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 cac223991f
commit ee53409d18
2 changed files with 80 additions and 69 deletions

View file

@ -3,6 +3,7 @@ D2X-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 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
20100614
--------

View file

@ -50,6 +50,8 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include "physics.h"
#include "multi.h"
#define NEWHOMER
int Laser_rapid_fire = 0;
object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
@ -59,7 +61,7 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
extern char Multi_is_guided;
extern char BounceCheat;
extern void newdemo_record_guided_end();
extern void newdemo_record_guided_start();
@ -84,7 +86,7 @@ void Laser_render(object *obj)
Error( "Invalid weapon type in Laser_render\n" );
}
#endif
switch( Weapon_info[obj->id].render_type ) {
case WEAPON_RENDER_LASER:
Int3(); // Not supported anymore!
@ -147,7 +149,7 @@ void Laser_render(object *obj)
// Changed by MK on 06/06/95: Now must be 4.0 seconds old. Much valid Net-complaining.
int laser_are_related( int o1, int o2 )
{
if ( (o1<0) || (o2<0) )
if ( (o1<0) || (o2<0) )
return 0;
// See if o2 is the parent of o1
@ -155,8 +157,8 @@ int laser_are_related( int o1, int o2 )
if ( (Objects[o1].ctype.laser_info.parent_num==o2) && (Objects[o1].ctype.laser_info.parent_signature==Objects[o2].signature) )
{
// o1 is a weapon, o2 is the parent of 1, so if o1 is PROXIMITY_BOMB and o2 is player, they are related only if o1 < 2.0 seconds old
if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
(Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
if ((Objects[o1].id == PHOENIX_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0/4)) ||
(Objects[o1].id == GUIDEDMISS_ID && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*2)) ||
(((Objects[o1].id == PROXIMITY_ID) || (Objects[o1].id == SUPERPROX_ID)) && (GameTime > Objects[o1].ctype.laser_info.creation_time + F1_0*4))) {
return 0;
} else
@ -169,8 +171,8 @@ int laser_are_related( int o1, int o2 )
if ( (Objects[o2].ctype.laser_info.parent_num==o1) && (Objects[o2].ctype.laser_info.parent_signature==Objects[o1].signature) )
{
// o2 is a weapon, o1 is the parent of 2, so if o2 is PROXIMITY_BOMB and o1 is player, they are related only if o1 < 2.0 seconds old
if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
(Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
if ((Objects[o2].id == PHOENIX_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0/4)) ||
(Objects[o2].id == GUIDEDMISS_ID && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*2)) ||
(((Objects[o2].id == PROXIMITY_ID) || (Objects[o2].id == SUPERPROX_ID)) && (GameTime > Objects[o2].ctype.laser_info.creation_time + F1_0*4))) {
return 0;
} else
@ -179,7 +181,7 @@ int laser_are_related( int o1, int o2 )
}
// They must both be weapons
if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
if ( Objects[o1].type != OBJ_WEAPON || Objects[o2].type != OBJ_WEAPON )
return 0;
// Here is the 09/07/94 change -- Siblings must be identical, others can hurt each other
@ -259,7 +261,7 @@ int create_weapon_object(int weapon_type,int segnum,vms_vector *position)
objnum = obj_create( OBJ_WEAPON, weapon_type, segnum, position, NULL, laser_radius, CT_WEAPON, MT_PHYSICS, rtype );
if (objnum == -1)
return -1;
obj = &Objects[objnum];
if (Weapon_info[weapon_type].render_type == WEAPON_RENDER_POLYMODEL) {
@ -428,7 +430,7 @@ void create_omega_blobs(int firing_segnum, vms_vector *firing_pos, vms_vector *g
objp->size = Weapon_info[objp->id].blob_size;
objp->shields = fixmul(OMEGA_DAMAGE_SCALE*FrameTime, Weapon_info[objp->id].strength[Difficulty_level]);
objp->ctype.laser_info.parent_type = parent_objp->type;
objp->ctype.laser_info.parent_signature = parent_objp->signature;
objp->ctype.laser_info.parent_num = parent_objp-Objects;
@ -587,7 +589,7 @@ void do_omega_stuff(object *parent_objp, vms_vector *firing_pos, object *weapon_
}
// ---------------------------------------------------------------------------------
// Initializes a laser after Fire is pressed
// Initializes a laser after Fire is pressed
// Returns object number.
int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, int weapon_type, int make_sound )
{
@ -621,7 +623,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
vm_vector_2_matrix( &obj->orient, direction, &Objects[parent].orient.uvec ,NULL);
if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
// Muzzle flash
// Muzzle flash
if (Weapon_info[obj->id].flash_vclip > -1 )
object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
}
@ -663,9 +665,9 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
if (weapon_type == FLARE_ID)
obj->mtype.phys_info.flags |= PF_STICK; //this obj sticks to walls
obj->shields = Weapon_info[obj->id].strength[Difficulty_level];
// Fill in laser-specific data
obj->lifeleft = Weapon_info[obj->id].lifetime;
@ -706,7 +708,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
vm_vector_2_matrix( &obj->orient,direction, &Objects[parent].orient.uvec ,NULL);
if (( &Objects[parent] != Viewer ) && (Objects[parent].type != OBJ_WEAPON)) {
// Muzzle flash
// Muzzle flash
if (Weapon_info[obj->id].flash_vclip > -1 )
object_create_muzzle_flash( obj->segnum, &obj->pos, Weapon_info[obj->id].flash_size, Weapon_info[obj->id].flash_vclip );
}
@ -770,7 +772,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
vm_vec_copy_scale( &obj->mtype.phys_info.velocity, direction, weapon_speed + parent_speed );
// Set thrust
// Set thrust
if (Weapon_info[weapon_type].thrust != 0) {
obj->mtype.phys_info.thrust = obj->mtype.phys_info.velocity;
vm_vec_scale(&obj->mtype.phys_info.thrust, fixdiv(Weapon_info[obj->id].thrust, weapon_speed+parent_speed));
@ -898,7 +900,6 @@ int object_is_trackable(int track_goal, object *tracker, fix *dot)
} else {
return 0;
}
}
extern int Robots_kill_robots_cheat;
@ -920,7 +921,7 @@ int call_find_homing_object_complete(object *tracker, vms_vector *curpos)
goal2_type = OBJ_ROBOT;
Assert(tracker->ctype.laser_info.parent_type == OBJ_ROBOT);
return find_homing_object_complete(curpos, tracker, OBJ_PLAYER, goal2_type);
}
}
} else
return find_homing_object_complete( curpos, tracker, OBJ_ROBOT, -1);
}
@ -1131,17 +1132,24 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
// Computes and returns a fairly precise dot product.
int track_track_goal(int track_goal, object *tracker, fix *dot)
{
#ifdef NEWHOMER
if (object_is_trackable(track_goal, tracker, dot) && (tracker-Objects)) {
return track_goal;
} 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) {
} 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.
if (Objects[tracker->ctype.laser_info.parent_num].type == OBJ_PLAYER) {
int goal_type;
if (track_goal == -1)
if (track_goal == -1)
{
if (Game_mode & GM_MULTI)
{
@ -1154,8 +1162,8 @@ int track_track_goal(int track_goal, object *tracker, fix *dot)
}
else
rval = find_homing_object_complete(&tracker->pos, tracker, OBJ_PLAYER, OBJ_ROBOT);
}
else
}
else
{
goal_type = Objects[tracker->ctype.laser_info.track_goal].type;
if ((goal_type == OBJ_PLAYER) || (goal_type == OBJ_ROBOT))
@ -1163,7 +1171,7 @@ int track_track_goal(int track_goal, object *tracker, fix *dot)
else
rval = -1;
}
}
}
else {
int goal_type, goal2_type = -1;
@ -1189,7 +1197,7 @@ int track_track_goal(int track_goal, object *tracker, fix *dot)
void Laser_player_fire_spread_delay(object *obj, int laser_type, int gun_num, fix spreadr, fix spreadu, fix delay_time, int make_sound, int harmless)
{
int LaserSeg, Fate;
int LaserSeg, Fate;
vms_vector LaserPos, LaserDir;
fvi_query fq;
fvi_info hit_data;
@ -1232,16 +1240,16 @@ void Laser_player_fire_spread_delay(object *obj, int laser_type, int gun_num, fi
//SORT OF HACK... IF ABOVE WAS CORRECT THIS WOULDNT BE NECESSARY.
if ( vm_vec_dist_quick(&LaserPos, &obj->pos) > 0x50000 )
return;
if (Fate==HIT_WALL) {
return;
return;
}
if (Fate==HIT_OBJECT) {
// if ( Objects[hit_data.hit_object].type == OBJ_ROBOT )
// Objects[hit_data.hit_object].flags |= OF_SHOULD_BE_DEAD;
// if ( Objects[hit_data.hit_object].type != OBJ_POWERUP )
// return;
// return;
//as of 12/6/94, we don't care if the laser is stuck in an object. We
//just fire away normally
}
@ -1341,7 +1349,7 @@ void Flare_create(object *obj)
Players[Player_num].energy -= energy_usage;
if (Players[Player_num].energy <= 0) {
Players[Player_num].energy = 0;
Players[Player_num].energy = 0;
// -- auto_select_weapon(0);
}
@ -1431,6 +1439,10 @@ 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)
@ -1496,53 +1508,51 @@ void Laser_do_weapon_sequence(object *obj)
dist_to_player = vm_vec_dist_quick(&obj->pos, &Objects[track_goal].pos);
if ((dist_to_player < Players[Player_num].homing_object_dist) || (Players[Player_num].homing_object_dist < 0))
Players[Player_num].homing_object_dist = dist_to_player;
}
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.
{
fix lifelost, absdot;
absdot = abs(F1_0 - dot);
lifelost = fixmul(absdot*32, FrameTime);
obj->lifeleft -= lifelost;
}
#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);
@ -1568,9 +1578,9 @@ void Laser_do_weapon_sequence(object *obj)
// For hardest turn, it will lose 2 seconds per second.
{
fix lifelost, absdot;
absdot = abs(F1_0 - dot);
lifelost = fixmul(absdot*32, FrameTime);
obj->lifeleft -= lifelost;
}
@ -1668,7 +1678,7 @@ if (Zbonkers) {
Next_laser_fire_time += F1_0/25;
laser_level = Players[Player_num].laser_level;
flags = 0;
if (Primary_weapon == SPREADFIRE_INDEX) {
@ -1707,7 +1717,7 @@ if (Zbonkers) {
}
}
Global_laser_firing_count = 0;
Global_laser_firing_count = 0;
return rval;
}
@ -1818,7 +1828,7 @@ int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires
int make_sound = 1;
//if (d_rand() > 24576)
// make_sound = 1;
Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, make_sound, 0);
if (nfires > 1) {
Laser_player_fire_spread( objp, GAUSS_ID, 6, (d_rand()/8 - 32767/16)/5, (d_rand()/8 - 32767/16)/5, 0, 0);
@ -1840,7 +1850,7 @@ int do_laser_firing(int objnum, int weapon_num, int level, int flags, int nfires
case 3: spreadr = F1_0/42; spreadu = F1_0/17; break; // 67.5 degrees
case 4: spreadr = 0; spreadu = F1_0/16; break; // 90 degrees
case 5: spreadr = -F1_0/42; spreadu = F1_0/17; break; // 112.5 degrees
case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
case 6: spreadr = -F1_0/22; spreadu = F1_0/22; break; // 135 degrees
case 7: spreadr = -F1_0/17; spreadu = F1_0/42; break; // 157.5 degrees
default:
Error("Invalid helix_orientation value %x\n",helix_orient);
@ -1906,7 +1916,7 @@ int create_homing_missile(object *objp, int goal_obj, int objtype, int make_soun
make_random_vector(&random_vector);
vm_vec_scale_add2(&vector_to_goal, &random_vector, F1_0/4);
vm_vec_normalize_quick(&vector_to_goal);
}
}
// Create a vector towards the goal, then add some noise to it.
objnum = Laser_create_new(&vector_to_goal, &objp->pos, objp->segnum, objp-Objects, objtype, make_sound);
@ -2029,7 +2039,7 @@ void create_smart_children(object *objp, int num_smart_children)
// -- case SUPERPROX_ID: blob_id = SMART_MINE_HOMING_ID; break;
// -- case ROBOT_SUPERPROX_ID: blob_id = ROBOT_SMART_MINE_HOMING_ID; break;
// -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
// -- default: Int3(); //bogus id for weapon
// -- default: Int3(); //bogus id for weapon
// -- }
// -- break;
// -- case OBJ_PLAYER:
@ -2038,7 +2048,7 @@ void create_smart_children(object *objp, int num_smart_children)
// -- case ROBOT_SUPERPROX_ID: Int3(); break;
// -- case EARTHSHAKER_ID: blob_id = EARTHSHAKER_MEGA_ID; break;
// -- case SMART_ID: blob_id = PLAYER_SMART_HOMING_ID; break;
// -- default: Int3(); //bogus id for weapon
// -- default: Int3(); //bogus id for weapon
// -- }
// -- break;
// -- case OBJ_ROBOT:
@ -2068,10 +2078,10 @@ int Missile_gun = 0;
void release_guided_missile(int player_num)
{
if (player_num == Player_num)
{
{
if (Guided_missile[player_num]==NULL)
return;
Missile_viewer = Guided_missile[player_num];
#ifdef NETWORK
if (Game_mode & GM_MULTI)
@ -2079,7 +2089,7 @@ void release_guided_missile(int player_num)
#endif
if (Newdemo_state==ND_STATE_RECORDING)
newdemo_record_guided_end();
}
}
Guided_missile[player_num] = NULL;
}
@ -2146,7 +2156,7 @@ void do_missile_firing(int drop_bomb)
else if (weapon != CONCUSSION_INDEX)
maybe_drop_net_powerup(Secondary_weapon_to_powerup[weapon]);
#endif
if (weapon == MEGA_INDEX || weapon == SMISSILE5_INDEX) {
vms_vector force_vec;
@ -2154,7 +2164,7 @@ void do_missile_firing(int drop_bomb)
force_vec.y = -(ConsoleObject->orient.fvec.y << 7);
force_vec.z = -(ConsoleObject->orient.fvec.z << 7);
phys_apply_force(ConsoleObject, &force_vec);
force_vec.x = (force_vec.x >> 4) + d_rand() - 16384;
force_vec.y = (force_vec.y >> 4) + d_rand() - 16384;
force_vec.z = (force_vec.z >> 4) + d_rand() - 16384;
@ -2162,7 +2172,7 @@ void do_missile_firing(int drop_bomb)
}
#ifdef NETWORK
if (Game_mode & GM_MULTI)
if (Game_mode & GM_MULTI)
{
Network_laser_fired = 1; //how many
Network_laser_gun = weapon + MISSILE_ADJUST;