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|
/*
* PARSEC - Object Explosion/Damage
*
* $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:24 $
*
* Orginally written by:
* Copyright (c) Markus Hadwiger <msh@parsec.org> 1996-1999
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// C library
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// compilation flags/debug support
#include "config.h"
#include "debug.h"
// general definitions
#include "general.h"
#include "objstruc.h"
// global externals
#include "globals.h"
// subsystem headers
#include "aud_defs.h"
#include "net_defs.h"
// mathematics header
#include "utl_math.h"
// local module header
#include "obj_expl.h"
// proprietary module headers
#include "con_aux.h"
#include "h_supp.h"
#include "obj_ctrl.h"
#include "obj_xtra.h"
#include "part_api.h"
// generic string paste area --------------------------------------------------
//
#define PASTE_STR_LEN 255
static char paste_str[ PASTE_STR_LEN + 1 ];
// decrease per refframe for explosion animation counter ----------------------
//
#define EXPLOSION_ANIM_SPEED 1
// kill message strings -------------------------------------------------------
//
static char lightning_downed_ship_str[] = "ship struck down by lightning";
static char helix_downed_ship_str[] = "ship struck down by helix";
static char swarm_downed_ship_str[] = "ship struck down by swarm missiles";
static char photon_downed_ship_str[] = "ship struck down by photon";
static char emp_downed_ship_str[] = "ship struck down by emp";
static char killed_by_str[] = "killed by ";
// start explosion animation for ship -----------------------------------------
//
void LetShipExplode( ShipObject *shippo )
{
ASSERT( shippo != NULL );
//NOTE:
// this function is only used in off-line
// mode to start the explosion of a ship
// that is not the player's ship.
//NOTE:
// this function is used by this module
// and by OBJ_COLL.C exclusively.
ASSERT( !NetConnected );
ASSERT( shippo != MyShip );
ASSERT( shippo->ExplosionCount == 0 );
// this actually starts the explosion
shippo->ExplosionCount = MAX_EXPLOSION_COUNT;
//FIXME:
//NOTE:
// attached particles must not be freed here, since this
// function may be called via PART_ANI::PAN_AnimateParticles(),
// which doesn't work correctly if clusters get freed here.
// free attached particles
// PRT_FreeAttachedClusterList( shippo );
/*
if ( !AUX_USE_SIMPLE_EXPLOSION )
SFX_ParticleExplosion( shippo );
*/
}
// inflict damage upon ship hit by helix weapon -------------------------------
//
void OBJ_ShipHelixDamage( ShipObject *shippo, int owner )
{
ASSERT( shippo != NULL );
//NOTE:
// this function is used by
// PART_ANI::LinearParticleCollision().
#define HELIX_HITPOINTS_PER_PARTICLE 1
// no damage at all if megashield active
if ( shippo->MegaShieldAbsorption > 0 )
return;
if ( shippo == MyShip ) {
SetScreenBlue = 1;
if ( MyShip->CurDamage <= MyShip->MaxDamage ) {
shippo->CurDamage += HELIX_HITPOINTS_PER_PARTICLE;
if ( MyShip->CurDamage > MyShip->MaxDamage ) {
if(NET_ConnectedPEER()) {
OBJ_CreateShipExtras( MyShip );
NET_SetPlayerKillStat( owner, 1 );
strcpy( paste_str, killed_by_str );
strcat( paste_str, NET_FetchPlayerName( owner ) );
ShowMessage( paste_str );
}
}
}
} else if ( !NetConnected && ( shippo->ExplosionCount == 0 ) ) {
shippo->CurDamage += HELIX_HITPOINTS_PER_PARTICLE;
if ( shippo->CurDamage > shippo->MaxDamage ) {
// schedule explosion
LetShipExplode( shippo );
// needed for explosions caused by particles
shippo->DelayExplosion = 1;
ShowMessage( helix_downed_ship_str );
AUD_ShipDestroyed( shippo );
AUD_JimCommenting( JIM_COMMENT_EATTHIS );
}
}
}
// inflict damage upon ship hit by lightning beam -----------------------------
//
void OBJ_ShipLightningDamage( ShipObject *shippo, int owner )
{
ASSERT( shippo != NULL );
//NOTE:
// this function is used by
// PART_ANI::CheckLightningParticleShipCollision().
#define LIGHTNING_HITPOINTS_PER_REFFRAME 6000
// no damage at all if megashield active
if ( shippo->MegaShieldAbsorption > 0 )
return;
if ( shippo == MyShip ) {
if ( MyShip->CurDamage <= MyShip->MaxDamage ) {
MyShip->CurDamageFrac += CurScreenRefFrames * LIGHTNING_HITPOINTS_PER_REFFRAME;
MyShip->CurDamage += MyShip->CurDamageFrac >> 16;
MyShip->CurDamageFrac &= 0xffff;
if ( MyShip->CurDamage > MyShip->MaxDamage ) {
OBJ_CreateShipExtras( MyShip );
NET_SetPlayerKillStat( owner, 1 );
strcpy( paste_str, killed_by_str );
strcat( paste_str, NET_FetchPlayerName( owner ) );
ShowMessage( paste_str );
}
}
} else if ( !NetConnected && ( shippo->ExplosionCount == 0 ) ) {
shippo->CurDamageFrac += CurScreenRefFrames * LIGHTNING_HITPOINTS_PER_REFFRAME;
shippo->CurDamage += shippo->CurDamageFrac >> 16;
shippo->CurDamageFrac &= 0xffff;
if ( shippo->CurDamage > shippo->MaxDamage ) {
// schedule explosion
LetShipExplode( shippo );
// needed for explosions caused by particles
shippo->DelayExplosion = 1;
ShowMessage( lightning_downed_ship_str );
AUD_ShipDestroyed( shippo );
AUD_JimCommenting( JIM_COMMENT_EATTHIS );
}
}
}
// inflict damage upon ship hit by photon weapon ------------------------------
//
void OBJ_ShipPhotonDamage( ShipObject *shippo, int owner )
{
ASSERT( shippo != NULL );
//NOTE:
// this function is used by
// PART_ANI::LinearParticleCollision().
#define PHOTON_HITPOINTS_PER_PARTICLE 3
// no damage at all if megashield active
if ( shippo->MegaShieldAbsorption > 0 )
return;
if ( shippo == MyShip ) {
SetScreenBlue = 1;
if ( MyShip->CurDamage <= MyShip->MaxDamage ) {
shippo->CurDamage += PHOTON_HITPOINTS_PER_PARTICLE;
if ( MyShip->CurDamage > MyShip->MaxDamage ) {
OBJ_CreateShipExtras( MyShip );
NET_SetPlayerKillStat( owner, 1 );
strcpy( paste_str, killed_by_str );
strcat( paste_str, NET_FetchPlayerName( owner ) );
ShowMessage( paste_str );
}
}
} else if ( !NetConnected && ( shippo->ExplosionCount == 0 ) ) {
shippo->CurDamage += PHOTON_HITPOINTS_PER_PARTICLE;
if ( shippo->CurDamage > shippo->MaxDamage ) {
// schedule explosion
LetShipExplode( shippo );
// needed for explosions caused by particles
shippo->DelayExplosion = 1;
ShowMessage( photon_downed_ship_str );
AUD_ShipDestroyed( shippo );
AUD_JimCommenting( JIM_COMMENT_EATTHIS );
}
}
}
// inflict damage upon ship hit by swarm missiles -----------------------------
//
void OBJ_ShipSwarmDamage( ShipObject *shippo, int owner )
{
ASSERT( shippo != NULL );
//NOTE:
// this function is used by
// S_SWARM::SWARM_Animate().
#define SWARM_HITPOINTS_PER_PARTICLE 1
// no damage at all if megashield active
if ( shippo->MegaShieldAbsorption > 0 )
return;
if ( shippo == MyShip ) {
SetScreenBlue = 1;
if ( MyShip->CurDamage <= MyShip->MaxDamage ) {
shippo->CurDamage += SWARM_HITPOINTS_PER_PARTICLE;
if ( MyShip->CurDamage > MyShip->MaxDamage ) {
if(NET_ConnectedPEER()) {
OBJ_CreateShipExtras( MyShip );
NET_SetPlayerKillStat( owner, 1 );
strcpy( paste_str, killed_by_str );
strcat( paste_str, NET_FetchPlayerName( owner ) );
ShowMessage( paste_str );
}
}
}
} else if ( !NetConnected && ( shippo->ExplosionCount == 0 ) ) {
shippo->CurDamage += SWARM_HITPOINTS_PER_PARTICLE;
if ( shippo->CurDamage > shippo->MaxDamage ) {
// schedule explosion
LetShipExplode( shippo );
// needed for explosions caused by particles
shippo->DelayExplosion = 1;
ShowMessage( swarm_downed_ship_str );
AUD_ShipDestroyed( shippo );
AUD_JimCommenting( JIM_COMMENT_EATTHIS );
}
}
}
// inflict damage upon ship hit by emp ----------------------------------------
//
void OBJ_ShipEmpDamage( ShipObject *shippo, int owner, int hitpoints )
{
ASSERT( shippo != NULL );
//NOTE:
// this function is used by
// S_EMP::CheckEmpCollision().
// no damage at all if megashield active
if ( shippo->MegaShieldAbsorption > 0 )
return;
if ( shippo == MyShip ) {
if ( MyShip->CurDamage <= MyShip->MaxDamage ) {
MyShip->CurDamageFrac += CurScreenRefFrames * hitpoints;
MyShip->CurDamage += MyShip->CurDamageFrac >> 16;
MyShip->CurDamageFrac &= 0xffff;
// new hotness
//MyShip->CurDamage += hitpoints;
if ( MyShip->CurDamage > MyShip->MaxDamage ) {
OBJ_CreateShipExtras( MyShip );
NET_SetPlayerKillStat( owner, 1 );
strcpy( paste_str, killed_by_str );
strcat( paste_str, NET_FetchPlayerName( owner ) );
ShowMessage( paste_str );
}
}
} else if ( !NetConnected && ( shippo->ExplosionCount == 0 ) ) {
shippo->CurDamageFrac += CurScreenRefFrames * hitpoints;
shippo->CurDamage += shippo->CurDamageFrac >> 16;
shippo->CurDamageFrac &= 0xffff;
// new hotness
//shippo->CurDamage += hitpoints;
if ( shippo->CurDamage > shippo->MaxDamage ) {
// schedule explosion
LetShipExplode( shippo );
// needed for explosions caused by particles
shippo->DelayExplosion = 1;
ShowMessage( emp_downed_ship_str );
AUD_ShipDestroyed( shippo );
AUD_JimCommenting( JIM_COMMENT_EATTHIS );
}
}
}
// check if there's anything exploding right now ------------------------------
//
void OBJ_CheckExplosions()
{
//NOTE:
// this function gets called once per
// frame by the game loop (G_MAIN.C).
ShipObject *nextship;
for ( ShipObject *shippo = FetchFirstShip(); shippo; shippo = nextship ) {
nextship = (ShipObject *) shippo->NextObj;
if ( shippo->ExplosionCount > 0 ) {
// used for correct intra-frame timing of
// explosions caused by particles
if ( shippo->DelayExplosion > 0 ) {
shippo->DelayExplosion--;
continue;
}
// let ship fly along
if ( !AUX_DISABLE_DYING_SHIP_MOVEMENT ) {
Vector3 dirvec;
fixed_t speed = shippo->CurSpeed * CurScreenRefFrames;
DirVctMUL( shippo->ObjPosition, FIXED_TO_GEOMV( speed ), &dirvec );
shippo->ObjPosition[ 0 ][ 3 ] += dirvec.X;
shippo->ObjPosition[ 1 ][ 3 ] += dirvec.Y;
shippo->ObjPosition[ 2 ][ 3 ] += dirvec.Z;
}
// animate explosion
shippo->ExplosionCount -= EXPLOSION_ANIM_SPEED * CurScreenRefFrames;
// check for end of explosion
if ( shippo->ExplosionCount <= 0 ) {
KillSpecificObject( shippo->ObjectNumber, PShipObjects );
if ( NetConnected ) {
//TODO: acknowledge kill to all remote players
}
}
}
}
}
|