Cleaned code for homing projectiles a bit and reverted to state of Descent 1 source release; Added ticks to rule target aquisition and adjusted turn rate scaling accordingly

This commit is contained in:
zico 2013-08-06 21:04:44 +02:00
parent 7983086b40
commit 2b632008b2
4 changed files with 51 additions and 80 deletions

View file

@ -107,17 +107,16 @@ enum weapon_type_t
// MIN_TRACKABLE_DOT gets inversely scaled by FrameTime and stuffed in
// Min_trackable_dot
#if defined(DXX_BUILD_DESCENT_I)
#define MIN_TRACKABLE_DOT (3*F1_0/4)
#define HOMING_MAX_TRACKABLE_DOT (3*F1_0/4)
#elif defined(DXX_BUILD_DESCENT_II)
#define MIN_TRACKABLE_DOT (7*F1_0/8)
#define HOMING_MAX_TRACKABLE_DOT (7*F1_0/8)
#endif
#define MAX_TRACKABLE_DIST (F1_0*250)
#define HOMING_MISSILE_STRAIGHT_TIME (F1_0/8) // Changed as per request of John, Adam, Yuan, but mostly John
#define HOMING_MIN_TRACKABLE_DOT (3*(F1_0 - HOMING_MAX_TRACKABLE_DOT)/4 + HOMING_MAX_TRACKABLE_DOT)
#define HOMING_MAX_TRACKABLE_DIST (F1_0*250)
#define HOMING_FLY_STRAIGHT_TIME (F1_0/8)
struct object;
extern fix Min_trackable_dot; // MIN_TRACKABLE_DOT inversely scaled by FrameTime
void Laser_render(struct object *obj);
void Laser_player_fire(struct object * obj, int type, int gun_num, int make_sound, int harmless_flag);
void Laser_player_fire_spread(struct object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, int make_sound, int harmless);

View file

@ -60,7 +60,7 @@ extern int multi_protocol; // set and determinate used protocol
#define MULTI_PROTO_UDP 1 // UDP protocol
// What version of the multiplayer protocol is this? Increment each time something drastic changes in Multiplayer without the version number changes. Can be reset to 0 each time the version of the game changes
#define MULTI_PROTO_VERSION 0
#define MULTI_PROTO_VERSION 1
// PROTOCOL VARIABLES AND DEFINES - END

View file

@ -470,7 +470,6 @@ int object_to_object_visibility(object *obj1, object *obj2, int trans_type)
return 0;
}
fix Min_trackable_dot = 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT; //MIN_TRACKABLE_DOT;
// -----------------------------------------------------------------------------------------------------------
// Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
@ -502,12 +501,7 @@ int object_is_trackable(int track_goal, object *tracker, fix *dot)
vm_vec_normalize_quick(&vector_to_goal);
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
if ((*dot < Min_trackable_dot) && (*dot > F1_0*9/10)) {
vm_vec_normalize(&vector_to_goal);
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
}
if (*dot >= Min_trackable_dot) {
if (*dot >= HOMING_MIN_TRACKABLE_DOT) {
int rval;
// dot is in legal range, now see if object is visible
rval = object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
@ -546,11 +540,15 @@ int find_homing_object(vms_vector *curpos, object *tracker)
}
}
else {
int cur_min_trackable_dot = HOMING_MAX_TRACKABLE_DOT;
// Not in network mode. If not fired by player, then track player.
if (tracker->ctype.laser_info.parent_num != Players[Player_num].objnum) {
if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
best_objnum = ConsoleObject - Objects;
} else {
fix dist, max_trackable_dist = HOMING_MAX_TRACKABLE_DIST;
// Not in network mode and fired by player.
for (i=Window_rendered_data[0].num_objects-1; i>=0; i--) {
fix dot; //, dist;
@ -567,13 +565,11 @@ int find_homing_object(vms_vector *curpos, object *tracker)
continue;
vm_vec_sub(&vec_to_curobj, &curobjp->pos, curpos);
vm_vec_normalize_quick(&vec_to_curobj);
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
dist = vm_vec_normalize_quick(&vec_to_curobj);
if (dist < max_trackable_dist) {
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
// to determine if an object is initially trackable. find_homing_object is called on subsequent
// frames to determine if the object remains trackable.
if (dot > MIN_TRACKABLE_DOT) {
if (dot > cur_min_trackable_dot) {
if (dot > max_dot) {
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
max_dot = dot;
@ -581,6 +577,7 @@ int find_homing_object(vms_vector *curpos, object *tracker)
}
}
}
}
}
}
}
@ -598,8 +595,8 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
fix max_dot = -F1_0*2;
int best_objnum = -1;
fix max_trackable_dist = MAX_TRACKABLE_DIST;
fix min_trackable_dot = MIN_TRACKABLE_DOT;
fix max_trackable_dist = HOMING_MAX_TRACKABLE_DIST;
fix min_trackable_dot = HOMING_MAX_TRACKABLE_DOT;
if (!Weapon_info[tracker->id].homing_flag) {
Int3(); // Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
@ -652,9 +649,6 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
if (is_proximity)
dot = ((dot << 3) + dot) >> 3; // I suspect Watcom would be too stupid to figure out the obvious...
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
// to determine if an object is initially trackable. find_homing_object is called on subsequent
// frames to determine if the object remains trackable.
if (dot > min_trackable_dot) {
if (dot > max_dot) {
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
@ -676,9 +670,9 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
int track_track_goal(int track_goal, object *tracker, fix *dot)
{
#ifdef NEWHOMER
if (object_is_trackable(track_goal, tracker, dot) && (tracker-Objects)) {
if (object_is_trackable(track_goal, tracker, dot)) {
return track_goal;
} else if (tracker-Objects)
} else if ((((tracker-Objects) ^ d_tick_count) % 4) == 0)
#else
// Every 8 frames for each object, scan all objects.
if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ d_tick_count) % 8) != 0)) {
@ -899,9 +893,8 @@ void homing_missile_turn_towards_velocity(object *objp, vms_vector *norm_vel)
/*
* In the original game homers turned sharper in higher FPS-values. We do not want that so we need to scale vector_to_object to FrameTime.
* For each difficulty setting we have a base value the homers will align to. This we express in a FPS value representing the homers turn radius of the original game (i.e. "The homer will turn like on XXFPS").
* NOTE: Old homers only get valid track_goal every 8 frames. This does not apply anymore so these values are divided by 4 to compensate this.
*/
fix homing_turn_base[NDL] = { 4, 5, 6, 7, 8 };
fix homing_turn_base[NDL] = { 22, 24, 26, 28, 30 };
#endif
//-------------------------------------------------------------------------------------------
@ -939,8 +932,8 @@ void Laser_do_weapon_sequence(object *obj)
fix dot=F1_0;
fix speed, max_speed;
// For first 1/2 second of life, missile flies straight.
if (obj->ctype.laser_info.creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime64) {
// For first 125ms of life, missile flies straight.
if (obj->ctype.laser_info.creation_time + HOMING_FLY_STRAIGHT_TIME < GameTime64) {
int track_goal = obj->ctype.laser_info.track_goal;
@ -965,9 +958,12 @@ void Laser_do_weapon_sequence(object *obj)
#ifdef NEWHOMER
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
// Scale vector to object to current FrameTime.
vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
vm_vec_normalize_quick(&vector_to_object);
temp_vec = obj->mtype.phys_info.velocity;
speed = vm_vec_normalize(&temp_vec);
speed = vm_vec_normalize_quick(&temp_vec);
max_speed = Weapon_info[obj->id].speed[Difficulty_level];
if (speed+F1_0 < max_speed) {
speed += fixmul(max_speed, FrameTime/2);
@ -975,14 +971,13 @@ void Laser_do_weapon_sequence(object *obj)
speed = max_speed;
}
// Scale vector to object to current FrameTime.
vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
dot = vm_vec_dot(&temp_vec, &vector_to_object);
vm_vec_add2(&temp_vec, &vector_to_object);
// The boss' smart children track better...
if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
vm_vec_add2(&temp_vec, &vector_to_object);
vm_vec_normalize(&temp_vec);
vm_vec_normalize_quick(&temp_vec);
vm_vec_scale(&temp_vec, speed);
obj->mtype.phys_info.velocity = temp_vec;
@ -999,7 +994,7 @@ void Laser_do_weapon_sequence(object *obj)
// Only polygon objects have visible orientation, so only they should turn.
if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
#else // OLD - ORIGINAL - MISSILE TRACKING CODE
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);

View file

@ -860,7 +860,6 @@ int object_to_object_visibility(object *obj1, object *obj2, int trans_type)
return 0;
}
fix Min_trackable_dot = 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT; //MIN_TRACKABLE_DOT;
// -----------------------------------------------------------------------------------------------------------
// Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
@ -896,12 +895,7 @@ int object_is_trackable(int track_goal, object *tracker, fix *dot)
vm_vec_normalize_quick(&vector_to_goal);
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
if ((*dot < Min_trackable_dot) && (*dot > F1_0*9/10)) {
vm_vec_normalize(&vector_to_goal);
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
}
if (*dot >= Min_trackable_dot) {
if (*dot >= HOMING_MIN_TRACKABLE_DOT) {
int rval;
// dot is in legal range, now see if object is visible
rval = object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
@ -950,9 +944,8 @@ int find_homing_object(vms_vector *curpos, object *tracker)
if (Game_mode & GM_MULTI)
return call_find_homing_object_complete(tracker, curpos);
else {
int cur_min_trackable_dot;
int cur_min_trackable_dot = HOMING_MAX_TRACKABLE_DOT;
cur_min_trackable_dot = MIN_TRACKABLE_DOT;
if ((tracker->type == OBJ_WEAPON) && (tracker->id == OMEGA_ID))
cur_min_trackable_dot = OMEGA_MIN_TRACKABLE_DOT;
@ -962,7 +955,10 @@ int find_homing_object(vms_vector *curpos, object *tracker)
best_objnum = ConsoleObject - Objects;
} else {
int window_num = -1;
fix dist, max_trackable_dist;
fix dist, max_trackable_dist = HOMING_MAX_TRACKABLE_DIST;
if (tracker->id == OMEGA_ID)
max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
// Find the window which has the forward view.
for (i=0; i<MAX_RENDERED_WINDOWS; i++)
@ -978,10 +974,6 @@ int find_homing_object(vms_vector *curpos, object *tracker)
return call_find_homing_object_complete(tracker, curpos);
}
max_trackable_dist = MAX_TRACKABLE_DIST;
if (tracker->id == OMEGA_ID)
max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
// Not in network mode and fired by player.
for (i=Window_rendered_data[window_num].num_objects-1; i>=0; i--) {
fix dot; //, dist;
@ -1008,9 +1000,6 @@ int find_homing_object(vms_vector *curpos, object *tracker)
if (dist < max_trackable_dist) {
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
// to determine if an object is initially trackable. find_homing_object is called on subsequent
// frames to determine if the object remains trackable.
if (dot > cur_min_trackable_dot) {
if (dot > max_dot) {
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
@ -1018,17 +1007,6 @@ int find_homing_object(vms_vector *curpos, object *tracker)
best_objnum = objnum;
}
}
} else if (dot > F1_0 - (F1_0 - cur_min_trackable_dot)*2) {
vm_vec_normalize(&vec_to_curobj);
dot = vm_vec_dot(&vec_to_curobj, &tracker->orient.fvec);
if (dot > cur_min_trackable_dot) {
if (dot > max_dot) {
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
max_dot = dot;
best_objnum = objnum;
}
}
}
}
}
}
@ -1055,8 +1033,8 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
// Contact Mike: This is a bad and stupid thing. Who called this routine with an illegal laser type??
Assert((Weapon_info[tracker->id].homing_flag) || (tracker->id == OMEGA_ID));
max_trackable_dist = MAX_TRACKABLE_DIST;
min_trackable_dot = MIN_TRACKABLE_DOT;
max_trackable_dist = HOMING_MAX_TRACKABLE_DIST;
min_trackable_dot = HOMING_MAX_TRACKABLE_DOT;
if (tracker->id == OMEGA_ID) {
max_trackable_dist = OMEGA_MAX_TRACKABLE_DIST;
@ -1115,9 +1093,6 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
if (is_proximity)
dot = ((dot << 3) + dot) >> 3; // I suspect Watcom would be too stupid to figure out the obvious...
// Note: This uses the constant, not-scaled-by-frametime value, because it is only used
// to determine if an object is initially trackable. find_homing_object is called on subsequent
// frames to determine if the object remains trackable.
if (dot > min_trackable_dot) {
if (dot > max_dot) {
if (object_to_object_visibility(tracker, &Objects[objnum], FQ_TRANSWALL)) {
@ -1140,12 +1115,12 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
int track_track_goal(int track_goal, object *tracker, fix *dot)
{
#ifdef NEWHOMER
if (object_is_trackable(track_goal, tracker, dot) && (tracker-Objects)) {
if (object_is_trackable(track_goal, tracker, dot)) {
return track_goal;
} else if (tracker-Objects)
} else if ((((tracker-Objects) ^ d_tick_count) % 4) == 0)
#else
// Every 8 frames for each object, scan all objects.
if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ d_tick_count) % 8) != 0)) {
if (object_is_trackable(track_goal, tracker, dot)) {
return track_goal;
} else if ((((tracker-Objects) ^ d_tick_count) % 4) == 0)
#endif
@ -1396,7 +1371,7 @@ void homing_missile_turn_towards_velocity(object *objp, vms_vector *norm_vel)
* For each difficulty setting we have a base value the homers will align to. This we express in a FPS value representing the homers turn radius of the original game (i.e. "The homer will turn like on XXFPS").
* NOTE: Old homers only get valid track_goal every 8 frames. This does not apply anymore so these values are divided by 4 to compensate this.
*/
fix homing_turn_base[NDL] = { 4, 5, 6, 7, 8 };
fix homing_turn_base[NDL] = { 22, 24, 26, 28, 30 };
#endif
//-------------------------------------------------------------------------------------------
@ -1438,8 +1413,8 @@ void Laser_do_weapon_sequence(object *obj)
fix dot=F1_0;
fix speed, max_speed;
// For first 1/2 second of life, missile flies straight.
if (obj->ctype.laser_info.creation_time + HOMING_MISSILE_STRAIGHT_TIME < GameTime64) {
// For first 125ms of life, missile flies straight.
if (obj->ctype.laser_info.creation_time + HOMING_FLY_STRAIGHT_TIME < GameTime64) {
int track_goal = obj->ctype.laser_info.track_goal;
@ -1464,9 +1439,12 @@ void Laser_do_weapon_sequence(object *obj)
#ifdef NEWHOMER
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
// Scale vector to object to current FrameTime.
vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
vm_vec_normalize_quick(&vector_to_object);
temp_vec = obj->mtype.phys_info.velocity;
speed = vm_vec_normalize(&temp_vec);
speed = vm_vec_normalize_quick(&temp_vec);
max_speed = Weapon_info[obj->id].speed[Difficulty_level];
if (speed+F1_0 < max_speed) {
speed += fixmul(max_speed, FrameTime/2);
@ -1474,14 +1452,13 @@ void Laser_do_weapon_sequence(object *obj)
speed = max_speed;
}
// Scale vector to object to current FrameTime.
vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
dot = vm_vec_dot(&temp_vec, &vector_to_object);
vm_vec_add2(&temp_vec, &vector_to_object);
// The boss' smart children track better...
if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
vm_vec_add2(&temp_vec, &vector_to_object);
vm_vec_normalize(&temp_vec);
vm_vec_normalize_quick(&temp_vec);
vm_vec_scale(&temp_vec, speed);
obj->mtype.phys_info.velocity = temp_vec;
@ -1498,7 +1475,7 @@ void Laser_do_weapon_sequence(object *obj)
// Only polygon objects have visible orientation, so only they should turn.
if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
#else // OLD - ORIGINAL - MISSILE TRACKING CODE
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);