Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels

This commit is contained in:
zicodxx 2010-06-15 16:24:56 +00:00
parent c6bb443c63
commit 3e96a3185b
2 changed files with 86 additions and 81 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20100615
--------
main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
main/laser.c: Removed the previously homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
20100614
--------

View file

@ -45,10 +45,9 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include "powerup.h"
#include "multi.h"
#include "physics.h"
#include "hudmsg.h"
#define NEWHOMER
int Laser_rapid_fire = 0;
@ -483,9 +482,8 @@ fix Min_trackable_dot = 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT; //MI
// Return true if weapon *tracker is able to track object Objects[track_goal], else return false.
// In order for the object to be trackable, it must be within a reasonable turning radius for the missile
// and it must not be obstructed by a wall.
int object_is_trackable(int track_goal, object *tracker)
int object_is_trackable(int track_goal, object *tracker, fix *dot)
{
fix dot; //, dist_to_goal;
vms_vector vector_to_goal;
object *objp;
@ -508,9 +506,14 @@ int object_is_trackable(int track_goal, object *tracker)
vm_vec_sub(&vector_to_goal, &objp->pos, &tracker->pos);
vm_vec_normalize_quick(&vector_to_goal);
dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
*dot = vm_vec_dot(&vector_to_goal, &tracker->orient.fvec);
if (dot >= Min_trackable_dot) {
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) {
int rval;
// dot is in legal range, now see if object is visible
rval = object_to_object_visibility(tracker, objp, FQ_TRANSWALL);
@ -518,7 +521,6 @@ int object_is_trackable(int track_goal, object *tracker)
} else {
return 0;
}
}
// --------------------------------------------------------------------------------------------
@ -682,11 +684,19 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
// ------------------------------------------------------------------------------------------------------------
// See if legal to keep tracking currently tracked object. If not, see if another object is trackable. If not, return -1,
// else return object number of tracking object.
int track_track_goal(int track_goal, object *tracker)
int track_track_goal(int track_goal, object *tracker, fix *dot)
{
if (object_is_trackable(track_goal, tracker))
#ifdef NEWHOMER
if (object_is_trackable(track_goal, tracker, dot) && (tracker-Objects)) {
return track_goal;
else if ((((tracker-Objects) ^ FrameCount) % 4) == 0) {
} else if (tracker-Objects)
#else
// Every 8 frames for each object, scan all objects.
if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ FrameCount) % 8) != 0)) {
return track_goal;
} else if ((((tracker-Objects) ^ FrameCount) % 4) == 0)
#endif
{
int rval = -2;
// If player fired missile, then search for an object, if not, then give up.
@ -953,6 +963,10 @@ void Laser_TurnSpeedLimit(vms_vector* vec_forward, vms_vector* vec_to_target, fi
*vec_forward = *vec_to_target;
}
#ifdef NEWHOMER
fix homing_turn_base[NDL] = { 20, 30, 40, 50, 60 };
#endif
//-------------------------------------------------------------------------------------------
//sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
void Laser_do_weapon_sequence(object *obj)
@ -985,7 +999,7 @@ void Laser_do_weapon_sequence(object *obj)
// For homing missiles, turn towards target.
if (Weapon_info[obj->id].homing_flag) {
vms_vector vector_to_object, temp_vec;
fix dot;
fix dot=F1_0;
fix speed, max_speed;
// For first 1/2 second of life, missile flies straight.
@ -999,7 +1013,7 @@ void Laser_do_weapon_sequence(object *obj)
}
// Make sure the object we are tracking is still trackable.
track_goal = track_track_goal(track_goal, obj);
track_goal = track_track_goal(track_goal, obj, &dot);
if (track_goal == Players[Player_num].objnum) {
fix dist_to_player;
@ -1011,38 +1025,31 @@ void Laser_do_weapon_sequence(object *obj)
}
if (track_goal != -1) {
fix turn_radius;
turn_radius = 0x0024 * F1_0;
#ifdef NEWHOMER
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
// we need normalized exact vectors here
vm_vec_normalize (&vector_to_object);
vm_vec_normalize_quick(&vector_to_object);
temp_vec = obj->mtype.phys_info.velocity;
// gives magnitude
speed = vm_vec_normalize (&temp_vec);
// homing missile speeds : insane - 0x005a
speed = vm_vec_normalize(&temp_vec);
max_speed = Weapon_info[obj->id].speed[Difficulty_level];
if (speed+F1_0 < max_speed)
{
if (speed+F1_0 < max_speed) {
speed += fixmul(max_speed, FrameTime/2);
if (speed > max_speed)
speed = max_speed;
}
dot = vm_vec_dot(&temp_vec, &vector_to_object);
// Old homers only get valid track_goal every 8 frames. That was changed so scale vector to object accordingly.
vm_vec_scale(&vector_to_object, F1_0/4);
// Scale vector to object to current FrameTime.
vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
Laser_TurnSpeedLimit(&temp_vec, &vector_to_object, speed, turn_radius);
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_scale(&temp_vec, speed);
obj->mtype.phys_info.velocity = temp_vec;
// orient it directly by movement vector
if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
vm_vector_2_matrix (&obj->orient, &temp_vec, NULL, NULL);
// apply speed
vm_vec_scale (&temp_vec, speed);
obj->mtype.phys_info.velocity = temp_vec;
// Subtract off life proportional to amount turned.
// For hardest turn, it will lose 2 seconds per second.
@ -1051,17 +1058,14 @@ void Laser_do_weapon_sequence(object *obj)
absdot = abs(F1_0 - dot);
if (absdot > F1_0/8) {
if (absdot > F1_0/4)
absdot = F1_0/4;
lifelost = fixmul(absdot*16, FrameTime);
lifelost = fixmul(absdot*32, FrameTime);
obj->lifeleft -= lifelost;
}
//added 8/14/98 by Victor Rachels to make homers lose life while going straight, too
obj->lifeleft -= fixmul(F1_0, FrameTime);
//end addition - Victor Rachels
}
#if 0 // OLD - ORIGINAL - MISSILE TRACKING CODE
// 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.
#else // OLD - ORIGINAL - MISSILE TRACKING CODE
vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
vm_vec_normalize_quick(&vector_to_object);