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
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20100615
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--------
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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
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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
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20100614
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--------
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58
main/laser.c
58
main/laser.c
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@ -50,6 +50,8 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include "physics.h"
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#include "multi.h"
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#define NEWHOMER
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int Laser_rapid_fire = 0;
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object *Guided_missile[MAX_PLAYERS]={NULL,NULL,NULL,NULL,NULL,NULL,NULL,NULL};
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@ -898,7 +900,6 @@ int object_is_trackable(int track_goal, object *tracker, fix *dot)
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} else {
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return 0;
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}
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}
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extern int Robots_kill_robots_cheat;
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@ -1131,10 +1132,17 @@ int find_homing_object_complete(vms_vector *curpos, object *tracker, int track_o
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// Computes and returns a fairly precise dot product.
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int track_track_goal(int track_goal, object *tracker, fix *dot)
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{
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#ifdef NEWHOMER
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if (object_is_trackable(track_goal, tracker, dot) && (tracker-Objects)) {
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return track_goal;
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} else if (tracker-Objects)
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#else
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// Every 8 frames for each object, scan all objects.
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if (object_is_trackable(track_goal, tracker, dot) && ((((tracker-Objects) ^ FrameCount) % 8) != 0)) {
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return track_goal;
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} else if ((((tracker-Objects) ^ FrameCount) % 4) == 0) {
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} else if ((((tracker-Objects) ^ FrameCount) % 4) == 0)
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#endif
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{
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int rval = -2;
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// If player fired missile, then search for an object, if not, then give up.
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@ -1431,6 +1439,10 @@ void Laser_TurnSpeedLimit(vms_vector* vec_forward, vms_vector* vec_to_target, fi
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*vec_forward = *vec_to_target;
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}
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#ifdef NEWHOMER
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fix homing_turn_base[NDL] = { 20, 30, 40, 50, 60 };
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#endif
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//-------------------------------------------------------------------------------------------
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//sequence this laser object for this _frame_ (underscores added here to aid MK in his searching!)
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void Laser_do_weapon_sequence(object *obj)
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@ -1500,38 +1512,31 @@ void Laser_do_weapon_sequence(object *obj)
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}
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if (track_goal != -1) {
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fix turn_radius;
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turn_radius = 0x0024 * F1_0;
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#ifdef NEWHOMER
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vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
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// we need normalized exact vectors here
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vm_vec_normalize (&vector_to_object);
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vm_vec_normalize_quick(&vector_to_object);
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temp_vec = obj->mtype.phys_info.velocity;
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// gives magnitude
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speed = vm_vec_normalize (&temp_vec);
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// homing missile speeds : insane - 0x005a
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speed = vm_vec_normalize(&temp_vec);
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max_speed = Weapon_info[obj->id].speed[Difficulty_level];
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if (speed+F1_0 < max_speed)
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{
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if (speed+F1_0 < max_speed) {
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speed += fixmul(max_speed, FrameTime/2);
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if (speed > max_speed)
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speed = max_speed;
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}
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dot = vm_vec_dot(&temp_vec, &vector_to_object);
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// Old homers only get valid track_goal every 8 frames. That was changed so scale vector to object accordingly.
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vm_vec_scale(&vector_to_object, F1_0/4);
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// Scale vector to object to current FrameTime.
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vm_vec_scale(&vector_to_object, F1_0/((float)(F1_0/homing_turn_base[Difficulty_level])/FrameTime));
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Laser_TurnSpeedLimit(&temp_vec, &vector_to_object, speed, turn_radius);
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vm_vec_add2(&temp_vec, &vector_to_object);
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// The boss' smart children track better...
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if (Weapon_info[obj->id].render_type != WEAPON_RENDER_POLYMODEL)
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vm_vec_add2(&temp_vec, &vector_to_object);
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vm_vec_normalize(&temp_vec);
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vm_vec_scale(&temp_vec, speed);
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obj->mtype.phys_info.velocity = temp_vec;
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// orient it directly by movement vector
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if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
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vm_vector_2_matrix (&obj->orient, &temp_vec, NULL, NULL);
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// apply speed
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vm_vec_scale (&temp_vec, speed);
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obj->mtype.phys_info.velocity = temp_vec;
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// Subtract off life proportional to amount turned.
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// For hardest turn, it will lose 2 seconds per second.
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@ -1541,8 +1546,13 @@ void Laser_do_weapon_sequence(object *obj)
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absdot = abs(F1_0 - dot);
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lifelost = fixmul(absdot*32, FrameTime);
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obj->lifeleft -= lifelost;
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}
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#if 0 // OLD - ORIGINAL - MISSILE TRACKING CODE
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// Only polygon objects have visible orientation, so only they should turn.
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if (Weapon_info[obj->id].render_type == WEAPON_RENDER_POLYMODEL)
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homing_missile_turn_towards_velocity(obj, &temp_vec); // temp_vec is normalized velocity.
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#else // OLD - ORIGINAL - MISSILE TRACKING CODE
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vm_vec_sub(&vector_to_object, &Objects[track_goal].pos, &obj->pos);
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vm_vec_normalize_quick(&vector_to_object);
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