/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/cntrlcen.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:42:32 $ * * Code for the control center * * $Log: cntrlcen.c,v $ * Revision 1.1.1.1 2006/03/17 19:42:32 zicodxx * initial import * * Revision 1.2 1999/11/21 14:05:00 sekmu * observer mode * * Revision 1.1.1.1 1999/06/14 22:05:34 donut * Import of d1x 1.37 source. * * Revision 2.1 1995/03/21 14:40:25 john * Ifdef'd out the NETWORK code. * * Revision 2.0 1995/02/27 11:31:25 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.22 1995/02/11 01:56:14 mike * robots don't fire cheat. * * Revision 1.21 1995/02/05 13:39:39 mike * fix stupid bug in control center firing timing. * * Revision 1.20 1995/02/03 17:41:21 mike * fix control cen next fire time in multiplayer. * * Revision 1.19 1995/01/29 13:46:41 mike * adapt to new create_small_fireball_on_object prototype. * * Revision 1.18 1995/01/18 16:12:13 mike * Make control center aware of a cloaked playerr when he fires. * * Revision 1.17 1995/01/12 12:53:44 rob * Trying to fix a bug with having cntrlcen in robotarchy games. * * Revision 1.16 1994/12/11 12:37:22 mike * make control center smarter about firing at cloaked player, don't fire through self, though * it still looks that way due to prioritization problems. * * Revision 1.15 1994/12/01 11:34:33 mike * fix control center shield strength in multiplayer team games. * * Revision 1.14 1994/11/30 15:44:29 mike * make cntrlcen harder at higher levels. * * Revision 1.13 1994/11/29 22:26:23 yuan * Fixed boss bug. * * Revision 1.12 1994/11/27 23:12:31 matt * Made changes for new mprintf calling convention * * Revision 1.11 1994/11/23 17:29:38 mike * deal with peculiarities going between net and regular game on boss level. * * Revision 1.10 1994/11/18 18:27:15 rob * Fixed some bugs with the last version. * * Revision 1.9 1994/11/18 17:13:59 mike * special case handling for level 8. * * Revision 1.8 1994/11/15 12:45:28 mike * don't let cntrlcen know where a cloaked player is. * * Revision 1.7 1994/11/08 12:18:37 mike * small explosions on control center. * * Revision 1.6 1994/11/02 17:59:18 rob * Changed control centers so they can find people in network games. * Side effect of this is that control centers can find cloaked players. * (see in-code comments for explanation). * Also added network hooks so control center shots 'sync up'. * * Revision 1.5 1994/10/22 14:13:21 mike * Make control center stop firing shortly after player dies. * Fix bug: If play from editor and die, tries to initialize non-control center object. * * Revision 1.4 1994/10/20 15:17:30 mike * Hack for control center inside boss robot. * * Revision 1.3 1994/10/20 09:47:46 mike * lots stuff. * * Revision 1.2 1994/10/17 21:35:09 matt * Added support for new Control Center/Main Reactor * * Revision 1.1 1994/10/17 20:24:01 matt * Initial revision * * */ #ifdef RCS static char rcsid[] = "$Id: cntrlcen.c,v 1.1.1.1 2006/03/17 19:42:32 zicodxx Exp $"; #endif #include #include "error.h" #include "mono.h" #include "inferno.h" #include "cntrlcen.h" #include "game.h" #include "laser.h" #include "gameseq.h" #include "ai.h" #include "multi.h" #include "fuelcen.h" #include "wall.h" #include "object.h" #include "robot.h" //added on 11/20/99 by Victor Rachels to add observer mode #include "observer.h" //end this section addition - VR vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS]; vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS]; int N_controlcen_guns; int Control_center_been_hit; int Control_center_player_been_seen; int Control_center_next_fire_time; int Control_center_present; vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS]; // ----------------------------------------------------------------------------- //return the position & orientation of a gun on the control center object void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num) { vms_matrix m; Assert(obj->type == OBJ_CNTRLCEN); Assert(obj->render_type==RT_POLYOBJ); Assert(gun_num < N_controlcen_guns); //instance gun position & orientation vm_copy_transpose_matrix(&m,&obj->orient); vm_vec_rotate(gun_point,&controlcen_gun_points[gun_num],&m); vm_vec_add2(gun_point,&obj->pos); vm_vec_rotate(gun_dir,&controlcen_gun_dirs[gun_num],&m); } // ----------------------------------------------------------------------------- // Look at control center guns, find best one to fire at *objp. // Return best gun number (one whose direction dotted with vector to player is largest). // If best gun has negative dot, return -1, meaning no gun is good. int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos) { int i; fix best_dot; int best_gun; best_dot = -F1_0*2; best_gun = -1; for (i=0; i best_dot) { best_dot = dot; best_gun = i; } } Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere. if (best_dot < 0) return -1; else return best_gun; } extern fix Player_time_of_death; // object.c int Dead_controlcen_object_num=-1; // ----------------------------------------------------------------------------- // Called every frame. If control center been destroyed, then actually do something. void do_controlcen_dead_frame(void) { if (!Control_center_present) return; if ((Dead_controlcen_object_num != -1) && (Fuelcen_seconds_left > 0)) if (d_rand() < FrameTime*4) create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0*3, 1); } // ----------------------------------------------------------------------------- // Called when control center gets destroyed. // This code is common to whether control center is implicitly imbedded in a boss, // or is an object of its own. // if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num void do_controlcen_destroyed_stuff(object *objp) { int i; // Must toggle walls whether it is a boss or control center. for (i=0;isegnum]; // This is a hack. Since the control center is not processed by // ai_do_frame, it doesn't know to deal with cloaked dudes. It // seems to work in single-player mode because it is actually using // the value of Believed_player_position that was set by the last // person to go through ai_do_frame. But since a no-robots game // never goes through ai_do_frame, I'm making it so the control // center can spot cloaked dudes. #ifdef NETWORK if (Game_mode & GM_MULTI) Believed_player_pos = Objects[Players[Player_num].objnum].pos; #endif // Hack for special control centers which are isolated and not reachable because the // real control center is inside the boss. for (i=0; ichildren[i] != -1) break; if (i == MAX_SIDES_PER_SEGMENT) return; vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos); dist_to_player = vm_vec_normalize_quick(&vec_to_player); if (dist_to_player < F1_0*200) { Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player); Control_center_next_fire_time = 0; } } return; } if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) { if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos); else best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos); if (best_gun_num != -1) { vms_vector vec_to_goal; fix dist_to_player; fix delta_fire_time; if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) { vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]); dist_to_player = vm_vec_normalize_quick(&vec_to_goal); } else { vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]); dist_to_player = vm_vec_normalize_quick(&vec_to_goal); } if (dist_to_player > F1_0*300) { Control_center_been_hit = 0; Control_center_player_been_seen = 0; return; } #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects); #endif Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1); // 1/4 of time, fire another thing, not directly at player, so it might hit him if he's constantly moving. if (d_rand() < 32767/4) { vms_vector randvec; make_random_vector(&randvec); vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/4); vm_vec_normalize_quick(&vec_to_goal); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects); #endif Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1); } delta_fire_time = (NDL - Difficulty_level) * F1_0/4; #ifdef NETWORK if (Game_mode & GM_MULTI) // slow down rate of fire in multi player delta_fire_time *= 2; #endif Control_center_next_fire_time = delta_fire_time; } } else Control_center_next_fire_time -= FrameTime; } // ----------------------------------------------------------------------------- // This must be called at the start of each level. // If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.) // If this level contains a boss and mode == multiplayer, do control center stuff. void init_controlcen_for_level(void) { int i; object *objp; int cntrlcen_objnum=-1, boss_objnum=-1; for (i=0; i<=Highest_object_index; i++) { objp = &Objects[i]; if (objp->type == OBJ_CNTRLCEN) { if (cntrlcen_objnum != -1) mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum)); else cntrlcen_objnum = i; } if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) { // mprintf((0, "Found boss robot %d.\n", objp->id)); if (boss_objnum != -1) mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum)); else boss_objnum = i; } } #ifndef NDEBUG if (cntrlcen_objnum == -1) { mprintf((1, "Warning: No control center.\n")); return; } #endif #ifdef NETWORK if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) { #else if (boss_objnum != -1) { #endif if (cntrlcen_objnum != -1) { // note link to above!!! // mprintf((0, "Ghosting control center\n")); Objects[cntrlcen_objnum].type = OBJ_GHOST; Objects[cntrlcen_objnum].render_type = RT_NONE; Control_center_present = 0; } } else { // Compute all gun positions. objp = &Objects[cntrlcen_objnum]; for (i=0; i= 0) objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num; else objp->shields = F1_0*200 - Current_level_num*F1_0*100; } // Say the control center has not yet been hit. Control_center_been_hit = 0; Control_center_player_been_seen = 0; Control_center_next_fire_time = 0; Dead_controlcen_object_num = -1; }