From ee53409d1809cd0831b725c4c205b577d89db699 Mon Sep 17 00:00:00 2001 From: zicodxx <> Date: Tue, 15 Jun 2010 16:24:56 +0000 Subject: [PATCH] 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 --- CHANGELOG.txt | 1 + main/laser.c | 148 +++++++++++++++++++++++++++----------------------- 2 files changed, 80 insertions(+), 69 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 8ffe94f1f..18e03ba41 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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 -------- diff --git a/main/laser.c b/main/laser.c index a8f6cd6b5..e5b57c199 100644 --- a/main/laser.c +++ b/main/laser.c @@ -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;