrientMat = *orient; |
| | 621 | |
| | 622 | /* I added this next line for networking: Patrick */ |
| | 623 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 624 | |
| | 625 | /* align velocity too */ |
| | 626 | |
| | 627 | dynPtr->LinVelocity.vx = MUL_FIXED(dynPtr->OrientMat.mat31, FRISBEE_SPEED); |
| | 628 | dynPtr->LinVelocity.vy = MUL_FIXED(dynPtr->OrientMat.mat32, FRISBEE_SPEED); |
| | 629 | dynPtr->LinVelocity.vz = MUL_FIXED(dynPtr->OrientMat.mat33, FRISBEE_SPEED); |
| | 630 | sbPtr->maintainVisibility = 1; |
| | 631 | |
| | 632 | if(SinglePlayer != AvP.PlayMode) |
| | 633 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 634 | |
| | 635 | return sbPtr; |
| | 636 | } |
| | 637 | |
| | 638 | static int Frisbee_TargetFilter(STRATEGYBLOCK *candidate) |
| | 639 | { |
| | 640 | switch (candidate->type) |
| | 641 | { |
| | 642 | case I_BehaviourAlien: |
| | 643 | case I_BehaviourPredator: |
| | 644 | case I_BehaviourPredatorPlayer: |
| | 645 | case I_BehaviourAlienPlayer: |
| | 646 | case I_BehaviourFaceHugger: |
| | 647 | case I_BehaviourXenoborg: |
| | 648 | case I_BehaviourQueenAlien: |
| | 649 | return 1; |
| | 650 | case I_BehaviourMarine: |
| | 651 | case I_BehaviourMarinePlayer: |
| | 652 | return 0; |
| | 653 | case I_BehaviourNetGhost: |
| | 654 | { |
| | 655 | NETGHOSTDATABLOCK *dataptr = candidate->dataptr; |
| | 656 | switch (dataptr->type) |
| | 657 | { |
| | 658 | case I_BehaviourAlienPlayer: |
| | 659 | case I_BehaviourPredatorPlayer: |
| | 660 | case I_BehaviourMarinePlayer: |
| | 661 | { |
| | 662 | switch (netGameData.gameType) |
| | 663 | { |
| | 664 | default: |
| | 665 | case NGT_Coop: |
| | 666 | case NGT_CoopDeathmatch: |
| | 667 | case NGT_LastManStanding: |
| | 668 | return 0; |
| | 669 | case NGT_Individual: |
| | 670 | case NGT_PredatorTag: |
| | 671 | case NGT_AlienTag: |
| | 672 | return 1; //However, there shouldn't be more than one alien in alien tag anyway. |
| | 673 | } |
| | 674 | } |
| | 675 | case I_BehaviourAlien: |
| | 676 | return 1; |
| | 677 | default: |
| | 678 | return 0; |
| | 679 | } |
| | 680 | } |
| | 681 | case I_BehaviourDummy: |
| | 682 | { |
| | 683 | switch (AvP.PlayerType) |
| | 684 | { |
| | 685 | default: |
| | 686 | case I_Marine: |
| | 687 | return 0; |
| | 688 | case I_Predator: |
| | 689 | case I_Alien: |
| | 690 | return 1; |
| | 691 | } |
| | 692 | } |
| | 693 | default: |
| | 694 | return 0; |
| | 695 | } |
| | 696 | } |
| | 697 | |
| | 698 | void FrisbeeEnergyBoltBehaviour(STRATEGYBLOCK *sbPtr) |
| | 699 | { |
| | 700 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 701 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 702 | CASTER_BOLT_BEHAV_BLOCK *bbPtr = (CASTER_BOLT_BEHAV_BLOCK * )sbPtr->dataptr; |
| | 703 | |
| | 704 | MakeDewlineTrailParticles(dynPtr, 32); |
| | 705 | |
| | 706 | /* check for a collision with something */ |
| | 707 | if (bbPtr->counter <= 0) |
| | 708 | { |
| | 709 | /* for net game support: send a message saying we've blown up... */ |
| | 710 | if(SinglePlayer != AvP.PlayMode) |
| | 711 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 712 | |
| | 713 | sbPtr->please_destroy_me = 1; |
| | 714 | } |
| | 715 | else if (reportPtr) |
| | 716 | { |
| | 717 | if(reportPtr->ObstacleSBPtr) |
| | 718 | { |
| | 719 | VECTORCH attack_dir; |
| | 720 | /* Accuracy snipped again! */ |
| | 721 | GetDirectionOfAttack(reportPtr->ObstacleSBPtr, &dynPtr->LinVelocity, &attack_dir); |
| | 722 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &bbPtr->damage, ONE_FIXED, &attack_dir); |
| | 723 | } |
| | 724 | |
| | 725 | if(SinglePlayer != AvP.PlayMode) |
| | 726 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 727 | |
| | 728 | /* Splash damage? */ |
| | 729 | MakeVolumetricExplosionAt(&dynPtr->Position, EXPLOSION_PULSEGRENADE); |
| | 730 | sbPtr->please_destroy_me = 1; |
| | 731 | } |
| | 732 | else |
| | 733 | { |
| | 734 | VECTORCH direction; |
| | 735 | direction.vx = dynPtr->LinVelocity.vx + dynPtr->LinImpulse.vx; |
| | 736 | direction.vy = dynPtr->LinVelocity.vy + dynPtr->LinImpulse.vy; |
| | 737 | direction.vz = dynPtr->LinVelocity.vz + dynPtr->LinImpulse.vz; |
| | 738 | Normalise(&direction); |
| | 739 | MakeMatrixFromDirection(&direction, &dynPtr->OrientMat); |
| | 740 | bbPtr->counter -= NormalFrameTime; |
| | 741 | } |
| | 742 | } |
| | 743 | |
| | 744 | //Function only does minimal frisbee setup , the rest will be done by the load function |
| | 745 | static const VECTORCH zeroVect = {0,0,0}; |
| | 746 | |
| | 747 | static STRATEGYBLOCK* InitialiseFrisbeeBehaviour_ForLoad() |
| | 748 | { |
| | 749 | DISPLAYBLOCK *dispPtr = MakeObject(I_BehaviourFrisbee, &zeroVect); |
| | 750 | |
| | 751 | if (NULL != dispPtr) |
| | 752 | { |
| | 753 | DYNAMICSBLOCK *dynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_ROCKET); |
| | 754 | dispPtr->ObStrategyBlock->dataptr = malloc(sizeof(FRISBEE_BEHAV_BLOCK)); |
| | 755 | |
| | 756 | if ((NULL != dynPtr) && (NULL != dispPtr->ObStrategyBlock->dataptr)) |
| | 757 | { |
| | 758 | /* make displayblock a dynamic module object */ |
| | 759 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 760 | |
| | 761 | dispPtr->ObStrategyBlock->DynPtr = dynPtr; |
| | 762 | |
| | 763 | FRISBEE_BEHAV_BLOCK *bblk = dispPtr->ObStrategyBlock->dataptr; |
| | 764 | |
| | 765 | bblk->soundHandle = SOUND_NOACTIVEINDEX; |
| | 766 | bblk->Laser.SourcePosition = zeroVect; |
| | 767 | bblk->Laser.SourcePosition = zeroVect; |
| | 768 | bblk->Laser.BeamHasHitPlayer = 0; |
| | 769 | bblk->Laser.BeamIsOn = 0; |
| | 770 | |
| | 771 | dispPtr->HModelControlBlock = &bblk->HModelController; |
| | 772 | |
| | 773 | return dispPtr->ObStrategyBlock; |
| | 774 | } |
| | 775 | |
| | 776 | RemoveBehaviourStrategy(dispPtr->ObStrategyBlock); |
| | 777 | } |
| | 778 | |
| | 779 | return NULL; |
| | 780 | } |
| | 781 | |
| | 782 | static STRATEGYBLOCK* InitialiseFrisbeeBoltBehaviourKernel(VECTORCH *position,MATRIXCH *orient, int player, const DAMAGE_PROFILE *damage, int factor) |
| | 783 | { |
| | 784 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourFrisbeeEnergyBolt); |
| | 785 | |
| | 786 | if(NULL == sbPtr) |
| | 787 | return NULL; |
| | 788 | |
| | 789 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = CreateActiveObject(); |
| | 790 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_ROCKET); |
| | 791 | sbPtr->dataptr = malloc(sizeof(CASTER_BOLT_BEHAV_BLOCK)); |
| | 792 | SFXBLOCK* sfx_ptr = AllocateSfxBlock(); |
| | 793 | |
| | 794 | if((NULL == dynPtr) || (NULL == sbPtr->dataptr) || (NULL == dispPtr) || (NULL == sfx_ptr)) |
| | 795 | { |
| | 796 | RemoveBehaviourStrategy(sbPtr); |
| | 797 | return NULL; |
| | 798 | } |
| | 799 | |
| | 800 | dispPtr->ObStrategyBlock = sbPtr; |
| | 801 | dispPtr->SfxPtr = sfx_ptr; |
| | 802 | |
| | 803 | dispPtr->SfxPtr->SfxID = SFX_FRISBEE_PLASMA_BOLT; |
| | 804 | dispPtr->ObFlags3 |= ObFlag3_DynamicModuleObject; |
| | 805 | dispPtr->ObMat = IdentityMatrix; |
| | 806 | dispPtr->ObWorld = *position; |
| | 807 | |
| | 808 | dispPtr->extent.min_x = -50; |
| | 809 | dispPtr->extent.min_y = -50; |
| | 810 | dispPtr->extent.min_y = -50; |
| | 811 | dispPtr->extent.max_x = 50; |
| | 812 | dispPtr->extent.max_y = 50; |
| | 813 | dispPtr->extent.max_z = 50; |
| | 814 | |
| | 815 | dynPtr->Mass = 1; |
| | 816 | |
| | 817 | AddLightingEffectToObject(dispPtr, LFX_PLASMA_BOLT); |
| | 818 | |
| | 819 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->counter = 5 * ONE_FIXED; |
| | 820 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->damage = *damage; |
| | 821 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->blast_radius = MUL_FIXED(factor,Caster_BlastRadius); |
| | 822 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->player = player; |
| | 823 | ((CASTER_BOLT_BEHAV_BLOCK *)dispPtr->ObStrategyBlock->dataptr)->soundHandle = SOUND_NOACTIVEINDEX; |
| | 824 | |
| | 825 | /* align rocket to launcher */ |
| | 826 | dynPtr->Position = dynPtr->PrevPosition = *position; |
| | 827 | dynPtr->IgnoreSameObjectsAsYou = 1; |
| | 828 | |
| | 829 | /* align velocity too */ |
| | 830 | dynPtr->PrevOrientMat = dynPtr->OrientMat = *orient; |
| | 831 | /* I added this next line for networking: Patrick */ |
| | 832 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 833 | |
| | 834 | dynPtr->LinVelocity.vx = MUL_FIXED(dynPtr->OrientMat.mat31, ENERGY_BOLT_SPEED); |
| | 835 | dynPtr->LinVelocity.vy = MUL_FIXED(dynPtr->OrientMat.mat32, ENERGY_BOLT_SPEED); |
| | 836 | dynPtr->LinVelocity.vz = MUL_FIXED(dynPtr->OrientMat.mat33, ENERGY_BOLT_SPEED); |
| | 837 | |
| | 838 | if(SinglePlayer != AvP.PlayMode) |
| | 839 | AddNetGameObjectID(dispPtr->ObStrategyBlock); |
| | 840 | |
| | 841 | Sound_Play(SID_PRED_LAUNCHER, "hpd", (FastRandom() & 255)-128, &dynPtr->Position); |
| | 842 | |
| | 843 | dynPtr->IgnoreThePlayer = player; |
| | 844 | sbPtr->maintainVisibility = 1; |
| | 845 | |
| | 846 | return sbPtr; |
| | 847 | } |
| | 848 | |
| | 849 | static int Reflect(VECTORCH *Incident, VECTORCH *Normal, EULER *Output) |
| | 850 | { |
| | 851 | MATRIXCH tempMat; |
| | 852 | VECTORCH outVec; |
| | 853 | /* Ah, the wonders of better math support. */ |
| | 854 | |
| | 855 | assert(Incident); |
| | 856 | assert(Normal); |
| | 857 | assert(Output); |
| | 858 | |
| | 859 | VECTORCH normInc = *Incident; |
| | 860 | Normalise(&normInc); |
| | 861 | int retval = DotProduct(&normInc,Normal); |
| | 862 | |
| | 863 | /* Hold that thought. */ |
| | 864 | int dot = retval*(-2); |
| | 865 | |
| | 866 | /* Yeah, okay, and a better algorithm. */ |
| | 867 | outVec.vx = normInc.vx + MUL_FIXED(dot, Normal->vx); |
| | 868 | outVec.vy = normInc.vy + MUL_FIXED(dot, Normal->vy); |
| | 869 | outVec.vz = normInc.vz + MUL_FIXED(dot, Normal->vz); |
| | 870 | |
| | 871 | MakeMatrixFromDirection(&outVec,&tempMat); |
| | 872 | MatrixToEuler(&tempMat,Output); |
| | 873 | /* But bear in mind, most of the early one was coping with * |
| | 874 | * bad functions and junk inputs... that's my excuse. */ |
| | 875 | |
| | 876 | return retval; |
| | 877 | } |
| | 878 | |
| | 879 | #define DISC_MAX_BOUNCES (10) |
| | 880 | |
| | 881 | void Frisbee_Hit_Environment(STRATEGYBLOCK *sbPtr,COLLISIONREPORT *reportPtr) |
| | 882 | { |
| | 883 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 884 | FRISBEE_BEHAV_BLOCK *fbPtr = (FRISBEE_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 885 | MATRIXCH mat; |
| | 886 | |
| | 887 | /* Hit the environment. Bounce? */ |
| | 888 | int dp = Reflect(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal, &dynPtr->OrientEuler); |
| | 889 | |
| | 890 | dynPtr->OrientEuler.EulerZ = 0; |
| | 891 | dynPtr->IgnoreThePlayer = 0; |
| | 892 | |
| | 893 | /* Always bounce. Reference Disc_Hit_Environment for sticking conditions. */ |
| | 894 | MakeImpactSparks(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal,&dynPtr->Position); |
| | 895 | //Sound_Play(SID_ED_SKEETERDISC_HITWALL,"dp",&(dynPtr->Position),((FastRandom()&511)-255)); |
| | 896 | |
| | 897 | CreateEulerMatrix(&dynPtr->OrientEuler, &mat); |
| | 898 | TransposeMatrixCH(&mat); |
| | 899 | |
| | 900 | dynPtr->OrientMat = mat; |
| | 901 | |
| | 902 | dynPtr->LinVelocity.vx = MUL_FIXED(mat.mat31, FRISBEE_SPEED); |
| | 903 | dynPtr->LinVelocity.vy = MUL_FIXED(mat.mat32, FRISBEE_SPEED); |
| | 904 | dynPtr->LinVelocity.vz = MUL_FIXED(mat.mat33, FRISBEE_SPEED); |
| | 905 | |
| | 906 | dynPtr->LinImpulse.vx = dynPtr->LinImpulse.vy = dynPtr->LinImpulse.vz = 0; |
| | 907 | |
| | 908 | // Record that the disc has bounced - for use in network game |
| | 909 | fbPtr->Bounced = 1; |
| | 910 | fbPtr->bounces++; |
| | 911 | } |
| | 912 | |
| | 913 | static int SBForcesBounce(STRATEGYBLOCK *sbPtr) |
| | 914 | { |
| | 915 | switch (sbPtr->type) |
| | 916 | { |
| | 917 | case I_BehaviourInanimateObject: |
| | 918 | return sbPtr->DamageBlock.Indestructable; |
| | 919 | case I_BehaviourProximityDoor: |
| | 920 | case I_BehaviourTrackObject: |
| | 921 | case I_BehaviourLiftDoor: |
| | 922 | case I_BehaviourSwitchDoor: |
| | 923 | case I_BehaviourLinkSwitch: |
| | 924 | case I_BehaviourBinarySwitch: |
| | 925 | case I_BehaviourLift: |
| | 926 | case I_BehaviourPlatform: |
| | 927 | case I_BehaviourPredatorDisc_SeekTrack: |
| | 928 | return 1; |
| | 929 | case I_BehaviourNetGhost: |
| | 930 | { |
| | 931 | NETGHOSTDATABLOCK *dataptr = sbPtr->dataptr; |
| | 932 | |
| | 933 | switch (dataptr->type) |
| | 934 | { |
| | 935 | case I_BehaviourPredatorDisc_SeekTrack: |
| | 936 | return 1; |
| | 937 | default: |
| | 938 | return 0; |
| | 939 | } |
| | 940 | } |
| | 941 | default: |
| | 942 | return 0; |
| | 943 | } |
| | 944 | } |
| | 945 | |
| | 946 | static void MatrixFromZVector(VECTORCH *v, MATRIXCH *m) |
| | 947 | { |
| | 948 | VECTORCH XVector; |
| | 949 | VECTORCH YVector; |
| | 950 | VECTORCH zero = {0, 0, 0}; |
| | 951 | |
| | 952 | XVector.vx = v->vz; |
| | 953 | XVector.vy = 0; |
| | 954 | XVector.vz = -v->vx; |
| | 955 | |
| | 956 | Normalise(&XVector); |
| | 957 | |
| | 958 | MakeNormal(&zero, &XVector, v, &YVector); |
| | 959 | |
| | 960 | m->mat11 = XVector.vx; |
| | 961 | m->mat12 = XVector.vy; |
| | 962 | m->mat13 = XVector.vz; |
| | 963 | |
| | 964 | m->mat21 = -YVector.vx; |
| | 965 | m->mat22 = -YVector.vy; |
| | 966 | m->mat23 = -YVector.vz; |
| | 967 | |
| | 968 | m->mat31 = v->vx; |
| | 969 | m->mat32 = v->vy; |
| | 970 | m->mat33 = v->vz; |
| | 971 | } |
| | 972 | |
| | 973 | void FrisbeeBehaviour(STRATEGYBLOCK *sbPtr) |
| | 974 | { |
| | 975 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 976 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 977 | FRISBEE_BEHAV_BLOCK *fbPtr = (FRISBEE_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 978 | int explodeNow = 0; |
| | 979 | |
| | 980 | if (fbPtr->counter <= 0) |
| | 981 | { |
| | 982 | explodeNow = 1; |
| | 983 | } |
| | 984 | else |
| | 985 | { |
| | 986 | if (reportPtr) |
| | 987 | { |
| | 988 | if (NULL == reportPtr->ObstacleSBPtr) |
| | 989 | { |
| | 990 | Frisbee_Hit_Environment(sbPtr, reportPtr); |
| | 991 | } |
| | 992 | else if (SBForcesBounce(reportPtr->ObstacleSBPtr)) |
| | 993 | { |
| | 994 | MATRIXCH mat; |
| | 995 | /* Bounce. */ |
| | 996 | Reflect(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal, &dynPtr->OrientEuler); |
| | 997 | dynPtr->OrientEuler.EulerZ = 0; |
| | 998 | dynPtr->IgnoreThePlayer = 0; |
| | 999 | |
| | 1000 | MakeImpactSparks(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal,&dynPtr->Position); |
| | 1001 | //Sound_Play(SID_ED_SKEETERDISC_HITWALL, "dp", &dynPtr->Position, ((FastRandom()&511)-255)); |
| | 1002 | |
| | 1003 | fbPtr->bounces++; |
| | 1004 | /* |
| | 1005 | Record that the disc has bounced - for use in network game |
| | 1006 | */ |
| | 1007 | |
| | 1008 | fbPtr->Bounced = 1; |
| | 1009 | |
| | 1010 | CreateEulerMatrix(&dynPtr->OrientEuler, &mat); |
| | 1011 | TransposeMatrixCH(&mat); |
| | 1012 | |
| | 1013 | dynPtr->OrientMat = mat; |
| | 1014 | |
| | 1015 | dynPtr->LinVelocity.vx = MUL_FIXED(mat.mat31, FRISBEE_SPEED); |
| | 1016 | dynPtr->LinVelocity.vy = MUL_FIXED(mat.mat32, FRISBEE_SPEED); |
| | 1017 | dynPtr->LinVelocity.vz = MUL_FIXED(mat.mat33, FRISBEE_SPEED); |
| | 1018 | |
| | 1019 | dynPtr->LinImpulse.vx = dynPtr->LinImpulse.vy = dynPtr->LinImpulse.vz = 0; |
| | 1020 | } |
| | 1021 | else |
| | 1022 | { |
| | 1023 | /* Hit a creature? */ |
| | 1024 | VECTORCH attack_dir; |
| | 1025 | |
| | 1026 | /* Accuracy snipped. */ |
| | 1027 | GetDirectionOfAttack(reportPtr->ObstacleSBPtr, &dynPtr->LinVelocity, &attack_dir); |
| | 1028 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &TemplateAmmo[AMMO_FRISBEE].MaxDamage, ONE_FIXED,&attack_dir); |
| | 1029 | explodeNow = 1; |
| | 1030 | } |
| | 1031 | } |
| | 1032 | } |
| | 1033 | |
| | 1034 | if (explodeNow) |
| | 1035 | { |
| | 1036 | if (sbPtr->containingModule) |
| | 1037 | { |
| | 1038 | MakeVolumetricExplosionAt(&dynPtr->Position, EXPLOSION_PULSEGRENADE); |
| | 1039 | Explosion_SoundData.position = dynPtr->Position; |
| | 1040 | Sound_Play(SID_NICE_EXPLOSION, "nh", &Explosion_SoundData); |
| | 1041 | } |
| | 1042 | |
| | 1043 | /* for net game support: send a message saying we've blown up... */ |
| | 1044 | if(SinglePlayer != AvP.PlayMode) |
| | 1045 | { |
| | 1046 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1047 | AddNetMsg_SpotOtherSound(SID_NICE_EXPLOSION, &dynPtr->Position, 1); |
| | 1048 | } |
| | 1049 | |
| | 1050 | sbPtr->please_destroy_me = 1; |
| | 1051 | } |
| | 1052 | else |
| | 1053 | { |
| | 1054 | /* We must be flying. Maintain sound. */ |
| | 1055 | |
| | 1056 | if(fbPtr->soundHandle != SOUND_NOACTIVEINDEX) |
| | 1057 | { |
| | 1058 | Sound_Update3d(fbPtr->soundHandle, &sbPtr->DynPtr->Position); |
| | 1059 | |
| | 1060 | if (ActiveSounds[fbPtr->soundHandle].soundIndex != SID_PREDATOR_DISK_FLYING) |
| | 1061 | { |
| | 1062 | Sound_Stop(fbPtr->soundHandle); |
| | 1063 | //Sound_Play(SID_ED_SKEETERDISC_SPIN, "del", &sbPtr->DynPtr->Position, &fbPtr->soundHandle); |
| | 1064 | } |
| | 1065 | } |
| | 1066 | //else Sound_Play(SID_ED_SKEETERDISC_SPIN,"del",&(sbPtr->DynPtr->Position),&fbPtr->soundHandle); |
| | 1067 | |
| | 1068 | SECTION_DATA *disc_section = GetThisSectionData(fbPtr->HModelController.section_data, "Mdisk"); |
| | 1069 | |
| | 1070 | if (disc_section) |
| | 1071 | { |
| | 1072 | VECTORCH line; |
| | 1073 | line.vx = disc_section->SecMat.mat11; |
| | 1074 | line.vy = disc_section->SecMat.mat12; |
| | 1075 | line.vz = disc_section->SecMat.mat13; |
| | 1076 | |
| | 1077 | /* Make a laser? */ |
| | 1078 | // KJL 12:32:40 08/02/00 - Fox want the laser beam removed |
| | 1079 | fbPtr->Laser.BeamIsOn = 0; |
| | 1080 | |
| | 1081 | { |
| | 1082 | int l = 0; |
| | 1083 | for (;l < 4; l++) |
| | 1084 | MakeFlareParticle(dynPtr); |
| | 1085 | } |
| | 1086 | |
| | 1087 | /* Now do the target sweep. */ |
| | 1088 | if (fbPtr->counter < (4* (ONE_FIXED))) |
| | 1089 | { |
| | 1090 | int a = 0; |
| | 1091 | STRATEGYBLOCK *nearest = NULL; |
| | 1092 | VECTORCH offset; |
| | 1093 | |
| | 1094 | MODULE *dmod = ModuleFromPosition(&sbPtr->DynPtr->Position, PlayerStatus.sbptr->containingModule); |
| | 1095 | |
| | 1096 | for (; a < NumActiveStBlocks; a++) |
| | 1097 | { |
| | 1098 | STRATEGYBLOCK *candidate = ActiveStBlockList[a]; |
| | 1099 | |
| | 1100 | if (candidate != sbPtr) |
| | 1101 | { |
| | 1102 | if (candidate->DynPtr) |
| | 1103 | { |
| | 1104 | if (Frisbee_TargetFilter(candidate)) |
| | 1105 | { |
| | 1106 | /* Check visibility? */ |
| | 1107 | |
| | 1108 | if (!NPC_IsDead(candidate)) |
| | 1109 | { |
| | 1110 | if (candidate->DisplayBlock && sbPtr->DisplayBlock) |
| | 1111 | { |
| | 1112 | /* Near case. */ |
| | 1113 | if (NPCCanSeeTarget(sbPtr, candidate)) |
| | 1114 | { |
| | 1115 | VECTORCH targetPos; |
| | 1116 | nearest = candidate; |
| | 1117 | |
| | 1118 | /* Shoot it, */ |
| | 1119 | GetTargetingPointOfObject_Far(nearest, &targetPos); |
| | 1120 | |
| | 1121 | if (CalculateFiringSolution(&sbPtr->DynPtr->Position,&nearest->DynPtr->Position, |
| | 1122 | &nearest->DynPtr->LinVelocity,ENERGY_BOLT_SPEED,&offset)) |
| | 1123 | { |
| | 1124 | /* Use this. */ |
| | 1125 | } |
| | 1126 | else |
| | 1127 | { |
| | 1128 | offset.vx = targetPos.vx-sbPtr->DynPtr->Position.vx; |
| | 1129 | offset.vy = targetPos.vy-sbPtr->DynPtr->Position.vy; |
| | 1130 | offset.vz = targetPos.vz-sbPtr->DynPtr->Position.vz; |
| | 1131 | Normalise(&offset); |
| | 1132 | } |
| | 1133 | |
| | 1134 | { |
| | 1135 | MATRIXCH mat; |
| | 1136 | MatrixFromZVector(&offset,&mat); |
| | 1137 | InitialiseFrisbeeBoltBehaviourKernel(&sbPtr->DynPtr->Position,&mat, 0, |
| | 1138 | &TemplateAmmo[AMMO_FRISBEE].MaxDamage, 65536); |
| | 1139 | } |
| | 1140 | } |
| | 1141 | } |
| | 1142 | else |
| | 1143 | { |
| | 1144 | if (dmod) |
| | 1145 | { |
| | 1146 | if (IsModuleVisibleFromModule(dmod,candidate->containingModule)) |
| | 1147 | { |
| | 1148 | VECTORCH targetPos; |
| | 1149 | nearest = candidate; |
| | 1150 | |
| | 1151 | /* Shoot it, */ |
| | 1152 | GetTargetingPointOfObject_Far(nearest,&targetPos); |
| | 1153 | |
| | 1154 | if (CalculateFiringSolution(&sbPtr->DynPtr->Position,&nearest->DynPtr->Position, |
| | 1155 | &nearest->DynPtr->LinVelocity,ENERGY_BOLT_SPEED,&offset)) |
| | 1156 | { |
| | 1157 | /* Use this. */ |
| | 1158 | } |
| | 1159 | else |
| | 1160 | { |
| | 1161 | offset.vx = targetPos.vx-sbPtr->DynPtr->Position.vx; |
| | 1162 | offset.vy = targetPos.vy-sbPtr->DynPtr->Position.vy; |
| | 1163 | offset.vz = targetPos.vz-sbPtr->DynPtr->Position.vz; |
| | 1164 | Normalise(&offset); |
| | 1165 | } |
| | 1166 | |
| | 1167 | { |
| | 1168 | MATRIXCH mat; |
| | 1169 | MatrixFromZVector(&offset,&mat); |
| | 1170 | InitialiseFrisbeeBoltBehaviourKernel(&sbPtr->DynPtr->Position,&mat, 0, |
| | 1171 | &TemplateAmmo[AMMO_FRISBEE].MaxDamage, 65536); |
| | 1172 | } |
| | 1173 | } |
| | 1174 | } |
| | 1175 | } |
| | 1176 | } |
| | 1177 | } |
| | 1178 | } |
| | 1179 | } |
| | 1180 | } |
| | 1181 | |
| | 1182 | if (nearest) |
| | 1183 | { |
| | 1184 | /* And explode. */ |
| | 1185 | |
| | 1186 | if (sbPtr->containingModule) |
| | 1187 | { |
| | 1188 | MakeVolumetricExplosionAt(&dynPtr->Position, EXPLOSION_PULSEGRENADE); |
| | 1189 | Explosion_SoundData.position = dynPtr->Position; |
| | 1190 | //Sound_Play(SID_ED_SKEETERPLASMAFIRE, "n", &Explosion_SoundData); |
| | 1191 | } |
| | 1192 | |
| | 1193 | /* for net game support: send a message saying we've blown up... */ |
| | 1194 | if(SinglePlayer != AvP.PlayMode) |
| | 1195 | { |
| | 1196 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1197 | //AddNetMsg_SpotOtherSound(SID_ED_SKEETERPLASMAFIRE, &dynPtr->Position,1); |
| | 1198 | } |
| | 1199 | |
| | 1200 | /* destroy rocket */ |
| | 1201 | sbPtr->please_destroy_me = 1; |
| | 1202 | } |
| | 1203 | } |
| | 1204 | } |
| | 1205 | |
| | 1206 | fbPtr->counter -= NormalFrameTime; |
| | 1207 | } |
| | 1208 | } |
| | 1209 | |
| | 1210 | void RocketBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1211 | { |
| | 1212 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1213 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1214 | PREDPISTOL_BEHAV_BLOCK *bbPtr = (PREDPISTOL_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 1215 | |
| | 1216 | if (reportPtr || (bbPtr->counter <= 0) ) |
| | 1217 | { |
| | 1218 | if (reportPtr && reportPtr->ObstacleSBPtr) |
| | 1219 | { |
| | 1220 | if (bbPtr->player && AccuracyStats_TargetFilter(reportPtr->ObstacleSBPtr)) |
| | 1221 | { |
| | 1222 | /* Log accuracy! */ |
| | 1223 | int slot = SlotForThisWeapon(WEAPON_SADAR); |
| | 1224 | |
| | 1225 | if (slot != -1) |
| | 1226 | CurrentGameStats_WeaponHit(slot, 1); |
| | 1227 | } |
| | 1228 | } |
| | 1229 | |
| | 1230 | if (sbPtr->containingModule) |
| | 1231 | { |
| | 1232 | MakeVolumetricExplosionAt(&dynPtr->Position, EXPLOSION_SADAR_BLAST); |
| | 1233 | Explosion_SoundData.position = dynPtr->Position; |
| | 1234 | Sound_Play(SID_NICE_EXPLOSION, "nh", &Explosion_SoundData); |
| | 1235 | } |
| | 1236 | |
| | 1237 | /* for net game support: send a message saying we've blown up... */ |
| | 1238 | if(SinglePlayer != AvP.PlayMode) |
| | 1239 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1240 | |
| | 1241 | /* destroy rocket */ |
| | 1242 | sbPtr->please_destroy_me = 1; |
| | 1243 | } |
| | 1244 | else |
| | 1245 | { |
| | 1246 | bbPtr->counter -= NormalFrameTime; |
| | 1247 | MakeRocketTrailParticles(&dynPtr->PrevPosition, &dynPtr->Position); |
| | 1248 | } |
| | 1249 | } |
| | 1250 | |
| | 1251 | void GrenadeBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1252 | { |
| | 1253 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1254 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1255 | GRENADE_BEHAV_BLOCK *bbPtr = (GRENADE_BEHAV_BLOCK * )sbPtr->dataptr; |
| | 1256 | |
| | 1257 | if (reportPtr == NULL) |
| | 1258 | { |
| | 1259 | bbPtr->bouncelastframe = !DynamicObjectIsMoving(dynPtr); |
| | 1260 | } |
| | 1261 | else |
| | 1262 | { |
| | 1263 | if(reportPtr->ObstacleSBPtr) |
| | 1264 | { |
| | 1265 | switch(reportPtr->ObstacleSBPtr->type) |
| | 1266 | { |
| | 1267 | case I_BehaviourAlien: |
| | 1268 | case I_BehaviourMarinePlayer: |
| | 1269 | case I_BehaviourAlienPlayer: |
| | 1270 | case I_BehaviourPredatorPlayer: |
| | 1271 | case I_BehaviourPredator: |
| | 1272 | case I_BehaviourXenoborg: |
| | 1273 | case I_BehaviourMarine: |
| | 1274 | case I_BehaviourQueenAlien: |
| | 1275 | bbPtr->counter = 0; |
| | 1276 | break; |
| | 1277 | case I_BehaviourInanimateObject: |
| | 1278 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &damage_profiles[FALLINGDAMAGE], 100 * NormalFrameTime, NULL); |
| | 1279 | //CauseDamageToObject(reportPtr->ObstacleSBPtr, &damage_profiles[CERTAINDEATH], 100 * NormalFrameTime, NULL); |
| | 1280 | break; |
| | 1281 | case I_BehaviourNetGhost: |
| | 1282 | { |
| | 1283 | NETGHOSTDATABLOCK *ghostData = reportPtr->ObstacleSBPtr->dataptr; |
| | 1284 | |
| | 1285 | switch(ghostData->type) |
| | 1286 | { |
| | 1287 | case I_BehaviourMarinePlayer: |
| | 1288 | case I_BehaviourPredatorPlayer: |
| | 1289 | case I_BehaviourAlienPlayer: |
| | 1290 | case I_BehaviourAlien: |
| | 1291 | bbPtr->counter = 0; |
| | 1292 | default: |
| | 1293 | break; |
| | 1294 | } |
| | 1295 | } |
| | 1296 | default: |
| | 1297 | break; |
| | 1298 | } |
| | 1299 | } |
| | 1300 | |
| | 1301 | if (bbPtr->counter && !bbPtr->bouncelastframe) |
| | 1302 | { |
| | 1303 | Sound_Play(SID_GRENADE_BOUNCE, "dph", &dynPtr->Position, ((FastRandom()&511)-255)); |
| | 1304 | bbPtr->bouncelastframe = 1; |
| | 1305 | } |
| | 1306 | } |
| | 1307 | |
| | 1308 | if (bbPtr->counter <= 0) |
| | 1309 | { |
| | 1310 | if (sbPtr->containingModule) |
| | 1311 | { |
| | 1312 | MakeVolumetricExplosionAt(&dynPtr->Position, EXPLOSION_GRENADE_BLAST); |
| | 1313 | Explosion_SoundData.position = dynPtr->Position; |
| | 1314 | Sound_Play(SID_GRENADE_EXPLOSION, "nh", &Explosion_SoundData); |
| | 1315 | } |
| | 1316 | |
| | 1317 | if(SinglePlayer != AvP.PlayMode) |
| | 1318 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1319 | |
| | 1320 | sbPtr->please_destroy_me = 1; |
| | 1321 | } |
| | 1322 | else |
| | 1323 | { |
| | 1324 | bbPtr->counter -= NormalFrameTime; |
| | 1325 | MakeGrenadeTrailParticles(&dynPtr->PrevPosition, &dynPtr->Position); |
| | 1326 | DynamicallyRotateObject(dynPtr); |
| | 1327 | } |
| | 1328 | } |
| | 1329 | |
| | 1330 | void FragGrenadeBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1331 | { |
| | 1332 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1333 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1334 | GRENADE_BEHAV_BLOCK *bbPtr = (GRENADE_BEHAV_BLOCK * )sbPtr->dataptr; |
| | 1335 | |
| | 1336 | if (reportPtr == NULL) |
| | 1337 | { |
| | 1338 | bbPtr->bouncelastframe = !DynamicObjectIsMoving(dynPtr); |
| | 1339 | } |
| | 1340 | else |
| | 1341 | { |
| | 1342 | do |
| | 1343 | { |
| | 1344 | if (reportPtr->ObstacleSBPtr) |
| | 1345 | { |
| | 1346 | switch(reportPtr->ObstacleSBPtr->type) |
| | 1347 | { |
| | 1348 | case I_BehaviourAlien: |
| | 1349 | case I_BehaviourMarinePlayer: |
| | 1350 | case I_BehaviourAlienPlayer: |
| | 1351 | case I_BehaviourPredatorPlayer: |
| | 1352 | case I_BehaviourPredator: |
| | 1353 | case I_BehaviourXenoborg: |
| | 1354 | case I_BehaviourMarine: |
| | 1355 | case I_BehaviourQueenAlien: |
| | 1356 | bbPtr->counter = 0; |
| | 1357 | break; |
| | 1358 | case I_BehaviourNetGhost: |
| | 1359 | { |
| | 1360 | NETGHOSTDATABLOCK *ghostData = reportPtr->ObstacleSBPtr->dataptr; |
| | 1361 | |
| | 1362 | switch(ghostData->type) |
| | 1363 | { |
| | 1364 | case I_BehaviourMarinePlayer: |
| | 1365 | case I_BehaviourPredatorPlayer: |
| | 1366 | case I_BehaviourAlienPlayer: |
| | 1367 | case I_BehaviourAlien: |
| | 1368 | bbPtr->counter = 0; |
| | 1369 | default: |
| | 1370 | break; |
| | 1371 | } |
| | 1372 | } |
| | 1373 | default: |
| | 1374 | break; |
| | 1375 | } |
| | 1376 | } |
| | 1377 | else |
| | 1378 | { |
| | 1379 | dynPtr->IgnoreThePlayer = 0; |
| | 1380 | } |
| | 1381 | |
| | 1382 | reportPtr = reportPtr->NextCollisionReportPtr; |
| | 1383 | |
| | 1384 | } while (reportPtr); |
| | 1385 | |
| | 1386 | if (bbPtr->counter && !bbPtr->bouncelastframe) |
| | 1387 | { |
| | 1388 | Sound_Play(SID_GRENADE_BOUNCE, "dph", &dynPtr->Position, ((FastRandom()&511)-255)); |
| | 1389 | bbPtr->bouncelastframe = 1; |
| | 1390 | } |
| | 1391 | } |
| | 1392 | |
| | 1393 | if (bbPtr->counter <= 0) |
| | 1394 | { |
| | 1395 | if (sbPtr->containingModule) |
| | 1396 | { |
| | 1397 | Explosion_SoundData.position = dynPtr->Position; |
| | 1398 | Sound_Play(SID_NADEEXPLODE, "nh", &Explosion_SoundData); |
| | 1399 | MakeFlechetteExplosionAt(&dynPtr->Position, 0); |
| | 1400 | } |
| | 1401 | |
| | 1402 | /* for net game support: send a message saying we've blown up... */ |
| | 1403 | if(SinglePlayer != AvP.PlayMode) |
| | 1404 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1405 | |
| | 1406 | sbPtr->please_destroy_me = 1; |
| | 1407 | } |
| | 1408 | else |
| | 1409 | { |
| | 1410 | VECTORCH velocity; |
| | 1411 | velocity.vx = (FastRandom()&255) - 128; |
| | 1412 | velocity.vy = -1000-(FastRandom()&255); |
| | 1413 | velocity.vz = (FastRandom()&255) - 128; |
| | 1414 | MakeParticle(&dynPtr->Position, &velocity, PARTICLE_BLACKSMOKE); |
| | 1415 | |
| | 1416 | bbPtr->counter -= NormalFrameTime; |
| | 1417 | DynamicallyRotateObject(dynPtr); |
| | 1418 | } |
| | 1419 | } |
| | 1420 | |
| | 1421 | int ValidTargetForProxMine(const STRATEGYBLOCK *sbPtr) |
| | 1422 | { |
| | 1423 | int i = NumActiveStBlocks; |
| | 1424 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1425 | |
| | 1426 | while(i) |
| | 1427 | { |
| | 1428 | STRATEGYBLOCK *obstaclePtr = ActiveStBlockList[--i]; |
| | 1429 | DYNAMICSBLOCK *obstacleDynPtr = obstaclePtr->DynPtr; |
| | 1430 | |
| | 1431 | if(NULL != obstaclePtr->DynPtr) |
| | 1432 | switch(obstaclePtr->type) |
| | 1433 | { |
| | 1434 | case I_BehaviourAlien: |
| | 1435 | case I_BehaviourMarinePlayer: |
| | 1436 | case I_BehaviourAlienPlayer: |
| | 1437 | case I_BehaviourPredatorPlayer: |
| | 1438 | case I_BehaviourPredator: |
| | 1439 | case I_BehaviourXenoborg: |
| | 1440 | case I_BehaviourMarine: |
| | 1441 | case I_BehaviourQueenAlien: |
| | 1442 | case I_BehaviourFaceHugger: |
| | 1443 | { |
| | 1444 | VECTORCH disp = obstacleDynPtr->Position; |
| | 1445 | disp.vx -= dynPtr->Position.vx; |
| | 1446 | disp.vy -= dynPtr->Position.vy; |
| | 1447 | disp.vz -= dynPtr->Position.vz; |
| | 1448 | |
| | 1449 | if (Approximate3dMagnitude(&disp) <= PROX_GRENADE_RANGE) |
| | 1450 | return 1; |
| | 1451 | } |
| | 1452 | break; |
| | 1453 | case I_BehaviourNetGhost: |
| | 1454 | { |
| | 1455 | NETGHOSTDATABLOCK *ghostDataPtr = (NETGHOSTDATABLOCK *)obstaclePtr->dataptr; |
| | 1456 | |
| | 1457 | switch(ghostDataPtr->type) |
| | 1458 | { |
| | 1459 | case I_BehaviourAlienPlayer: |
| | 1460 | case I_BehaviourMarinePlayer: |
| | 1461 | case I_BehaviourPredatorPlayer: |
| | 1462 | case I_BehaviourAlien: |
| | 1463 | { |
| | 1464 | VECTORCH disp = obstacleDynPtr->Position; |
| | 1465 | disp.vx -= dynPtr->Position.vx; |
| | 1466 | disp.vy -= dynPtr->Position.vy; |
| | 1467 | disp.vz -= dynPtr->Position.vz; |
| | 1468 | |
| | 1469 | if (Approximate3dMagnitude(&disp) <= PROX_GRENADE_RANGE) |
| | 1470 | return 1; |
| | 1471 | } |
| | 1472 | default: |
| | 1473 | continue; |
| | 1474 | } |
| | 1475 | } |
| | 1476 | default: |
| | 1477 | continue; |
| | 1478 | } |
| | 1479 | } |
| | 1480 | |
| | 1481 | return 0; |
| | 1482 | } |
| | 1483 | |
| | 1484 | void ProximityGrenadeBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1485 | { |
| | 1486 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1487 | PROX_GRENADE_BEHAV_BLOCK *bbPtr = (PROX_GRENADE_BEHAV_BLOCK *)sbPtr->dataptr; |
| | 1488 | |
| | 1489 | if (bbPtr->counter <= 0) |
| | 1490 | { |
| | 1491 | if (bbPtr->SoundHandle != SOUND_NOACTIVEINDEX) |
| | 1492 | { |
| | 1493 | Sound_Stop(bbPtr->SoundHandle); |
| | 1494 | bbPtr->SoundHandle = SOUND_NOACTIVEINDEX; |
| | 1495 | } |
| | 1496 | |
| | 1497 | MakeVolumetricExplosionAt(&dynPtr->Position, EXPLOSION_GRENADE_BLAST); |
| | 1498 | |
| | 1499 | if (sbPtr->containingModule) |
| | 1500 | { |
| | 1501 | Explosion_SoundData.position = dynPtr->Position; |
| | 1502 | Sound_Play(SID_GRENADE_PROXEXPLOSION, "np", &Explosion_SoundData); |
| | 1503 | } |
| | 1504 | |
| | 1505 | /* for net game support: send a message saying we've blown up... */ |
| | 1506 | if(SinglePlayer != AvP.PlayMode) |
| | 1507 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1508 | |
| | 1509 | sbPtr->please_destroy_me = 1; |
| | 1510 | } |
| | 1511 | else |
| | 1512 | { |
| | 1513 | if (dynPtr->IsStatic) |
| | 1514 | { |
| | 1515 | if(bbPtr->counter > PROX_GRENADE_TRIGGER_TIME) |
| | 1516 | { |
| | 1517 | // scan for objects in proximity |
| | 1518 | |
| | 1519 | if (ValidTargetForProxMine(sbPtr)) |
| | 1520 | { |
| | 1521 | bbPtr->counter = PROX_GRENADE_TRIGGER_TIME; |
| | 1522 | Sound_Play(SID_PROX_GRENADE_READYTOBLOW, "deh", &dynPtr->Position, &bbPtr->SoundHandle); |
| | 1523 | } |
| | 1524 | else |
| | 1525 | { |
| | 1526 | int scale = ONE_FIXED - bbPtr->counter / PROX_GRENADE_LIFETIME; |
| | 1527 | scale = MUL_FIXED(scale, scale); |
| | 1528 | scale = MUL_FIXED(scale, scale) * 8; |
| | 1529 | bbPtr->SoundGenerationTimer += NormalFrameTime + MUL_FIXED(NormalFrameTime, scale); |
| | 1530 | |
| | 1531 | while (bbPtr->SoundGenerationTimer >= PROX_GRENADE_SOUND_GENERATION_TIME) |
| | 1532 | { |
| | 1533 | bbPtr->SoundGenerationTimer -= PROX_GRENADE_SOUND_GENERATION_TIME; |
| | 1534 | Sound_Play(SID_PROX_GRENADE_ACTIVE, "dh", &dynPtr->Position); |
| | 1535 | } |
| | 1536 | } |
| | 1537 | } |
| | 1538 | } |
| | 1539 | else |
| | 1540 | { |
| | 1541 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1542 | |
| | 1543 | if (reportPtr) |
| | 1544 | { |
| | 1545 | char stickWhereYouAre = 0; |
| | 1546 | |
| | 1547 | STRATEGYBLOCK *obstaclePtr = reportPtr->ObstacleSBPtr; |
| | 1548 | |
| | 1549 | if (obstaclePtr) |
| | 1550 | { |
| | 1551 | DISPLAYBLOCK *dispPtr = obstaclePtr->DisplayBlock; |
| | 1552 | |
| | 1553 | if (dispPtr && dispPtr->Module) |
| | 1554 | { |
| | 1555 | if(NULL != dispPtr->ObMorphCtrl) |
| | 1556 | stickWhereYouAre = 1; |
| | 1557 | } |
| | 1558 | else |
| | 1559 | { |
| | 1560 | switch(obstaclePtr->type) |
| | 1561 | { |
| | 1562 | case I_BehaviourAlien: |
| | 1563 | case I_BehaviourMarinePlayer: |
| | 1564 | case I_BehaviourAlienPlayer: |
| | 1565 | case I_BehaviourPredatorPlayer: |
| | 1566 | case I_BehaviourPredator: |
| | 1567 | case I_BehaviourXenoborg: |
| | 1568 | case I_BehaviourMarine: |
| | 1569 | case I_BehaviourQueenAlien: |
| | 1570 | case I_BehaviourFaceHugger: |
| | 1571 | // best blow up then |
| | 1572 | bbPtr->counter = 0; |
| | 1573 | return; |
| | 1574 | case I_BehaviourNetGhost: |
| | 1575 | { |
| | 1576 | NETGHOSTDATABLOCK *ghostDataPtr = (NETGHOSTDATABLOCK *)obstaclePtr->dataptr; |
| | 1577 | |
| | 1578 | switch(ghostDataPtr->type) |
| | 1579 | { |
| | 1580 | case I_BehaviourAlienPlayer: |
| | 1581 | case I_BehaviourMarinePlayer: |
| | 1582 | case I_BehaviourPredatorPlayer: |
| | 1583 | case I_BehaviourAlien: |
| | 1584 | // best blow up then |
| | 1585 | bbPtr->counter = 0; |
| | 1586 | return; |
| | 1587 | default: |
| | 1588 | break; |
| | 1589 | } |
| | 1590 | } |
| | 1591 | default: |
| | 1592 | break; |
| | 1593 | } |
| | 1594 | } |
| | 1595 | } |
| | 1596 | else |
| | 1597 | { |
| | 1598 | stickWhereYouAre = 1; |
| | 1599 | } |
| | 1600 | |
| | 1601 | if(stickWhereYouAre) |
| | 1602 | { |
| | 1603 | dynPtr->IsStatic = 1; |
| | 1604 | dynPtr->PrevPosition = dynPtr->Position; |
| | 1605 | MakeMatrixFromDirection(&reportPtr->ObstacleNormal, &dynPtr->OrientMat); |
| | 1606 | /* KJL 15:27:42 23/01/99 - Euler has to be filled out for network play! */ |
| | 1607 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 1608 | bbPtr->counter = PROX_GRENADE_LIFETIME * ONE_FIXED; |
| | 1609 | } |
| | 1610 | } |
| | 1611 | |
| | 1612 | MakeGrenadeTrailParticles(&dynPtr->PrevPosition, &dynPtr->Position); |
| | 1613 | } |
| | 1614 | |
| | 1615 | bbPtr->counter -= NormalFrameTime; |
| | 1616 | } |
| | 1617 | } |
| | 1618 | |
| | 1619 | void FlareBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1620 | { |
| | 1621 | FLARE_BEHAV_BLOCK *bbPtr = (FLARE_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 1622 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1623 | DISPLAYBLOCK *dptr = sbPtr->DisplayBlock; |
| | 1624 | |
| | 1625 | if (bbPtr->SoundHandle != SOUND_NOACTIVEINDEX) |
| | 1626 | ActiveSounds[bbPtr->SoundHandle].threedeedata.position = dynPtr->Position; |
| | 1627 | |
| | 1628 | if (bbPtr->LifeTimeRemaining <= 0) |
| | 1629 | { |
| | 1630 | if (bbPtr->SoundHandle != SOUND_NOACTIVEINDEX) |
| | 1631 | { |
| | 1632 | Sound_Stop(bbPtr->SoundHandle); |
| | 1633 | bbPtr->SoundHandle = SOUND_NOACTIVEINDEX; |
| | 1634 | } |
| | 1635 | |
| | 1636 | /* for net game support: send a message saying we've blown up... */ |
| | 1637 | if(SinglePlayer != AvP.PlayMode) |
| | 1638 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1639 | |
| | 1640 | sbPtr->please_destroy_me = 1; |
| | 1641 | |
| | 1642 | return; |
| | 1643 | } |
| | 1644 | else if (bbPtr->LifeTimeRemaining > ONE_FIXED * 4) |
| | 1645 | bbPtr->ParticleGenerationTimer += NormalFrameTime; |
| | 1646 | else |
| | 1647 | bbPtr->ParticleGenerationTimer += MUL_FIXED(NormalFrameTime, bbPtr->LifeTimeRemaining)/4; |
| | 1648 | |
| | 1649 | while (bbPtr->ParticleGenerationTimer >= FLARE_PARTICLE_GENERATION_TIME) |
| | 1650 | { |
| | 1651 | bbPtr->ParticleGenerationTimer -= FLARE_PARTICLE_GENERATION_TIME; |
| | 1652 | MakeFlareParticle(dynPtr); |
| | 1653 | } |
| | 1654 | |
| | 1655 | /* add lighting effect */ |
| | 1656 | if(NULL != dptr) |
| | 1657 | { |
| | 1658 | if(!dptr->ObNumLights) |
| | 1659 | AddLightingEffectToObject(dptr, LFX_FLARE); |
| | 1660 | |
| | 1661 | LIGHTBLOCK *lightPtr = dptr->ObLights[0]; |
| | 1662 | |
| | 1663 | if(NULL != lightPtr) |
| | 1664 | { |
| | 1665 | lightPtr->LightBright = 1 + MUL_FIXED( (ONE_FIXED*4-(FastRandom()&32767)), bbPtr->LifeTimeRemaining / FLARE_LIFETIME); |
| | 1666 | } |
| | 1667 | } |
| | 1668 | |
| | 1669 | bbPtr->LifeTimeRemaining -= NormalFrameTime; |
| | 1670 | |
| | 1671 | if (dynPtr->IsFloating) |
| | 1672 | { |
| | 1673 | RubberDuckBehaviour(sbPtr); |
| | 1674 | } |
| | 1675 | else if(!dynPtr->IsStatic) |
| | 1676 | { |
| | 1677 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1678 | |
| | 1679 | if (NULL != reportPtr) |
| | 1680 | { |
| | 1681 | char stickWhereYouAre = 0; |
| | 1682 | |
| | 1683 | if (NULL != reportPtr->ObstacleSBPtr) |
| | 1684 | { |
| | 1685 | DISPLAYBLOCK *dispPtr = reportPtr->ObstacleSBPtr->DisplayBlock; |
| | 1686 | |
| | 1687 | if (NULL != dispPtr) |
| | 1688 | { |
| | 1689 | STRATEGYBLOCK* hit_sbptr = reportPtr->ObstacleSBPtr; |
| | 1690 | |
| | 1691 | if (NULL != dispPtr->Module) |
| | 1692 | { |
| | 1693 | if(NULL != dispPtr->ObMorphCtrl) stickWhereYouAre = 1; |
| | 1694 | } |
| | 1695 | else |
| | 1696 | { |
| | 1697 | switch(hit_sbptr->type) |
| | 1698 | { |
| | 1699 | case I_BehaviourAlien: |
| | 1700 | { |
| | 1701 | ALIEN_STATUS_BLOCK *alienStatusPointer = (ALIEN_STATUS_BLOCK *)(hit_sbptr->dataptr); |
| | 1702 | CauseDamageToObject(hit_sbptr, &damage_profiles[FIREDAMAGE], NormalFrameTime, NULL); |
| | 1703 | NPC_OBSTRUCTIONREPORT obstruction = {1,0,0,0}; |
| | 1704 | NPC_InitMovementData(&alienStatusPointer->moveData); |
| | 1705 | NPCGetAvoidanceDirection(sbPtr, &alienStatusPointer->moveData.avoidanceDirn, &obstruction); |
| | 1706 | alienStatusPointer->BehaviourState = ABS_Avoidance; |
| | 1707 | alienStatusPointer->StateTimer = ONE_FIXED / 8; |
| | 1708 | } |
| | 1709 | break; |
| | 1710 | default: |
| | 1711 | CauseDamageToObject(hit_sbptr, &damage_profiles[FIREDAMAGE], NormalFrameTime, NULL); |
| | 1712 | } |
| | 1713 | } |
| | 1714 | } |
| | 1715 | } |
| | 1716 | else if(-1 != reportPtr->ModuleIndex) // morphable object such as doors |
| | 1717 | { |
| | 1718 | stickWhereYouAre = 1; |
| | 1719 | } |
| | 1720 | |
| | 1721 | if(stickWhereYouAre) |
| | 1722 | { |
| | 1723 | dynPtr->IsStatic = 1; |
| | 1724 | dynPtr->OnlyCollideWithEnvironment = 1; |
| | 1725 | dynPtr->PrevPosition = dynPtr->Position; |
| | 1726 | MakeMatrixFromDirection(&reportPtr->ObstacleNormal, &dynPtr->OrientMat); |
| | 1727 | /* KJL 15:27:42 23/01/99 - Euler has to be filled out for network play! */ |
| | 1728 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 1729 | //set flag, so appropriate net message gets sent |
| | 1730 | bbPtr->becomeStuck = 1; |
| | 1731 | Sound_Play(SID_BURNING_FLARE, "dlev", &dynPtr->Position, &bbPtr->SoundHandle, 50); |
| | 1732 | } |
| | 1733 | } |
| | 1734 | } |
| | 1735 | } |
| | 1736 | |
| | 1737 | void PulseGrenadeBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1738 | { |
| | 1739 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1740 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1741 | PREDPISTOL_BEHAV_BLOCK *bbPtr = (PREDPISTOL_BEHAV_BLOCK * )sbPtr->dataptr; |
| | 1742 | |
| | 1743 | if (NULL != reportPtr) |
| | 1744 | { |
| | 1745 | if(NULL != reportPtr->ObstacleSBPtr) |
| | 1746 | { |
| | 1747 | if(bbPtr->player && AccuracyStats_TargetFilter(reportPtr->ObstacleSBPtr)) |
| | 1748 | { |
| | 1749 | int slot = SlotForThisWeapon(WEAPON_PULSERIFLE); |
| | 1750 | |
| | 1751 | if (slot != -1) |
| | 1752 | CurrentGameStats_WeaponHit(slot, 1); |
| | 1753 | } |
| | 1754 | } |
| | 1755 | } |
| | 1756 | else |
| | 1757 | { |
| | 1758 | bbPtr->counter -= NormalFrameTime; |
| | 1759 | |
| | 1760 | if (bbPtr->counter > 0) |
| | 1761 | { |
| | 1762 | MakeRocketTrailParticles(&dynPtr->PrevPosition, &dynPtr->Position); |
| | 1763 | return; |
| | 1764 | } |
| | 1765 | } |
| | 1766 | |
| | 1767 | MakeVolumetricExplosionAt(&dynPtr->Position, EXPLOSION_PULSEGRENADE); |
| | 1768 | |
| | 1769 | //if (sbPtr->containingModule) |
| | 1770 | { |
| | 1771 | Explosion_SoundData.position = dynPtr->Position; |
| | 1772 | Sound_Play(SID_NADEEXPLODE, "nh", &Explosion_SoundData); |
| | 1773 | } |
| | 1774 | |
| | 1775 | /* for net game support: send a message saying we've blown up... */ |
| | 1776 | if(SinglePlayer != AvP.PlayMode) |
| | 1777 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1778 | |
| | 1779 | sbPtr->please_destroy_me = 1; |
| | 1780 | } |
| | 1781 | |
| | 1782 | void PPPlasmaBoltBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1783 | { |
| | 1784 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1785 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1786 | PREDPISTOL_BEHAV_BLOCK *bbPtr = (PREDPISTOL_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 1787 | |
| | 1788 | if (reportPtr) |
| | 1789 | { |
| | 1790 | if(reportPtr->ObstacleSBPtr && bbPtr->player && AccuracyStats_TargetFilter(reportPtr->ObstacleSBPtr)) |
| | 1791 | { |
| | 1792 | int slot = SlotForThisWeapon(WEAPON_PRED_PISTOL); |
| | 1793 | |
| | 1794 | if (slot != -1) |
| | 1795 | CurrentGameStats_WeaponHit(slot,1); |
| | 1796 | } |
| | 1797 | } |
| | 1798 | else if (bbPtr->counter > 0) |
| | 1799 | { |
| | 1800 | bbPtr->counter -= NormalFrameTime; |
| | 1801 | return; |
| | 1802 | } |
| | 1803 | |
| | 1804 | MakeElectricalExplosion(&dynPtr->Position); |
| | 1805 | |
| | 1806 | if(SinglePlayer != AvP.PlayMode) |
| | 1807 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1808 | |
| | 1809 | sbPtr->please_destroy_me = 1; |
| | 1810 | } |
| | 1811 | |
| | 1812 | static DISPLAYBLOCK* InitialiseSpeargunBoltBehaviour_ForLoad() |
| | 1813 | { |
| | 1814 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourSpeargunBolt); |
| | 1815 | |
| | 1816 | if(NULL == sbPtr) |
| | 1817 | return NULL; |
| | 1818 | |
| | 1819 | int shapeIndex = GetLoadedShapeMSL("spear"); |
| | 1820 | |
| | 1821 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = AllocateNewObject(shapeIndex); |
| | 1822 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 1823 | sbPtr->dataptr = malloc(sizeof(SPEAR_BEHAV_BLOCK)); |
| | 1824 | |
| | 1825 | if ((NULL == dynPtr) || (NULL == sbPtr->dataptr) || (NULL == dispPtr)) |
| | 1826 | { |
| | 1827 | RemoveBehaviourStrategy(sbPtr); |
| | 1828 | return NULL; |
| | 1829 | } |
| | 1830 | |
| | 1831 | dispPtr->ObWorld.vx = dispPtr->ObWorld.vy = dispPtr->ObWorld.vz = 0; |
| | 1832 | |
| | 1833 | dispPtr->ObStrategyBlock = sbPtr; |
| | 1834 | sbPtr->shapeIndex = shapeIndex; |
| | 1835 | |
| | 1836 | dispPtr->extent.min_x = -10; |
| | 1837 | dispPtr->extent.min_y = -10; |
| | 1838 | dispPtr->extent.min_y = -10; |
| | 1839 | dispPtr->extent.max_x = 10; |
| | 1840 | dispPtr->extent.max_y = 10; |
| | 1841 | dispPtr->extent.max_z = 10; |
| | 1842 | sbPtr->maintainVisibility = 1; |
| | 1843 | |
| | 1844 | return dispPtr; |
| | 1845 | } |
| | 1846 | |
| | 1847 | void SpeargunBoltBehaviour(STRATEGYBLOCK *sbPtr) |
| | 1848 | { |
| | 1849 | SPEAR_BEHAV_BLOCK *bbPtr = (SPEAR_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 1850 | |
| | 1851 | if (bbPtr->counter > 0) |
| | 1852 | { |
| | 1853 | bbPtr->counter -= NormalFrameTime; |
| | 1854 | |
| | 1855 | if (!bbPtr->Stuck) |
| | 1856 | { |
| | 1857 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 1858 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 1859 | |
| | 1860 | if (reportPtr) |
| | 1861 | { |
| | 1862 | int normDotBeta = DotProduct(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal); |
| | 1863 | |
| | 1864 | char stickWhereYouAre = 0; |
| | 1865 | |
| | 1866 | if (reportPtr->ObstacleSBPtr) |
| | 1867 | { |
| | 1868 | DISPLAYBLOCK *dispPtr = reportPtr->ObstacleSBPtr->DisplayBlock; |
| | 1869 | |
| | 1870 | if (dispPtr && dispPtr->Module && !dispPtr->ObMorphCtrl) |
| | 1871 | { |
| | 1872 | stickWhereYouAre = 1; |
| | 1873 | } |
| | 1874 | else |
| | 1875 | { |
| | 1876 | STRATEGYBLOCK * victim = reportPtr->ObstacleSBPtr; |
| | 1877 | //reportPtr->ObstacleNormal; |
| | 1878 | //reportPtr->ObstaclePoint; |
| | 1879 | |
| | 1880 | if(bbPtr->FromPlayer && AccuracyStats_TargetFilter(reportPtr->ObstacleSBPtr)) |
| | 1881 | CurrentGameStats_WeaponHit(PlayerStatus.SelectedWeaponSlot, 1); |
| | 1882 | |
| | 1883 | if(0) |
| | 1884 | if (victim->DisplayBlock) |
| | 1885 | { |
| | 1886 | if (victim->DisplayBlock->HModelControlBlock) |
| | 1887 | { |
| | 1888 | //bbPtr->SpearThroughFragment = 1; |
| | 1889 | DISPLAYBLOCK *fragged_section = CauseDamageToHModel(victim->DisplayBlock->HModelControlBlock, victim, &TemplateAmmo[AMMO_PRED_RIFLE].MaxDamage,
ONE_FIXED, |
| | 1890 | //this_section_data, |
| | 1891 | victim->DisplayBlock->HModelControlBlock->section_data, |
| | 1892 | &reportPtr->ObstacleNormal, &reportPtr->ObstaclePoint, 0); |
| | 1893 | |
| | 1894 | if (fragged_section) |
| | 1895 | { |
| | 1896 | #define SPEAR_NPC_IMPULSE (2000) |
| | 1897 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vx += MUL_FIXED(reportPtr->ObstacleNormal.vx, SPEAR_NPC_IMPULSE); |
| | 1898 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vy += MUL_FIXED(reportPtr->ObstacleNormal.vy, SPEAR_NPC_IMPULSE); |
| | 1899 | fragged_section->ObStrategyBlock->DynPtr->LinImpulse.vz += MUL_FIXED(reportPtr->ObstacleNormal.vz, SPEAR_NPC_IMPULSE); |
| | 1900 | CreateSpearPossiblyWithFragment(fragged_section, &reportPtr->ObstaclePoint, &reportPtr->ObstacleNormal); |
| | 1901 | } |
| | 1902 | |
| | 1903 | /* |
| | 1904 | switch(victim->type) |
| | 1905 | { |
| | 1906 | case I_BehaviourMarinePlayer: |
| | 1907 | case I_BehaviourPredatorPlayer: |
| | 1908 | case I_BehaviourAlienPlayer: |
| | 1909 | case I_BehaviourAlien: |
| | 1910 | case I_BehaviourQueenAlien: |
| | 1911 | case I_BehaviourFaceHugger: |
| | 1912 | case I_BehaviourPredator: |
| | 1913 | case I_BehaviourXenoborg: |
| | 1914 | case I_BehaviourMarine: |
| | 1915 | case I_BehaviourAutoGun: |
| | 1916 | case I_BehaviourHierarchicalFragment: |
| | 1917 | case I_BehaviourCorpse: |
| | 1918 | case I_BehaviourDummy: |
| | 1919 | |
| | 1920 | } |
| | 1921 | */ |
| | 1922 | |
| | 1923 | } |
| | 1924 | } |
| | 1925 | |
| | 1926 | VECTORCH attack_dir; |
| | 1927 | GetDirectionOfAttack(reportPtr->ObstacleSBPtr, &dynPtr->LinVelocity, &attack_dir); |
| | 1928 | //CauseDamageToObject(reportPtr->ObstacleSBPtr, &TemplateAmmo[AMMO_PRED_RIFLE].MaxDamage, ONE_FIXED, NULL); |
| | 1929 | } |
| | 1930 | } |
| | 1931 | else |
| | 1932 | { |
| | 1933 | stickWhereYouAre = 1; |
| | 1934 | } |
| | 1935 | |
| | 1936 | if(stickWhereYouAre && normDotBeta) |
| | 1937 | { |
| | 1938 | /* Sink in... */ |
| | 1939 | Sound_Play(SID_SPEARGUN_HITTING_WALL, "d", &dynPtr->Position); |
| | 1940 | bbPtr->Stuck = 1; |
| | 1941 | /* Counter at 20s. */ |
| | 1942 | bbPtr->counter = (20 * ONE_FIXED); |
| | 1943 | dynPtr->GravityOn = 0; |
| | 1944 | dynPtr->DynamicsType = DYN_TYPE_NO_COLLISIONS; |
| | 1945 | |
| | 1946 | { |
| | 1947 | /* get a pt in the poly */ |
| | 1948 | VECTORCH pop = reportPtr->ObstaclePoint; |
| | 1949 | pop.vx -= dynPtr->Position.vx; |
| | 1950 | pop.vy -= dynPtr->Position.vy; |
| | 1951 | pop.vz -= dynPtr->Position.vz; |
| | 1952 | |
| | 1953 | /* hmm, what about double sided polys? */ |
| | 1954 | int d = DotProduct(&reportPtr->ObstacleNormal, &pop); |
| | 1955 | |
| | 1956 | int lambda = DIV_FIXED(d, normDotBeta); |
| | 1957 | |
| | 1958 | dynPtr->Position.vx += MUL_FIXED(lambda, dynPtr->LinVelocity.vx); |
| | 1959 | dynPtr->Position.vy += MUL_FIXED(lambda, dynPtr->LinVelocity.vy); |
| | 1960 | dynPtr->Position.vz += MUL_FIXED(lambda, dynPtr->LinVelocity.vz); |
| | 1961 | } |
| | 1962 | |
| | 1963 | dynPtr->LinVelocity.vx = dynPtr->LinVelocity.vy = dynPtr->LinVelocity.vz = 0; |
| | 1964 | dynPtr->LinImpulse.vx = dynPtr->LinImpulse.vy = dynPtr->LinImpulse.vz = 0; |
| | 1965 | //dynPtr->IsStatic = 1; |
| | 1966 | |
| | 1967 | MakeFocusedExplosion(&dynPtr->PrevPosition, &dynPtr->Position, 20, PARTICLE_SPARK); |
| | 1968 | MakeLightElement(&dynPtr->Position, LIGHTELEMENT_ELECTRICAL_SPARKS); |
| | 1969 | } |
| | 1970 | |
| | 1971 | bbPtr->Stuck = 1; |
| | 1972 | } |
| | 1973 | } |
| | 1974 | } |
| | 1975 | else |
| | 1976 | { |
| | 1977 | /* for net game support: send a message saying we've blown up... */ |
| | 1978 | if(SinglePlayer != AvP.PlayMode) |
| | 1979 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 1980 | |
| | 1981 | sbPtr->please_destroy_me = 1; |
| | 1982 | } |
| | 1983 | } |
| | 1984 | |
| | 1985 | #define TIME_FOR_FLAMETHROWER_PARTICLE (ONE_FIXED/120) |
| | 1986 | |
| | 1987 | void FireFlameThrower(VECTORCH *base_position, const VECTORCH *base_offset, MATRIXCH *orientmat, int player, int *timer) |
| | 1988 | { |
| | 1989 | /* Simple function containing flamethrower function. */ |
| | 1990 | |
| | 1991 | VECTORCH position; |
| | 1992 | |
| | 1993 | *timer += NormalFrameTime; |
| | 1994 | |
| | 1995 | while (*timer >= TIME_FOR_FLAMETHROWER_PARTICLE) |
| | 1996 | { |
| | 1997 | VECTORCH velocity; |
| | 1998 | (*timer) -= TIME_FOR_FLAMETHROWER_PARTICLE; |
| | 1999 | |
| | 2000 | /* calculate the position */ |
| | 2001 | |
| | 2002 | { |
| | 2003 | int offset = MUL_FIXED(FastRandom()&16383, NormalFrameTime); |
| | 2004 | |
| | 2005 | position = *base_offset; |
| | 2006 | |
| | 2007 | position.vz += offset; |
| | 2008 | position.vy += (FastRandom() % (offset/8+1)) - offset/16; |
| | 2009 | position.vx += (FastRandom() % (offset/8+1)) - offset/16; |
| | 2010 | } |
| | 2011 | |
| | 2012 | RotateVector(&position, orientmat); |
| | 2013 | |
| | 2014 | if (player) |
| | 2015 | { |
| | 2016 | Crunch_Position_For_Players_Weapon(&position); |
| | 2017 | } |
| | 2018 | else |
| | 2019 | { |
| | 2020 | position.vx += base_position->vx; |
| | 2021 | position.vy += base_position->vy; |
| | 2022 | position.vz += base_position->vz; |
| | 2023 | } |
| | 2024 | |
| | 2025 | velocity.vx = ((FastRandom()&1023) - 512);//*2; |
| | 2026 | velocity.vy = ((FastRandom()&1023) - 512);//*2; |
| | 2027 | velocity.vz = ((FastRandom()&511) + 200+512)*16; |
| | 2028 | RotateVector(&velocity, orientmat); |
| | 2029 | MakeParticle(&position, &velocity, PARTICLE_FLAME); |
| | 2030 | } |
| | 2031 | } |
| | 2032 | |
| | 2033 | void FireNetGhostFlameThrower(VECTORCH *positionPtr, MATRIXCH *orientMatPtr) |
| | 2034 | { |
| | 2035 | /* KJL 16:31:42 27/01/98 - these particles aren't colliding, so I'll |
| | 2036 | see what happens if I use more... */ |
| | 2037 | int i = FLAMETHROWER_PARTICLES_PER_FRAME * 2; |
| | 2038 | |
| | 2039 | VECTORCH position; |
| | 2040 | |
| | 2041 | while(i--) |
| | 2042 | /* calculate the position */ |
| | 2043 | { |
| | 2044 | VECTORCH velocity; |
| | 2045 | |
| | 2046 | { |
| | 2047 | int offset = MUL_FIXED(FastRandom()&16383, NormalFrameTime); |
| | 2048 | |
| | 2049 | position.vz = offset; |
| | 2050 | position.vy = (FastRandom()%(offset/8+1)) - offset/16; |
| | 2051 | position.vx = (FastRandom()%(offset/8+1)) - offset/16; |
| | 2052 | } |
| | 2053 | |
| | 2054 | velocity.vx = ((FastRandom()&1023) - 512);//*2; |
| | 2055 | velocity.vy = ((FastRandom()&1023) - 512);//*2; |
| | 2056 | velocity.vz = ((FastRandom()&511) + 200+512)*16; |
| | 2057 | |
| | 2058 | RotateVector(&position, orientMatPtr); |
| | 2059 | RotateVector(&velocity, orientMatPtr); |
| | 2060 | |
| | 2061 | position.vx += positionPtr->vx; |
| | 2062 | position.vy += positionPtr->vy; |
| | 2063 | position.vz += positionPtr->vz; |
| | 2064 | |
| | 2065 | if (!LocalDetailLevels.GhostFlameThrowerCollisions) |
| | 2066 | MakeParticle(&position, &velocity, PARTICLE_NONCOLLIDINGFLAME); |
| | 2067 | else |
| | 2068 | MakeParticle(&position, &velocity, PARTICLE_NONDAMAGINGFLAME); |
| | 2069 | } |
| | 2070 | } |
| | 2071 | |
| | 2072 | /*----------------------Patrick 4/3/97-------------------------- |
| | 2073 | Stuff for predator (and xenoborg) projectiles... |
| | 2074 | NB will need a creation function for player (AIs have their own) |
| | 2075 | --------------------------------------------------------------*/ |
| | 2076 | void PredatorEnergyBoltBehaviour(STRATEGYBLOCK *sbPtr) |
| | 2077 | { |
| | 2078 | CASTER_BOLT_BEHAV_BLOCK *bbPtr = (CASTER_BOLT_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 2079 | |
| | 2080 | if (bbPtr->counter > 0) |
| | 2081 | { |
| | 2082 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 2083 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 2084 | |
| | 2085 | bbPtr->counter -= NormalFrameTime; |
| | 2086 | |
| | 2087 | if (reportPtr) |
| | 2088 | { |
| | 2089 | if(reportPtr->ObstacleSBPtr) |
| | 2090 | { |
| | 2091 | DISPLAYBLOCK *dispPtr = reportPtr->ObstacleSBPtr->DisplayBlock; |
| | 2092 | |
| | 2093 | if (bbPtr->player && AccuracyStats_TargetFilter(reportPtr->ObstacleSBPtr)) |
| | 2094 | { |
| | 2095 | int slot = SlotForThisWeapon(WEAPON_PRED_SHOULDERCANNON); |
| | 2096 | |
| | 2097 | if (slot != -1) |
| | 2098 | CurrentGameStats_WeaponHit(slot, 1); |
| | 2099 | } |
| | 2100 | |
| | 2101 | switch (reportPtr->ObstacleSBPtr->type) |
| | 2102 | { |
| | 2103 | case I_BehaviourMarine: |
| | 2104 | case I_BehaviourAlien: |
| | 2105 | { |
| | 2106 | if(dispPtr) |
| | 2107 | { |
| | 2108 | /* look for the object's torso in preference */ |
| | 2109 | SECTION_DATA *chest_section = GetThisSectionData(dispPtr->HModelControlBlock->section_data, "chest"); |
| | 2110 | |
| | 2111 | if (chest_section) |
| | 2112 | { |
| | 2113 | VECTORCH rel_pos = dynPtr->Position; |
| | 2114 | |
| | 2115 | rel_pos.vx -= chest_section->World_Offset.vx; |
| | 2116 | rel_pos.vy -= chest_section->World_Offset.vy; |
| | 2117 | rel_pos.vz -= chest_section->World_Offset.vz; |
| | 2118 | |
| | 2119 | Normalise(&rel_pos); |
| | 2120 | |
| | 2121 | CauseDamageToHModel(dispPtr->HModelControlBlock, reportPtr->ObstacleSBPtr, &bbPtr->damage, ONE_FIXED, chest_section, &rel_pos,
&chest_section->World_Offset, 0); |
| | 2122 | } |
| | 2123 | else |
| | 2124 | { |
| | 2125 | VECTORCH attack_dir; |
| | 2126 | GetDirectionOfAttack(reportPtr->ObstacleSBPtr,&dynPtr->LinVelocity,&attack_dir); |
| | 2127 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &bbPtr->damage, ONE_FIXED, &attack_dir); |
| | 2128 | } |
| | 2129 | } |
| | 2130 | } |
| | 2131 | break; |
| | 2132 | default: |
| | 2133 | { |
| | 2134 | VECTORCH attack_dir; |
| | 2135 | GetDirectionOfAttack(reportPtr->ObstacleSBPtr,&dynPtr->LinVelocity,&attack_dir); |
| | 2136 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &bbPtr->damage, ONE_FIXED, &attack_dir); |
| | 2137 | } |
| | 2138 | } |
| | 2139 | |
| | 2140 | MakePlasmaExplosion(&dynPtr->Position, &dynPtr->PrevPosition, EXPLOSION_FOCUSEDPLASMA); |
| | 2141 | |
| | 2142 | if(SinglePlayer != AvP.PlayMode) |
| | 2143 | { |
| | 2144 | AddNetMsg_MakePlasmaExplosion(&dynPtr->Position, &dynPtr->PrevPosition, EXPLOSION_FOCUSEDPLASMA); |
| | 2145 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 2146 | } |
| | 2147 | } |
| | 2148 | else |
| | 2149 | { |
| | 2150 | MakePlasmaExplosion(&dynPtr->Position, &dynPtr->PrevPosition, EXPLOSION_DISSIPATINGPLASMA); |
| | 2151 | |
| | 2152 | if(SinglePlayer != AvP.PlayMode) |
| | 2153 | { |
| | 2154 | AddNetMsg_MakePlasmaExplosion(&dynPtr->Position, &dynPtr->PrevPosition, EXPLOSION_DISSIPATINGPLASMA); |
| | 2155 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 2156 | } |
| | 2157 | } |
| | 2158 | |
| | 2159 | sbPtr->please_destroy_me = 1; |
| | 2160 | } |
| | 2161 | else |
| | 2162 | { |
| | 2163 | //MakePlasmaTrailParticles(dynPtr, (bbPtr->damage.Impact ? (bbPtr->damage.Impact * 5) : 20)); |
| | 2164 | MakePlasmaTrailParticles(dynPtr, (bbPtr->damage.Impact ? (bbPtr->damage.Impact * 5) : 1)); |
| | 2165 | |
| | 2166 | VECTORCH direction; |
| | 2167 | direction.vx = dynPtr->LinVelocity.vx + dynPtr->LinImpulse.vx; |
| | 2168 | direction.vy = dynPtr->LinVelocity.vy + dynPtr->LinImpulse.vy; |
| | 2169 | direction.vz = dynPtr->LinVelocity.vz + dynPtr->LinImpulse.vz; |
| | 2170 | Normalise(&direction); |
| | 2171 | MakeMatrixFromDirection(&direction, &dynPtr->OrientMat); |
| | 2172 | } |
| | 2173 | } |
| | 2174 | else |
| | 2175 | { |
| | 2176 | /* for net game support: send a message saying we've blown up... */ |
| | 2177 | |
| | 2178 | if(SinglePlayer != AvP.PlayMode) |
| | 2179 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 2180 | |
| | 2181 | sbPtr->please_destroy_me = 1; |
| | 2182 | } |
| | 2183 | } |
| | 2184 | |
| | 2185 | static void EulerAnglesHoming(VECTORCH *source, VECTORCH *Target, EULER *eulr, int rate) |
| | 2186 | { |
| | 2187 | int offsetx = Target->vx - source->vx; |
| | 2188 | int offsety = Target->vz - source->vz; |
| | 2189 | int angle1 = ArcTan(offsetx, offsety); |
| | 2190 | int angle2 = eulr->EulerY; |
| | 2191 | int offsetz; |
| | 2192 | |
| | 2193 | if (angle1 != angle2) |
| | 2194 | { |
| | 2195 | int testangle = angle2 - angle1; |
| | 2196 | |
| | 2197 | if (abs(testangle) < (NormalFrameTime >> rate)) |
| | 2198 | { |
| | 2199 | eulr->EulerY = angle1; |
| | 2200 | eulr->EulerY &= wrap360; |
| | 2201 | } |
| | 2202 | else if ( ((testangle > 0) && (testangle < deg180)) || (testangle < -deg180) ) |
| | 2203 | { |
| | 2204 | eulr->EulerY -= NormalFrameTime >> rate; |
| | 2205 | eulr->EulerY &= wrap360; |
| | 2206 | } |
| | 2207 | else |
| | 2208 | { |
| | 2209 | eulr->EulerY += NormalFrameTime >> rate; |
| | 2210 | eulr->EulerY &= wrap360; |
| | 2211 | } |
| | 2212 | } |
| | 2213 | |
| | 2214 | /* That was for the first plane. Now the second. */ |
| | 2215 | |
| | 2216 | offsetz = SqRoot32((offsetx*offsetx)+(offsety*offsety)); |
| | 2217 | offsety = -(Target->vy - source->vy); |
| | 2218 | |
| | 2219 | angle1 = ArcTan(offsety, offsetz); |
| | 2220 | angle2 = eulr->EulerX; |
| | 2221 | |
| | 2222 | if (angle1 != angle2) |
| | 2223 | { |
| | 2224 | int testangle = angle2 - angle1; |
| | 2225 | |
| | 2226 | if (abs(testangle) < (NormalFrameTime>>rate)) |
| | 2227 | { |
| | 2228 | eulr->EulerX = angle1; |
| | 2229 | eulr->EulerX &= wrap360; |
| | 2230 | } |
| | 2231 | else if ( ((testangle > 0) && (testangle < deg180)) || (testangle < -deg180) ) |
| | 2232 | { |
| | 2233 | eulr->EulerX -= NormalFrameTime >> rate; |
| | 2234 | eulr->EulerX &= wrap360; |
| | 2235 | } |
| | 2236 | else |
| | 2237 | { |
| | 2238 | eulr->EulerX += NormalFrameTime >> rate; |
| | 2239 | eulr->EulerX &= wrap360; |
| | 2240 | } |
| | 2241 | } |
| | 2242 | } |
| | 2243 | |
| | 2244 | static void Convert_Disc_To_Pickup(STRATEGYBLOCK *sbPtr) |
| | 2245 | { |
| | 2246 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 2247 | PC_PRED_DISC_BEHAV_BLOCK *bbPtr = (PC_PRED_DISC_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 2248 | SECTION_DATA *disc_section = GetThisSectionData(bbPtr->HModelController.section_data, "disk"); |
| | 2249 | /* Transmogrify a disc behaviour to a disc ammo pickup! */ |
| | 2250 | |
| | 2251 | assert(disc_section); |
| | 2252 | |
| | 2253 | dynPtr->LinVelocity.vx = dynPtr->LinVelocity.vy = dynPtr->LinVelocity.vz = 0; |
| | 2254 | dynPtr->LinImpulse.vx = dynPtr->LinImpulse.vy = dynPtr->LinImpulse.vz = 0; |
| | 2255 | |
| | 2256 | dynPtr->IsPickupObject = 1; |
| | 2257 | dynPtr->OrientMat = disc_section->SecMat; |
| | 2258 | dynPtr->Position = disc_section->World_Offset; |
| | 2259 | MatrixToEuler(&dynPtr->OrientMat, &dynPtr->OrientEuler); |
| | 2260 | |
| | 2261 | sbPtr->shapeIndex = disc_section->sempai->ShapeNum; |
| | 2262 | sbPtr->DamageBlock.Indestructable = 1; |
| | 2263 | |
| | 2264 | if (sbPtr->DisplayBlock) |
| | 2265 | { |
| | 2266 | sbPtr->DisplayBlock->ObShape = disc_section->sempai->ShapeNum; |
| | 2267 | sbPtr->DisplayBlock->ShapeData = disc_section->sempai->Shape; |
| | 2268 | sbPtr->DisplayBlock->HModelControlBlock = NULL; |
| | 2269 | } |
| | 2270 | |
| | 2271 | INANIMATEOBJECT_STATUSBLOCK* objectStatusPtr = malloc(sizeof(INANIMATEOBJECT_STATUSBLOCK)); |
| | 2272 | |
| | 2273 | objectStatusPtr->respawnTimer = 0; |
| | 2274 | |
| | 2275 | objectStatusPtr->typeId = IOT_Weapon; |
| | 2276 | objectStatusPtr->subType = (int)WEAPON_PRED_DISC; |
| | 2277 | objectStatusPtr->event_target = NULL; |
| | 2278 | objectStatusPtr->fragments = NULL; |
| | 2279 | objectStatusPtr->num_frags = 0; |
| | 2280 | objectStatusPtr->inan_tac = NULL; |
| | 2281 | objectStatusPtr->ghosted_object = 1; |
| | 2282 | objectStatusPtr->explosionTimer = 0; |
| | 2283 | objectStatusPtr->lifespanTimer = 0; |
| | 2284 | |
| | 2285 | Sound_Stop(bbPtr->soundHandle); |
| | 2286 | Dispel_HModel(&bbPtr->HModelController); |
| | 2287 | free(bbPtr); |
| | 2288 | sbPtr->dataptr = (void *)objectStatusPtr; |
| | 2289 | sbPtr->type = I_BehaviourInanimateObject; |
| | 2290 | } |
| | 2291 | |
| | 2292 | static void Disc_Hit_Environment(STRATEGYBLOCK *sbPtr, COLLISIONREPORT *reportPtr) |
| | 2293 | { |
| | 2294 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 2295 | PC_PRED_DISC_BEHAV_BLOCK *bbPtr = (PC_PRED_DISC_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 2296 | MATRIXCH mat; |
| | 2297 | |
| | 2298 | /* Hit the environment. Bounce? */ |
| | 2299 | int dp = Reflect(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal, &dynPtr->OrientEuler); |
| | 2300 | |
| | 2301 | dynPtr->OrientEuler.EulerZ = 0; |
| | 2302 | dynPtr->IgnoreThePlayer = 0; |
| | 2303 | |
| | 2304 | if ((-1 == reportPtr->ModuleIndex) || ((dp > -46341) && (bbPtr->counter > 0) && (bbPtr->bounces <= DISC_MAX_BOUNCES))) |
| | 2305 | { /* 65536/Rt2 */ |
| | 2306 | /* Bounce. */ |
| | 2307 | MakeImpactSparks(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal, &dynPtr->Position); |
| | 2308 | Sound_Play(SID_PREDATOR_DISK_HITTING_WALL, "dp", &dynPtr->Position, ((FastRandom()&511)-255)); |
| | 2309 | /* Record that the disc has bounced - for use in network game */ |
| | 2310 | bbPtr->Bounced = 1; |
| | 2311 | bbPtr->bounces++; |
| | 2312 | } |
| | 2313 | else |
| | 2314 | { |
| | 2315 | CreateEulerMatrix(&dynPtr->OrientEuler, &mat); |
| | 2316 | TransposeMatrixCH(&mat); |
| | 2317 | /* very steep angle (or very long flight!) - stick. */ |
| | 2318 | bbPtr->Stuck = 1; |
| | 2319 | bbPtr->HModelController.Playing = 0; |
| | 2320 | MakeSprayOfSparks(&mat, &dynPtr->Position); |
| | 2321 | Sound_Stop(bbPtr->soundHandle); |
| | 2322 | Sound_Play(SID_DISC_STICKSINWALL, "dp", &dynPtr->Position, ((FastRandom()&511)-255)); |
| | 2323 | } |
| | 2324 | |
| | 2325 | if (bbPtr->Target == NULL) |
| | 2326 | { |
| | 2327 | /* No target, so come home. */ |
| | 2328 | bbPtr->Target = PlayerStatus.sbptr; |
| | 2329 | COPY_NAME(bbPtr->Target_SBname, bbPtr->Target->SBname); |
| | 2330 | } |
| | 2331 | } |
| | 2332 | |
| | 2333 | void DiscBehaviour_SeekTrack(STRATEGYBLOCK *sbPtr) |
| | 2334 | { |
| | 2335 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr; |
| | 2336 | COLLISIONREPORT *reportPtr = dynPtr->CollisionReportPtr; |
| | 2337 | PC_PRED_DISC_BEHAV_BLOCK *bbPtr = (PC_PRED_DISC_BEHAV_BLOCK * ) sbPtr->dataptr; |
| | 2338 | |
| | 2339 | ProveHModel_Far(&bbPtr->HModelController, sbPtr); |
| | 2340 | |
| | 2341 | if (bbPtr->Target) |
| | 2342 | { |
| | 2343 | if (bbPtr->Target == PlayerStatus.sbptr) |
| | 2344 | { |
| | 2345 | VECTORCH targetPos; |
| | 2346 | GetTargetingPointOfObject_Far(bbPtr->Target, &targetPos); |
| | 2347 | EulerAnglesHoming(&dynPtr->Position, &targetPos, &dynPtr->OrientEuler, ((bbPtr->counter > 0) ? 4 : 2)); |
| | 2348 | } |
| | 2349 | else |
| | 2350 | { |
| | 2351 | if(NPC_IsDead(bbPtr->Target))// || !NAME_ISEQUAL(bbPtr->Target_SBname, bbPtr->Target->SBname)) |
| | 2352 | { |
| | 2353 | bbPtr->Target = PlayerStatus.sbptr; |
| | 2354 | bbPtr->counter = DISC_LIFETIME; |
| | 2355 | COPY_NAME(bbPtr->Target_SBname, bbPtr->Target->SBname); |
| | 2356 | } |
| | 2357 | else |
| | 2358 | { |
| | 2359 | /* Our target lives! */ |
| | 2360 | VECTORCH targetPos; |
| | 2361 | GetTargetingPointOfObject_Far(bbPtr->Target, &targetPos); |
| | 2362 | EulerAnglesHoming(&dynPtr->Position, &targetPos, &dynPtr->OrientEuler, 4); |
| | 2363 | } |
| | 2364 | } |
| | 2365 | } |
| | 2366 | |
| | 2367 | if(reportPtr) |
| | 2368 | { |
| | 2369 | dynPtr->IgnoreThePlayer = 0; |
| | 2370 | |
| | 2371 | if(reportPtr->ObstacleSBPtr) |
| | 2372 | { |
| | 2373 | switch (reportPtr->ObstacleSBPtr->type) |
| | 2374 | { |
| | 2375 | case I_BehaviourPredatorPlayer: |
| | 2376 | { |
| | 2377 | if(reportPtr->ObstacleSBPtr == PlayerStatus.sbptr) |
| | 2378 | { |
| | 2379 | /* Hit the owner. Catch it! */ |
| | 2380 | int a; |
| | 2381 | |
| | 2382 | for (a=0; a < MAX_NO_OF_WEAPON_SLOTS; a++) |
| | 2383 | { |
| | 2384 | if (PlayerStatus.WeaponSlot[a].WeaponIDNumber == WEAPON_PRED_DISC) |
| | 2385 | { |
| | 2386 | if (!PlayerStatus.WeaponSlot[a].PrimaryRoundsRemaining) |
| | 2387 | { |
| | 2388 | PlayerStatus.WeaponSlot[a].PrimaryRoundsRemaining = 1; |
| | 2389 | bbPtr->Target = NULL; |
| | 2390 | sbPtr->please_destroy_me = 1; |
| | 2391 | Sound_Stop(bbPtr->soundHandle); |
| | 2392 | Sound_Play(SID_PREDATOR_DISK_BEING_CAUGHT, "h"); |
| | 2393 | |
| | 2394 | if(SinglePlayer != AvP.PlayMode) |
| | 2395 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 2396 | |
| | 2397 | AutoSwapToDisc(); |
| | 2398 | return; |
| | 2399 | } |
| | 2400 | } |
| | 2401 | } |
| | 2402 | } |
| | 2403 | } |
| | 2404 | break; |
| | 2405 | case I_BehaviourInanimateObject: |
| | 2406 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &TemplateAmmo[AMMO_PRED_DISC].MaxDamage, ONE_FIXED, NULL); |
| | 2407 | break; |
| | 2408 | case I_BehaviourNetGhost: |
| | 2409 | { |
| | 2410 | NETGHOSTDATABLOCK *dataptr = sbPtr->dataptr; |
| | 2411 | |
| | 2412 | if(I_BehaviourPredatorDisc_SeekTrack != dataptr->type) |
| | 2413 | { |
| | 2414 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &TemplateAmmo[AMMO_PRED_DISC].MaxDamage, ONE_FIXED, NULL); |
| | 2415 | break; |
| | 2416 | } |
| | 2417 | } |
| | 2418 | case I_BehaviourProximityDoor: |
| | 2419 | case I_BehaviourTrackObject: |
| | 2420 | case I_BehaviourLiftDoor: |
| | 2421 | case I_BehaviourSwitchDoor: |
| | 2422 | case I_BehaviourLinkSwitch: |
| | 2423 | case I_BehaviourBinarySwitch: |
| | 2424 | case I_BehaviourLift: |
| | 2425 | case I_BehaviourPlatform: |
| | 2426 | case I_BehaviourPredatorDisc_SeekTrack: |
| | 2427 | { |
| | 2428 | Reflect(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal, &dynPtr->OrientEuler); |
| | 2429 | dynPtr->OrientEuler.EulerZ = 0; |
| | 2430 | MakeImpactSparks(&dynPtr->LinVelocity, &reportPtr->ObstacleNormal, &dynPtr->Position); |
| | 2431 | Sound_Play(SID_PREDATOR_DISK_HITTING_WALL, "dp", &dynPtr->Position, ((FastRandom()&511)-255)); |
| | 2432 | bbPtr->bounces++; |
| | 2433 | bbPtr->Bounced = 1; // Record that the disc has bounced - for use in network game |
| | 2434 | } |
| | 2435 | break; |
| | 2436 | case I_BehaviourMarine: |
| | 2437 | case I_BehaviourAlien: |
| | 2438 | { |
| | 2439 | DISPLAYBLOCK *objectPtr = reportPtr->ObstacleSBPtr->DisplayBlock; |
| | 2440 | |
| | 2441 | if(objectPtr) |
| | 2442 | { |
| | 2443 | /* look for the object's torso in preference */ |
| | 2444 | SECTION_DATA *chest_section = GetThisSectionData(objectPtr->HModelControlBlock->section_data, "chest"); |
| | 2445 | |
| | 2446 | if (chest_section) |
| | 2447 | { |
| | 2448 | VECTORCH rel_pos = dynPtr->Position; |
| | 2449 | |
| | 2450 | rel_pos.vx -= chest_section->World_Offset.vx; |
| | 2451 | rel_pos.vy -= chest_section->World_Offset.vy; |
| | 2452 | rel_pos.vz -= chest_section->World_Offset.vz; |
| | 2453 | |
| | 2454 | Normalise(&rel_pos); |
| | 2455 | |
| | 2456 | CauseDamageToHModel(objectPtr->HModelControlBlock, reportPtr->ObstacleSBPtr, &TemplateAmmo[AMMO_PRED_DISC].MaxDamage, ONE_FIXED, chest_section,
&rel_pos, &chest_section->World_Offset, 0); |
| | 2457 | break; |
| | 2458 | } |
| | 2459 | } |
| | 2460 | } // no break for you |
| | 2461 | default: |
| | 2462 | CauseDamageToObject(reportPtr->ObstacleSBPtr, &TemplateAmmo[AMMO_PRED_DISC].MaxDamage, ONE_FIXED, NULL); |
| | 2463 | } |
| | 2464 | |
| | 2465 | Sound_Play(SID_PREDATOR_DISK_HITTING_TARGET, "dp", &dynPtr->Position, ((FastRandom()&511)-255)); |
| | 2466 | |
| | 2467 | if (NAME_ISEQUAL(reportPtr->ObstacleSBPtr->SBname, bbPtr->Target_SBname)) |
| | 2468 | { |
| | 2469 | /* Got him! Seek the player. */ |
| | 2470 | bbPtr->Target = PlayerStatus.sbptr; |
| | 2471 | bbPtr->counter = DISC_LIFETIME; |
| | 2472 | COPY_NAME(bbPtr->Target_SBname, bbPtr->Target->SBname); |
| | 2473 | } |
| | 2474 | } |
| | 2475 | else |
| | 2476 | { |
| | 2477 | Disc_Hit_Environment(sbPtr, reportPtr); |
| | 2478 | } |
| | 2479 | reportPtr = reportPtr->NextCollisionReportPtr; |
| | 2480 | } |
| | 2481 | |
| | 2482 | if (bbPtr->Stuck) |
| | 2483 | { |
| | 2484 | Convert_Disc_To_Pickup(sbPtr); |
| | 2485 | } |
| | 2486 | else |
| | 2487 | { |
| | 2488 | MATRIXCH mat; |
| | 2489 | |
| | 2490 | if(SOUND_NOACTIVEINDEX == bbPtr->soundHandle) |
| | 2491 | Sound_Play(SID_PREDATOR_DISK_FLYING, "del", &sbPtr->DynPtr->Position, &bbPtr->soundHandle); |
| | 2492 | else |
| | 2493 | Sound_Update3d(bbPtr->soundHandle, &sbPtr->DynPtr->Position); |
| | 2494 | |
| | 2495 | sbPtr->DamageBlock.IsOnFire = 0; |
| | 2496 | bbPtr->counter -= NormalFrameTime; |
| | 2497 | |
| | 2498 | if ((bbPtr->Target == NULL) && (bbPtr->counter <= 0)) |
| | 2499 | { |
| | 2500 | bbPtr->Target = PlayerStatus.sbptr; |
| | 2501 | bbPtr->counter = DISC_LIFETIME; |
| | 2502 | COPY_NAME(bbPtr->Target_SBname, bbPtr->Target->SBname); |
| | 2503 | } |
| | 2504 | |
| | 2505 | CreateEulerMatrix(&dynPtr->OrientEuler, &mat); |
| | 2506 | TransposeMatrixCH(&mat); |
| | 2507 | |
| | 2508 | dynPtr->OrientMat = mat; |
| | 2509 | |
| | 2510 | dynPtr->LinVelocity.vx = MUL_FIXED(mat.mat31, DISC_SPEED); |
| | 2511 | dynPtr->LinVelocity.vy = MUL_FIXED(mat.mat32, DISC_SPEED); |
| | 2512 | dynPtr->LinVelocity.vz = MUL_FIXED(mat.mat33, DISC_SPEED); |
| | 2513 | |
| | 2514 | dynPtr->LinImpulse.vx = dynPtr->LinImpulse.vy = dynPtr->LinImpulse.vz = 0; |
| | 2515 | NewTrailPoint(sbPtr->DynPtr); |
| | 2516 | } |
| | 2517 | } |
| | 2518 | |
| | 2519 | static int PredDisc_TargetFilter(STRATEGYBLOCK *candidate) |
| | 2520 | { |
| | 2521 | switch (candidate->type) |
| | 2522 | { |
| | 2523 | case I_BehaviourAlien: |
| | 2524 | case I_BehaviourMarine: |
| | 2525 | case I_BehaviourMarinePlayer: |
| | 2526 | case I_BehaviourAlienPlayer: |
| | 2527 | case I_BehaviourPredator: |
| | 2528 | case I_BehaviourPredatorPlayer: |
| | 2529 | case I_BehaviourXenoborg: |
| | 2530 | case I_BehaviourQueenAlien: |
| | 2531 | case I_BehaviourFaceHugger: |
| | 2532 | return 1; |
| | 2533 | case I_BehaviourNetGhost: |
| | 2534 | { |
| | 2535 | NETGHOSTDATABLOCK *dataptr = candidate->dataptr; |
| | 2536 | |
| | 2537 | switch (dataptr->type) |
| | 2538 | { |
| | 2539 | case I_BehaviourMarinePlayer: |
| | 2540 | case I_BehaviourAlienPlayer: |
| | 2541 | case I_BehaviourPredatorPlayer: |
| | 2542 | return 1; |
| | 2543 | default: |
| | 2544 | return 0; |
| | 2545 | } |
| | 2546 | } |
| | 2547 | default: |
| | 2548 | return 0; |
| | 2549 | } |
| | 2550 | } |
| | 2551 | |
| | 2552 | static int ObjectIsOnScreen(DISPLAYBLOCK *object) |
| | 2553 | { |
| | 2554 | extern struct KObject VisibleObjects[maxobjects]; |
| | 2555 | extern int numVisObjs; |
| | 2556 | int a = 0; |
| | 2557 | |
| | 2558 | for (; a < numVisObjs; a++) |
| | 2559 | { |
| | 2560 | if (VisibleObjects[a].DispPtr == object) |
| | 2561 | return 1; |
| | 2562 | } |
| | 2563 | |
| | 2564 | return 0; |
| | 2565 | } |
| | 2566 | |
| | 2567 | #define DISC_PROX_RANGE 90000 |
| | 2568 | |
| | 2569 | STRATEGYBLOCK *PredDisc_GetNewTarget(PC_PRED_DISC_BEHAV_BLOCK *bptr,VECTORCH *discpos, STRATEGYBLOCK *prevtarg, int mine) |
| | 2570 | { |
| | 2571 | int a = 0; |
| | 2572 | STRATEGYBLOCK *nearest = NULL; |
| | 2573 | |
| | 2574 | for (; a < NumActiveStBlocks; a++) |
| | 2575 | { |
| | 2576 | STRATEGYBLOCK *candidate = ActiveStBlockList[a]; |
| | 2577 | |
| | 2578 | if ((candidate != prevtarg) && (candidate != PlayerStatus.sbptr)) |
| | 2579 | { |
| | 2580 | if (candidate->DynPtr && PredDisc_TargetFilter(candidate)) |
| | 2581 | { |
| | 2582 | VECTORCH offset; |
| | 2583 | |
| | 2584 | offset.vx = discpos->vx-candidate->DynPtr->Position.vx; |
| | 2585 | offset.vy = discpos->vy-candidate->DynPtr->Position.vy; |
| | 2586 | offset.vz = discpos->vz-candidate->DynPtr->Position.vz; |
| | 2587 | |
| | 2588 | int dist = Approximate3dMagnitude(&offset); |
| | 2589 | |
| | 2590 | if (! ((mine == 1) && dist > DISC_PROX_RANGE)) |
| | 2591 | { |
| | 2592 | if (dist < ONE_FIXED) |
| | 2593 | { |
| | 2594 | /* Check visibility? */ |
| | 2595 | if (candidate->DisplayBlock && !NPC_IsDead(candidate)) |
| | 2596 | { |
| | 2597 | /* Not the last one again! */ |
| | 2598 | if (!NAME_ISEQUAL(bptr->Prev_Target_SBname, candidate->SBname)) |
| | 2599 | { |
| | 2600 | if (mine == 1) |
| | 2601 | { |
| | 2602 | if (IsThisObjectVisibleFromThisPosition(candidate->DisplayBlock, discpos)) |
| | 2603 | nearest = candidate; |
| | 2604 | } |
| | 2605 | else if (mine == 2) |
| | 2606 | { |
| | 2607 | if (ObjectIsOnScreen(candidate->DisplayBlock)) |
| | 2608 | nearest = candidate; |
| | 2609 | } |
| | 2610 | else if (candidate->containingModule) |
| | 2611 | { |
| | 2612 | MODULE *dmod = ModuleFromPosition(discpos, PlayerStatus.sbptr->containingModule); |
| | 2613 | |
| | 2614 | if (IsModuleVisibleFromModule(dmod, candidate->containingModule)) |
| | 2615 | nearest = candidate; |
| | 2616 | } |
| | 2617 | } |
| | 2618 | } |
| | 2619 | } |
| | 2620 | } |
| | 2621 | } |
| | 2622 | } |
| | 2623 | } |
| | 2624 | |
| | 2625 | return nearest; |
| | 2626 | } |
| | 2627 | |
| | 2628 | DISPLAYBLOCK *SpawnMolotovCocktail(SECTION_DATA *root, MATRIXCH *master_orient) |
| | 2629 | { |
| | 2630 | /* Doesn't really matter what shape gets generated... */ |
| | 2631 | STRATEGYBLOCK* sbPtr = CreateActiveStrategyBlock(I_BehaviourMolotov); |
| | 2632 | |
| | 2633 | if(NULL == sbPtr) |
| | 2634 | return NULL; |
| | 2635 | |
| | 2636 | DISPLAYBLOCK *dispPtr = sbPtr->DisplayBlock = CreateActiveObject(); |
| | 2637 | sbPtr->dataptr = malloc(sizeof(MOLOTOV_BEHAV_BLOCK)); |
| | 2638 | DYNAMICSBLOCK *dynPtr = sbPtr->DynPtr = AllocateDynamicsBlock(DYNAMICS_TEMPLATE_GRENADE); |
| | 2639 | |
| | 2640 | if ((NULL == sbPtr->dataptr) || (NULL == dynPtr) || (NULL == dispPtr)) |
| | 2641 | { |
| | 2642 | RemoveBehaviourStrategy(sbPtr); |
| | 2643 | return NULL; |
| | 2644 | } |
| | 2645 | |
| | 2646 | if(root) //allow case root==NULL for loading |
| | 2647 | dispPtr->ObWorld = root->World_Offset; |
| | 2648 | |
| | 2649 | // 2. NOW set up the strategyblock-specific fields for |
| | 2650 | // the new displayblock. We won't go through the "AttachNew |
| | 2651 | // StrategyBlock" and "AssignRunTimeBehaviours" pair, since |
| | 2652 | // the first switches on ObShape and the second on bhvr; |
| | 2653 | // but, in this case, there isn't a particular connection |
| | 2654 | // between them. |
| | 2655 | |
| | 2656 | dispPtr->ObStrategyBlock = sbPtr; |
| | 2657 | |
| | 2658 | ((MOLOTOV_BEHAV_BLOCK * ) sbPtr->dataptr)->counter = 65536;//32767;//FastRandom()&32767; |
| | 2659 | |
| | 2660 | if(root) //allow case root == NULL for loading |
| | 2661 | { |
| | 2662 | int woundflags = Splice_HModels(&(((MOLOTOV_BEHAV_BLOCK * ) sbPtr->dataptr)->HModelController), root); |
| | 2663 | InitHModelSequence( &(((MOLOTOV_BEHAV_BLOCK * ) sbPtr->dataptr)->HModelController), 0, 1, ONE_FIXED); |
| | 2664 | } |
| | 2665 | |
| | 2666 | dispPtr->HModelControlBlock = &(((MOLOTOV_BEHAV_BLOCK * ) sbPtr->dataptr)->HModelController); |
| | 2667 | |
| | 2668 | if(root) //allow case root == NULL for loading |
| | 2669 | { |
| | 2670 | dispPtr->ObWorld = root->World_Offset; |
| | 2671 | dispPtr->ObMat = root->SecMat; |
| | 2672 | } |
| | 2673 | |
| | 2674 | assert(dispPtr->ObWorld.vx < 1000000 && dispPtr->ObWorld.vx > -1000000); |
| | 2675 | assert(dispPtr->ObWorld.vy < 1000000 && dispPtr->ObWorld.vy > -1000000); |
| | 2676 | assert(dispPtr->ObWorld.vz < 1000000 && dispPtr->ObWorld.vz > -1000000); |
| | 2677 | |
| | 2678 | ProveHModel(dispPtr->HModelControlBlock, dispPtr); |
| | 2679 | |
| | 2680 | if(root) //allow case root == NULL for loading |
| | 2681 | { |
| | 2682 | dynPtr->Position = root->World_Offset; |
| | 2683 | dynPtr->OrientMat = root->SecMat; |
| | 2684 | } |
| | 2685 | |
| | 2686 | // Give explosion fragments an angular velocity |
| | 2687 | dynPtr->AngVelocity.EulerX = (FastRandom()&2047)-1024; |
| | 2688 | dynPtr->AngVelocity.EulerY = (FastRandom()&2047)-1024; |
| | 2689 | dynPtr->AngVelocity.EulerZ = (FastRandom()&2047)-1024; |
| | 2690 | |
| | 2691 | dynPtr->IgnoreThePlayer = 0; |
| | 2692 | |
| | 2693 | /* Handle velocity... */ |
| | 2694 | VECTORCH start = {0, -2000, 12000}; |
| | 2695 | MATRIXCH tm = *master_orient; |
| | 2696 | sbPtr->maintainVisibility = 1; |
| | 2697 | |
| | 2698 | RotateAndCopyVector(&start, &dynPtr->LinImpulse, &tm); |
| | 2699 | |
| | 2700 | return dispPtr; |
| | 2701 | } |
| | 2702 | |
| | 2703 | void MolotovBehaviour(STRATEGYBLOCK *sbPtr) |
| | 2704 | { |
| | 2705 | COLLISIONREPORT *reportPtr = sbPtr->DynPtr->CollisionReportPtr; |
| | 2706 | MOLOTOV_BEHAV_BLOCK *bbPtr = (MOLOTOV_BEHAV_BLOCK * )sbPtr->dataptr; |
| | 2707 | |
| | 2708 | if(reportPtr && reportPtr->ObstacleSBPtr) |
| | 2709 | { |
| | 2710 | reportPtr->ObstacleSBPtr->DamageBlock.IsOnFire = ONE_FIXED * 60; |
| | 2711 | reportPtr->ObstacleSBPtr->DamageBlock.Combustability = 2; |
| | 2712 | } |
| | 2713 | |
| | 2714 | if ((bbPtr->counter <= 0) || reportPtr) |
| | 2715 | { |
| | 2716 | MakeMolotovExplosionAt(&sbPtr->DynPtr->Position); |
| | 2717 | |
| | 2718 | if (sbPtr->containingModule) |
| | 2719 | { |
| | 2720 | Explosion_SoundData.position = sbPtr->DynPtr->Position; |
| | 2721 | Sound_Play(SID_MOLOTOV_EXPLOSION, "n", &Explosion_SoundData); |
| | 2722 | } |
| | 2723 | |
| | 2724 | if(SinglePlayer != AvP.PlayMode) |
| | 2725 | AddNetMsg_LocalObjectDestroyed(sbPtr); |
| | 2726 | |
| | 2727 | sbPtr->please_destroy_me = 1; |
| | 2728 | } |
| | 2729 | else |
| | 2730 | { |
| | 2731 | bbPtr->counter -= NormalFrameTime; |
| | 2732 | DynamicallyRotateObject(sbPtr->DynPtr); |
| | 2733 | } |
| | 2734 | } |
| | 2735 | |
| | 2736 | //defines for load/save macros |
| | 2737 | #define SAVELOAD_BLOCK block |
| | 2738 | #define SAVELOAD_BEHAV behav |
| | 2739 | |
| | 2740 | /*-------------------** |
| | 2741 | ** Load/Save Flare Grenade ** |
| | 2742 | **-------------------*/ |
| | 2743 | typedef struct flare_grenade_save_block |
| | 2744 | { |
| | 2745 | SAVE_BLOCK_STRATEGY_HEADER header; |
| | 2746 | |
| | 2747 | int LifeTimeRemaining; |
| | 2748 | int ParticleGenerationTimer; |
| | 2749 | |
| | 2750 | DYNAMICSBLOCK dynamics; |
| | 2751 | |
| | 2752 | } FLARE_GRENADE_SAVE_BLOCK; |
| | 2753 | |
| | 2754 | void LoadStrategy_Flare(SAVE_BLOCK_STRATEGY_HEADER* header) |
| | 2755 | { |
| | 2756 | FLARE_GRENADE_SAVE_BLOCK* block = (FLARE_GRENADE_SAVE_BLOCK*) header; |
| | 2757 | |
| | 2758 | //check the size of the save block |
| | 2759 | if(header->size != sizeof(*block)) |
| | 2760 | return; |
| | 2761 | |
| | 2762 | STRATEGYBLOCK* sbPtr = CreateFlare(&block->dynamics.Position, &block->dynamics.OrientMat); |
| | 2763 | |
| | 2764 | if(NULL != sbPtr) |
| | 2765 | { |
| | 2766 | FLARE_BEHAV_BLOCK* behav = (FLARE_BEHAV_BLOCK*) sbPtr->dataptr; |
| | 2767 | |
| | 2768 | COPYELEMENT_LOAD(LifeTimeRemaining) |
| | 2769 | COPYELEMENT_LOAD(ParticleGenerationTimer) |
| | 2770 | |
| | 2771 | *sbPtr->DynPtr = block->dynamics; |
| | 2772 | |
| | 2773 | Load_SoundState(&behav->SoundHandle); |
| | 2774 | } |
| | 2775 | } |
| | 2776 | |
| | 2777 | void SaveStrategy_Flare(STRATEGYBLOCK* sbPtr) |
| | 2778 | { |
| | 2779 | FLARE_GRENADE_SAVE_BLOCK* block; |
| | 2780 | FLARE_BEHAV_BLOCK* behav = (FLARE_BEHAV_BLOCK*) sbPtr->dataptr; |
| | 2781 | |
| | 2782 | GET_STRATEGY_SAVE_BLOCK(block,sbPtr); |
| | 2783 | |
| | 2784 | COPYELEMENT_SAVE(LifeTimeRemaining) |
| | 2785 | COPYELEMENT_SAVE(ParticleGenerationTimer) |
| | 2786 | |
| | 2787 | block->dynamics = *sbPtr->DynPtr; |
| | 2788 | block->dynamics.CollisionReportPtr=0; |
| | 2789 | |
| | 2790 | Save_SoundState(&behav->SoundHandle); |
| | 2791 | } |
| | 2792 | |
| | 2793 | /*-------------------** |
| | 2794 | ** Load/Save Prox Grenade ** |
| | 2795 | **-------------------*/ |
| | 2796 | typedef struct prox_grenade_save_block |
| | 2797 | { |
| | 2798 | SAVE_BLOCK_STRATEGY_HEADER header; |
| | 2799 | |
| | 2800 | int counter; |
| | 2801 | int SoundGenerationTimer; |
| | 2802 | |
| | 2803 | DYNAMICSBLOCK dynamics; |
| | 2804 | |
| | 2805 | } PROX_GRENADE_SAVE_BLOCK; |
| | 2806 | |
| | 2807 | void LoadStrategy_ProxGrenade(SAVE_BLOCK_STRATEGY_HEADER* header) |
| | 2808 | { |
| | 2809 | PROX_GRENADE_SAVE_BLOCK* block = (PROX_GRENADE_SAVE_BLOCK*) header; |
| | 2810 | |
| | 2811 | //check the size of the save block |
| | 2812 | if(header->size != sizeof(*block)) |
| | 2813 | return; |
| | 2814 | |
| | 2815 | STRATEGYBLOCK* sbPtr = CreateGrenadeKernel(I_BehaviourProximityGrenade, &block->dynamics.Position, &block->dynamics.OrientMat, 0); |
| | 2816 | |
| | 2817 | if(NULL != sbPtr) |
| | 2818 | { |
| | 2819 | PROX_GRENADE_BEHAV_BLOCK* behav = (PROX_GRENADE_BEHAV_BLOCK*) sbPtr->dataptr; |
| | 2820 | |
| | 2821 | //copy stuff over |
| | 2822 | COPYELEMENT_LOAD(counter) |
| | 2823 | COPYELEMENT_LOAD(SoundGenerationTimer) |
| | 2824 | |
| | 2825 | *sbPtr->DynPtr = block->dynamics; |
| | 2826 | |
| | 2827 | Load_SoundState(&behav->SoundHandle); |
| | 2828 | } |
| | 2829 | } |
| | 2830 | |
| | 2831 | void SaveStrategy_ProxGrenade(STRATEGYBLOCK* sbPtr) |
| | 2832 | { |
| | 2833 | PROX_GRENADE_SAVE_BLOCK* block; |
| | 2834 | PROX_GRENADE_BEHAV_BLOCK* behav = (PROX_GRENADE_BEHAV_BLOCK*) sbPtr->dataptr; |
| | 2835 | |
| | 2836 | GET_STRATEGY_SAVE_BLOCK(block, sbPtr); |
| | 2837 | |
| | 2838 | COPYELEMENT_SAVE(counter) |
| | 2839 | COPYELEMENT_SAVE(SoundGenerationTimer) |
| | 2840 | |
| | 2841 | block->dynamics = *sbPtr->DynPtr; |
| | 2842 | block->dynamics.CollisionReportPtr = NULL; |
| | 2843 | |
| | 2844 | Save_SoundState(&behav->SoundHandle); |
| | 2845 | } |
| | 2846 | |
| | 2847 | /*-------------------------** |
| | 2848 | ** Load/Save speargun bolt ** |
| | 2849 | **-------------------------*/ |
| | 2850 | |
| | 2851 | typedef struct spear_bolt_save_block |
| | 2852 | { |
| | 2853 | SAVE_BLOCK_STRATEGY_HEADER header; |
| | 2854 | |
| | 2855 | //behaviour block stuff |
| | 2856 | int counter; |
| | 2857 | MATRIXCH Orient; |
| | 2858 | VECTORCH Position; |
| | 2859 | // HMODELCONTROLLER HierarchicalFragment; |
| | 2860 | int Android; |
| | 2861 | AVP_BEHAVIOUR_TYPE Type; |
| | 2862 | int SubType; |
| | 2863 | unsigned int SpearThroughFragment; |
| | 2864 | unsigned int Stuck :1; |
| | 2865 | |
| | 2866 | //strategy block stuff |
| | 2867 | DYNAMICSBLOCK dynamics; |
| | 2868 | |
| | 2869 | } SPEAR_BOLT_SAVE_BLOCK; |
| | 2870 | |
| | 2871 | void LoadStrategy_SpearBolt(SAVE_BLOCK_HEADER* header) |
| | 2872 | { |
| | 2873 | SPEAR_BOLT_SAVE_BLOCK* block = (SPEAR_BOLT_SAVE_BLOCK*) header; |
| | 2874 | |
| | 2875 | //check the size of the save block |
| | 2876 | if(header->size != sizeof(*block)) |
| | 2877 | return; |
| | 2878 | |
| | 2879 | //create default spear bolt |
| | 2880 | DISPLAYBLOCK* dPtr = InitialiseSpeargunBoltBehaviour_ForLoad(); |
| | 2881 | |
| | 2882 | if(NULL != dPtr) |
| | 2883 | { |
| | 2884 | STRATEGYBLOCK* sbPtr = dPtr->ObStrategyBlock; |
| | 2885 | |
| | 2886 | SPEAR_BEHAV_BLOCK* behav = (SPEAR_BEHAV_BLOCK*)sbPtr->dataptr; |
| | 2887 | |
| | 2888 | COPYELEMENT_LOAD(counter) |
| | 2889 | COPYELEMENT_LOAD(Orient) |
| | 2890 | COPYELEMENT_LOAD(Position) |
| | 2891 | COPYELEMENT_LOAD(Android) |
| | 2892 | COPYELEMENT_LOAD(Type) |
| | 2893 | COPYELEMENT_LOAD(SubType) |
| | 2894 | COPYELEMENT_LOAD(SpearThroughFragment) |
| | 2895 | COPYELEMENT_LOAD(Stuck) |
| | 2896 | |
| | 2897 | *sbPtr->DynPtr = block->dynamics; |
| | 2898 | |
| | 2899 | { |
| | 2900 | SAVE_BLOCK_HEADER* hier_header = GetNextBlockIfOfType(SaveBlock_Hierarchy); |
| | 2901 | |
| | 2902 | if(hier_header) |
| | 2903 | LoadHierarchy(hier_header,&behav->HierarchicalFragment); |
| | 2904 | } |
| | 2905 | |
| | 2906 | //if there is a hierarchy fill it in the displayblock |
| | 2907 | if(behav->HierarchicalFragment.Root_Section) |
| | 2908 | dPtr->HModelControlBlock = &behav->HierarchicalFragment; |
| | 2909 | } |
| | 2910 | } |
| | 2911 | |
| | 2912 | void SaveStrategy_SpearBolt(STRATEGYBLOCK* sbPtr) |
| | 2913 | { |
| | 2914 | SPEAR_BOLT_SAVE_BLOCK *block; |
| | 2915 | SPEAR_BEHAV_BLOCK *behav = (SPEAR_BEHAV_BLOCK*)sbPtr->dataptr; |
| | 2916 | GET_STRATEGY_SAVE_BLOCK(block,sbPtr); |
| | 2917 | |
| | 2918 | COPYELEMENT_SAVE(counter) |
| | 2919 | COPYELEMENT_SAVE(Orient) |
| | 2920 | COPYELEMENT_SAVE(Position) |
| | 2921 | COPYELEMENT_SAVE(Android) |
| | 2922 | COPYELEMENT_SAVE(Type) |
| | 2923 | COPYELEMENT_SAVE(SubType) |
| | 2924 | COPYELEMENT_SAVE(SpearThroughFragment) |
| | 2925 | COPYELEMENT_SAVE(Stuck) |
| | 2926 | |
| | 2927 | block->dynamics = *sbPtr->DynPtr; |
| | 2928 | block->dynamics.CollisionReportPtr = NULL; |
| | 2929 | |
| | 2930 | //save the hierarchy |
| | 2931 | SaveHierarchy(&behav->HierarchicalFragment); |
| | 2932 | } |