Exemplo n.º 1
0
int Lua_Scenery_Damage(lua_State *L)
{
	damage_scenery(Lua_Scenery::Index(L, 1));
	return 0;
}
Exemplo n.º 2
0
/* assumes ¶t==1 tick */
void move_projectiles(
	void)
{
	struct projectile_data *projectile;
	short projectile_index;
	
	for (projectile_index=0,projectile=projectiles;projectile_index<MAXIMUM_PROJECTILES_PER_MAP;++projectile_index,++projectile)
	{
		if (SLOT_IS_USED(projectile))
		{
			struct object_data *object= get_object_data(projectile->object_index);
			
//			if (!OBJECT_IS_INVISIBLE(object))
			{
				struct projectile_definition *definition= get_projectile_definition(projectile->type);
				short old_polygon_index= object->polygon;
				world_point3d new_location, old_location;
				short obstruction_index, new_polygon_index;
				
				new_location= old_location= object->location;
	
				/* update our objectÕs animation */
				animate_object(projectile->object_index);
				
				/* if weÕre supposed to end when our animation loops, check this condition */
				if ((definition->flags&_stop_when_animation_loops) && (GET_OBJECT_ANIMATION_FLAGS(object)&_obj_last_frame_animated))
				{
					remove_projectile(projectile_index);
				}
				else
				{
					world_distance speed= definition->speed;
					uint32 adjusted_definition_flags = 0;
					uint16 flags;
					
					/* base alien projectile speed on difficulty level */
					if (definition->flags&_alien_projectile)
					{
						switch (dynamic_world->game_information.difficulty_level)
						{
							case _wuss_level: speed-= speed>>3; break;
							case _easy_level: speed-= speed>>4; break;
							case _major_damage_level: speed+= speed>>3; break;
							case _total_carnage_level: speed+= speed>>2; break;
						}
					}
	
					/* if this is a guided projectile with a valid target, update guidance system */				
					if ((definition->flags&_guided) && projectile->target_index!=NONE && (dynamic_world->tick_count&1)) update_guided_projectile(projectile_index);

					if (PROJECTILE_HAS_CROSSED_MEDIA_BOUNDARY(projectile)) adjusted_definition_flags= _penetrates_media;
					
					/* move the projectile and check for collisions; if we didnÕt detonate move the
						projectile and check to see if we need to leave a contrail */
					if ((definition->flags&_affected_by_half_gravity) && (dynamic_world->tick_count&1)) projectile->gravity-= GRAVITATIONAL_ACCELERATION;
					if (definition->flags&_affected_by_gravity) projectile->gravity-= GRAVITATIONAL_ACCELERATION;
					if (definition->flags&_doubly_affected_by_gravity) projectile->gravity-= 2*GRAVITATIONAL_ACCELERATION;
					if (film_profile.m1_low_gravity_projectiles && static_world->environment_flags&_environment_low_gravity && static_world->environment_flags&_environment_m1_weapons)
					{
						projectile->gravity /= 2;
					}
					new_location.z+= projectile->gravity;
					translate_point3d(&new_location, speed, object->facing, projectile->elevation);
					if (definition->flags&_vertical_wander) new_location.z+= (global_random()&1) ? WANDER_MAGNITUDE : -WANDER_MAGNITUDE;
					if (definition->flags&_horizontal_wander) translate_point3d(&new_location, (global_random()&1) ? WANDER_MAGNITUDE : -WANDER_MAGNITUDE, NORMALIZE_ANGLE(object->facing+QUARTER_CIRCLE), 0);
					if (film_profile.infinity_smg)
					{
						definition->flags ^= adjusted_definition_flags;
					}
					flags= translate_projectile(projectile->type, &old_location, object->polygon, &new_location, &new_polygon_index, projectile->owner_index, &obstruction_index, 0, false, projectile_index);
					if (film_profile.infinity_smg)
					{
						definition->flags ^= adjusted_definition_flags;
					}
					
					// LP change: set up for penetrating media boundary
					bool will_go_through = false;
					
					if (flags&_projectile_hit)
					{
						if ((flags&_projectile_hit_floor) && (definition->flags&_rebounds_from_floor) &&
							projectile->gravity<-MINIMUM_REBOUND_VELOCITY)
						{
							play_object_sound(projectile->object_index, definition->rebound_sound);
							projectile->gravity= - projectile->gravity + (projectile->gravity>>2); /* 0.75 */
						}
						else
						{
 							short monster_obstruction_index= (flags&_projectile_hit_monster) ? get_object_data(obstruction_index)->permutation : NONE;
							bool destroy_persistent_projectile= false;
							
							if (flags&_projectile_hit_scenery) damage_scenery(obstruction_index);
							
							/* cause damage, if we can */
							if (!PROJECTILE_HAS_CAUSED_DAMAGE(projectile))
							{
								struct damage_definition *damage= &definition->damage;
								
								damage->scale= projectile->damage_scale;
								if (definition->flags&_becomes_item_on_detonation)
								{
									if (monster_obstruction_index==NONE)
									{
										struct object_location location;
										
										location.p= object->location, location.p.z= 0;
										location.polygon_index= object->polygon;
										location.yaw= location.pitch= 0;
										location.flags= 0;
										// START Benad
										// Found it!
										// With new_item(), current_item_count[item] increases, but not
										// with try_and_add_player_item(). So reverse the effect of new_item in advance.
										dynamic_world->current_item_count[projectile->permutation]--;
										// END Benad
										new_item(&location, projectile->permutation);
										
										destroy_persistent_projectile= true;
									}
									else
									{
										if(MONSTER_IS_PLAYER(get_monster_data(monster_obstruction_index)))
										{
											short player_obstruction_index= monster_index_to_player_index(monster_obstruction_index);
											destroy_persistent_projectile= try_and_add_player_item(player_obstruction_index, projectile->permutation);
										}
									}
								}
								else
								{
									if (definition->area_of_effect)
									{
										damage_monsters_in_radius(monster_obstruction_index, projectile->owner_index, projectile->owner_type, &old_location, object->polygon, definition->area_of_effect, damage, projectile_index);
									}
									else
									{
										if (monster_obstruction_index!=NONE) damage_monster(monster_obstruction_index, projectile->owner_index, projectile->owner_type, &old_location, damage, projectile_index);
									}
								}
							}
              
							if ((definition->flags&_persistent) && !destroy_persistent_projectile)
							{
								SET_PROJECTILE_DAMAGE_STATUS(projectile, true);
							}
							else
							{
								short detonation_effect= definition->detonation_effect;
								
								if (monster_obstruction_index!=NONE)
								{
									if (definition->flags&_bleeding_projectile)
									{
										detonation_effect= get_monster_impact_effect(monster_obstruction_index);
									}
									if (definition->flags&_melee_projectile)
									{
										short new_detonation_effect= get_monster_melee_impact_effect(monster_obstruction_index);
										if (new_detonation_effect!=NONE) detonation_effect= new_detonation_effect;
									}
								}
								if (flags&_projectile_hit_media)
								{
									get_media_detonation_effect(get_polygon_data(obstruction_index)->media_index, definition->media_detonation_effect, &detonation_effect);
									// LP addition: check if projectile will hit media and continue (PMB flag)
									// set will_go_through for later processing
									if (film_profile.a1_smg)
									{
										// Be careful about parentheses here!
										will_go_through = (definition->flags&_penetrates_media_boundary) != 0;
										// Push the projectile upward or downward, if necessary
										if (will_go_through) {
											if (projectile->elevation == 0) {}
											else if (projectile->elevation < HALF_CIRCLE) new_location.z++;
											else if (projectile->elevation > HALF_CIRCLE) new_location.z--;
										}
									}
								}
								if (film_profile.a1_smg)
								{
									// LP addition: don't detonate if going through media
									// if PMB is set; otherwise, detonate if doing so.
									// Some of the later routines may set both "hit landscape" and "hit media",
									// so be careful.
									if (flags&_projectile_hit_landscape && !(flags&_projectile_hit_media)) detonation_effect= NONE;
								}
								else
								{
									if (flags&_projectile_hit_landscape) detonation_effect = NONE;
								}
								
								if (detonation_effect!=NONE) new_effect(&new_location, new_polygon_index, detonation_effect, object->facing);
								L_Call_Projectile_Detonated(projectile->type, projectile->owner_index, new_polygon_index, new_location);
								
								if (!film_profile.infinity_smg || (!(definition->flags&_penetrates_media_boundary) || !(flags&_projectile_hit_media)))
								{
									if ((definition->flags&_persistent_and_virulent) && !destroy_persistent_projectile && monster_obstruction_index!=NONE)
									{
										bool reassign_projectile = true;
										if (film_profile.prevent_dead_projectile_owners)
										{
											monster_data *monster = get_monster_data(monster_obstruction_index);
											reassign_projectile = MONSTER_IS_PLAYER(monster) || !MONSTER_IS_DYING(monster);
										}
										if (reassign_projectile)
											projectile->owner_index= monster_obstruction_index; /* keep going, but donÕt hit this target again */
									}
									// LP addition: don't remove a projectile that will hit media and continue (PMB flag)
									else if (!will_go_through)
									{
										remove_projectile(projectile_index);
									}
								}
								else if (film_profile.infinity_smg)
								{
									SET_PROJECTILE_CROSSED_MEDIA_BOUNDARY_STATUS(projectile, true);
								}
							}
						}
					}
					// Move the projectile if it hit nothing or it will go through media surface
					if (!(flags&_projectile_hit) || will_go_through)
					// else
					{
						/* move to the new_polygon_index */
						translate_map_object(projectile->object_index, &new_location, new_polygon_index);
						
						/* should we leave a contrail at our old location? */
						if ((projectile->ticks_since_last_contrail+=1)>=definition->ticks_between_contrails)
						{
							if (definition->maximum_contrails==NONE || projectile->contrail_count<definition->maximum_contrails)
							{
								projectile->contrail_count+= 1;
								projectile->ticks_since_last_contrail= 0;
								if (definition->contrail_effect!=NONE) new_effect(&old_location, old_polygon_index, definition->contrail_effect, object->facing);
							}
						}
		
						if ((flags&_flyby_of_current_player) && !PROJECTILE_HAS_MADE_A_FLYBY(projectile))
						{
							SET_PROJECTILE_FLYBY_STATUS(projectile, true);
							play_object_sound(projectile->object_index, definition->flyby_sound);
						}
		
						/* if we have a maximum range and we have exceeded it then remove the projectile */
						if (definition->maximum_range!=NONE)
						{
							if ((projectile->distance_travelled+= speed)>=definition->maximum_range)
							{
								remove_projectile(projectile_index);
							}
						}
					}
				}
			}
		}