dxx-rebirth/similar/main/cntrlcen.cpp
2017-01-01 00:45:45 +00:00

556 lines
17 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Code for the control center
*
*/
#include <stdlib.h>
#include <stdio.h>
#if !defined(_WIN32) && !defined(macintosh)
#include <unistd.h>
#endif
#include "pstypes.h"
#include "dxxerror.h"
#include "inferno.h"
#include "cntrlcen.h"
#include "game.h"
#include "laser.h"
#include "gameseq.h"
#include "ai.h"
#include "player.h"
#include "multi.h"
#include "fwd-wall.h"
#include "segment.h"
#include "object.h"
#include "robot.h"
#include "vclip.h"
#include "physfs-serial.h"
#include "fireball.h"
#include "endlevel.h"
#include "state.h"
#include "args.h"
#include "compiler-range_for.h"
#include "partial_range.h"
namespace dsx {
array<reactor, MAX_REACTORS> Reactors;
#if defined(DXX_BUILD_DESCENT_II)
unsigned Num_reactors;
//how long to blow up on insane
int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
fix64 Last_time_cc_vis_check = 0;
int Reactor_strength=-1; //-1 mean not set by designer
#endif
}
control_center_triggers ControlCenterTriggers;
namespace dcx {
int Control_center_been_hit;
int Control_center_player_been_seen;
int Control_center_next_fire_time;
int Control_center_present;
}
namespace dsx {
static void do_countdown_frame();
// -----------------------------------------------------------------------------
//return the position & orientation of a gun on the control center object
static void calc_controlcen_gun_point(reactor &r, object &obj, const uint_fast32_t gun_num)
{
//instance gun position & orientation
auto &gun_point = obj.ctype.reactor_info.gun_pos[gun_num];
auto &gun_dir = obj.ctype.reactor_info.gun_dir[gun_num];
const auto &&m = vm_transposed_matrix(obj.orient);
vm_vec_rotate(gun_point, r.gun_points[gun_num], m);
vm_vec_add2(gun_point, obj.pos);
vm_vec_rotate(gun_dir, r.gun_dirs[gun_num], m);
}
void calc_controlcen_gun_point(object &obj)
{
assert(obj.type == OBJ_CNTRLCEN);
assert(obj.render_type == RT_POLYOBJ);
auto &reactor = get_reactor_definition(get_reactor_id(obj));
for (uint_fast32_t i = reactor.n_guns; i--;)
calc_controlcen_gun_point(reactor, obj, i);
}
// -----------------------------------------------------------------------------
// 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.
static int calc_best_gun(int num_guns, const vcobjptr_t objreactor, const vms_vector &objpos)
{
int i;
fix best_dot;
int best_gun;
auto &gun_pos = objreactor->ctype.reactor_info.gun_pos;
auto &gun_dir = objreactor->ctype.reactor_info.gun_dir;
best_dot = -F1_0*2;
best_gun = -1;
for (i=0; i<num_guns; i++) {
fix dot;
const auto gun_vec = vm_vec_normalized_quick(vm_vec_sub(objpos, gun_pos[i]));
dot = vm_vec_dot(gun_dir[i], gun_vec);
if (dot > 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;
}
}
namespace dcx {
objnum_t Dead_controlcen_object_num=object_none;
int Control_center_destroyed = 0;
fix Countdown_timer=0;
int Countdown_seconds_left=0, Total_countdown_time=0; //in whole seconds
constexpr int D1_Alan_pavlish_reactor_times[NDL] = {50, 45, 40, 35, 30};
}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
constexpr int D2_Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
#endif
// -----------------------------------------------------------------------------
// Called every frame. If control center been destroyed, then actually do something.
void do_controlcen_dead_frame()
{
if ((Game_mode & GM_MULTI) && (get_local_player().connected != CONNECT_PLAYING)) // if out of level already there's no need for this
return;
if ((Dead_controlcen_object_num != object_none) && (Countdown_seconds_left > 0))
if (d_rand() < FrameTime*4)
#if defined(DXX_BUILD_DESCENT_I)
#define CC_FIREBALL_SCALE F1_0*3
#elif defined(DXX_BUILD_DESCENT_II)
#define CC_FIREBALL_SCALE F1_0
#endif
create_small_fireball_on_object(vobjptridx(Dead_controlcen_object_num), CC_FIREBALL_SCALE, 1);
if (Control_center_destroyed && !Endlevel_sequence)
do_countdown_frame();
}
#define COUNTDOWN_VOICE_TIME fl2f(12.75)
void do_countdown_frame()
{
fix old_time;
int fc, div_scale;
if (!Control_center_destroyed) return;
#if defined(DXX_BUILD_DESCENT_II)
if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // get countdown in OEM and SHAREWARE only
{
// On last level, we don't want a countdown.
if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
{
if (!(Game_mode & GM_MULTI))
return;
if (Game_mode & GM_MULTI_ROBOTS)
return;
}
}
#endif
// Control center destroyed, rock the player's ship.
fc = Countdown_seconds_left;
if (fc > 16)
fc = 16;
// At Trainee, decrease rocking of ship by 4x.
div_scale = 1;
if (Difficulty_level == 0)
div_scale = 4;
if (d_tick_step)
{
ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
}
// Hook in the rumble sound effect here.
old_time = Countdown_timer;
Countdown_timer -= FrameTime;
Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) ) {
digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
}
if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left ) {
if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
if ( Countdown_seconds_left==Total_countdown_time-1)
digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
}
if (Countdown_timer > 0) {
fix size,old_size;
size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) )) { // Every 2 seconds!
//@@if (Dead_controlcen_object_num != -1) {
//@@ vms_vector vp; //,v,c;
//@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
//@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
//@@}
digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
}
} else {
int flash_value;
if (old_time > 0)
digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
if (PaletteBlueAdd > 64 ) {
gr_set_current_canvas( NULL );
gr_clear_canvas(*grd_curcanv, BM_XRGB(31,31,31)); //make screen all white to match palette effect
reset_palette_add(); //restore palette for death message
//controlcen->MaxCapacity = Fuelcen_max_amount;
//gauge_message( "Control Center Reset" );
DoPlayerDead(); //kill_player();
}
}
}
// -----------------------------------------------------------------------------
// 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(const objptridx_t objp)
{
int i;
#if defined(DXX_BUILD_DESCENT_II)
if ((Game_mode & GM_MULTI_ROBOTS) && Control_center_destroyed)
return; // Don't allow resetting if control center and boss on same level
#endif
// Must toggle walls whether it is a boss or control center.
for (i=0;i<ControlCenterTriggers.num_links;i++)
wall_toggle(vsegptridx(ControlCenterTriggers.seg[i]), ControlCenterTriggers.side[i]);
// And start the countdown stuff.
Control_center_destroyed = 1;
#if defined(DXX_BUILD_DESCENT_II)
// If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
if (Current_level_num < 0)
PHYSFS_delete(SECRETC_FILENAME);
if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
else if (!EMULATING_D1)
Total_countdown_time = D2_Alan_pavlish_reactor_times[Difficulty_level];
else
#endif
Total_countdown_time = D1_Alan_pavlish_reactor_times[Difficulty_level];
Countdown_timer = i2f(Total_countdown_time);
if (!Control_center_present || objp==object_none)
return;
Dead_controlcen_object_num = objp;
}
// -----------------------------------------------------------------------------
//do whatever this thing does in a frame
void do_controlcen_frame(const vobjptridx_t obj)
{
int best_gun_num;
static fix controlcen_death_silence = 0;
// If a boss level, then Control_center_present will be 0.
if (!Control_center_present)
return;
#ifndef NDEBUG
if (cheats.robotfiringsuspended || (Game_suspended & SUSP_ROBOTS))
return;
#else
if (cheats.robotfiringsuspended)
return;
#endif
auto &plrobj = get_local_plrobj();
if (!(Control_center_been_hit || Control_center_player_been_seen)) {
if (!(d_tick_count % 8)) { // Do every so often...
// 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.
if (Game_mode & GM_MULTI)
Believed_player_pos = plrobj.pos;
// Hack for special control centers which are isolated and not reachable because the
// real control center is inside the boss.
auto &children = vcsegptr(obj->segnum)->children;
if (std::none_of(children.begin(), children.end(), IS_CHILD))
return;
auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
auto 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 defined(DXX_BUILD_DESCENT_II)
// Periodically, make the reactor fall asleep if player not visible.
if (Control_center_been_hit || Control_center_player_been_seen) {
if ((Last_time_cc_vis_check + F1_0*5 < GameTime64) || (Last_time_cc_vis_check > GameTime64)) {
fix dist_to_player;
auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
dist_to_player = vm_vec_normalize_quick(vec_to_player);
Last_time_cc_vis_check = GameTime64;
if (dist_to_player < F1_0*120) {
Control_center_player_been_seen = player_is_visible_from_object(obj, obj->pos, 0, vec_to_player);
if (!Control_center_player_been_seen)
Control_center_been_hit = 0;
}
}
}
#endif
if (Player_dead_state != player_dead_state::no)
controlcen_death_silence += FrameTime;
else
controlcen_death_silence = 0;
if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
auto &player_info = plrobj.ctype.player_info;
const auto &player_pos = (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) ? Believed_player_pos : ConsoleObject->pos;
best_gun_num = calc_best_gun(
get_reactor_definition(get_reactor_id(obj)).n_guns,
obj,
player_pos
);
if (best_gun_num != -1) {
fix delta_fire_time;
auto vec_to_goal = vm_vec_sub(player_pos, obj->ctype.reactor_info.gun_pos[best_gun_num]);
auto 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;
}
if (Game_mode & GM_MULTI)
multi_send_controlcen_fire(vec_to_goal, best_gun_num, obj);
Laser_create_new_easy( vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, weapon_id_type::CONTROLCEN_WEAPON_NUM, 1);
int count = 0;
#if defined(DXX_BUILD_DESCENT_I)
const unsigned scale_divisor = 4;
if (d_rand() < 32767/4)
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned scale_divisor = 6;
int rand_prob;
// some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
rand_prob = F1_0/(abs(Current_level_num)/4+2);
while ((d_rand() > rand_prob) && (count < 4))
#endif
{
vm_vec_scale_add2(vec_to_goal, make_random_vector(), F1_0/scale_divisor);
vm_vec_normalize_quick(vec_to_goal);
if (Game_mode & GM_MULTI)
multi_send_controlcen_fire(vec_to_goal, best_gun_num, obj);
Laser_create_new_easy( vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, weapon_id_type::CONTROLCEN_WEAPON_NUM, count == 0);
count++;
}
delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
#if defined(DXX_BUILD_DESCENT_II)
if (Difficulty_level == 0)
delta_fire_time += F1_0/2;
#endif
if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
delta_fire_time *= 2;
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)
{
objptr_t cntrlcen_objnum = nullptr, boss_objnum = nullptr;
range_for (const auto &&objp, vobjptridx)
{
if (objp->type == OBJ_CNTRLCEN)
{
if (cntrlcen_objnum == nullptr)
cntrlcen_objnum = objp;
}
else if (objp->type == OBJ_ROBOT && (Robot_info[get_robot_id(objp)].boss_flag))
{
if (boss_objnum == nullptr)
boss_objnum = objp;
}
}
#ifndef NDEBUG
if (cntrlcen_objnum == nullptr)
{
Dead_controlcen_object_num = object_none;
return;
}
#endif
if (boss_objnum != nullptr && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)))
{
if (cntrlcen_objnum != nullptr)
{
const vobjptr_t objp = cntrlcen_objnum;
objp->type = OBJ_GHOST;
objp->control_type = CT_NONE;
objp->render_type = RT_NONE;
Control_center_present = 0;
}
}
else if (cntrlcen_objnum != nullptr)
{
// Compute all gun positions.
const vobjptr_t objp = cntrlcen_objnum;
calc_controlcen_gun_point(objp);
Control_center_present = 1;
#if defined(DXX_BUILD_DESCENT_I)
const unsigned secret_level_shield_multiplier = 100;
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned secret_level_shield_multiplier = 150;
if (Reactor_strength != -1)
objp->shields = i2f(Reactor_strength);
else
#endif
{ //use old defaults
// Boost control center strength at higher levels.
if (Current_level_num >= 0)
objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
else
objp->shields = F1_0*200 - Current_level_num*F1_0*secret_level_shield_multiplier;
}
}
// 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 = object_none;
}
#if defined(DXX_BUILD_DESCENT_II)
void special_reactor_stuff()
{
if (Control_center_destroyed) {
Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
Total_countdown_time = f2i(Countdown_timer)+2; // Will prevent "Self destruct sequence activated" message from replaying.
}
}
/*
* reads n reactor structs from a PHYSFS_File
*/
void reactor_read_n(PHYSFS_File *fp, partial_range_t<reactor *> r)
{
range_for (auto &i, r)
{
i.model_num = PHYSFSX_readInt(fp);
i.n_guns = PHYSFSX_readInt(fp);
range_for (auto &j, i.gun_points)
PHYSFSX_readVector(fp, j);
range_for (auto &j, i.gun_dirs)
PHYSFSX_readVector(fp, j);
}
}
#endif
}
DEFINE_SERIAL_UDT_TO_MESSAGE(control_center_triggers, cct, (cct.num_links, cct.seg, cct.side));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(control_center_triggers, 42);
/*
* reads n control_center_triggers structs from a PHYSFS_File and swaps if specified
*/
void control_center_triggers_read(control_center_triggers *cct, PHYSFS_File *fp)
{
PHYSFSX_serialize_read(fp, *cct);
}
void control_center_triggers_write(const control_center_triggers *cct, PHYSFS_File *fp)
{
PHYSFSX_serialize_write(fp, *cct);
}