562 lines
18 KiB
C++
562 lines
18 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code for the control center
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*
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#if !defined(_WIN32) && !defined(macintosh)
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#include <unistd.h>
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#endif
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#include "pstypes.h"
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#include "dxxerror.h"
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#include "inferno.h"
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#include "cntrlcen.h"
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#include "game.h"
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#include "laser.h"
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#include "gameseq.h"
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#include "ai.h"
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#include "multi.h"
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#include "wall.h"
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#include "object.h"
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#include "robot.h"
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#include "vclip.h"
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#include "physfs-serial.h"
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#include "fireball.h"
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#include "endlevel.h"
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#include "state.h"
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#include "byteutil.h"
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#include "args.h"
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#include "compiler-range_for.h"
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#include "highest_valid.h"
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//@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
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//@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
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reactor Reactors[MAX_REACTORS];
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#if defined(DXX_BUILD_DESCENT_II)
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int Num_reactors=0;
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//how long to blow up on insane
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int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
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fix64 Last_time_cc_vis_check = 0;
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int Reactor_strength=-1; //-1 mean not set by designer
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#endif
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control_center_triggers ControlCenterTriggers;
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int Control_center_been_hit;
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int Control_center_player_been_seen;
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int Control_center_next_fire_time;
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int Control_center_present;
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static void do_countdown_frame();
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// -----------------------------------------------------------------------------
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//return the position & orientation of a gun on the control center object
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void calc_controlcen_gun_point(reactor *reactor, const vobjptr_t obj,int gun_num)
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{
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vms_vector *gun_point = &obj->ctype.reactor_info.gun_pos[gun_num];
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vms_vector *gun_dir = &obj->ctype.reactor_info.gun_dir[gun_num];
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Assert(obj->type == OBJ_CNTRLCEN);
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Assert(obj->render_type==RT_POLYOBJ);
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Assert(gun_num < reactor->n_guns);
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//instance gun position & orientation
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vms_matrix m = vm_transposed_matrix(obj->orient);
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vm_vec_rotate(*gun_point,reactor->gun_points[gun_num],m);
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vm_vec_add2(*gun_point,obj->pos);
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vm_vec_rotate(*gun_dir,reactor->gun_dirs[gun_num],m);
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}
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// -----------------------------------------------------------------------------
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// Look at control center guns, find best one to fire at *objp.
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// Return best gun number (one whose direction dotted with vector to player is largest).
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// If best gun has negative dot, return -1, meaning no gun is good.
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static int calc_best_gun(int num_guns, const vcobjptr_t objreactor, const vms_vector &objpos)
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{
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int i;
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fix best_dot;
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int best_gun;
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auto &gun_pos = objreactor->ctype.reactor_info.gun_pos;
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auto &gun_dir = objreactor->ctype.reactor_info.gun_dir;
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best_dot = -F1_0*2;
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best_gun = -1;
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for (i=0; i<num_guns; i++) {
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fix dot;
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const auto gun_vec = vm_vec_normalized_quick(vm_vec_sub(objpos, gun_pos[i]));
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dot = vm_vec_dot(gun_dir[i], gun_vec);
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if (dot > best_dot) {
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best_dot = dot;
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best_gun = i;
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}
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}
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Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
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if (best_dot < 0)
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return -1;
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else
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return best_gun;
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}
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objnum_t Dead_controlcen_object_num=object_none;
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int Control_center_destroyed = 0;
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fix Countdown_timer=0;
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int Countdown_seconds_left=0, Total_countdown_time=0; //in whole seconds
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static const int D1_Alan_pavlish_reactor_times[NDL] = {50, 45, 40, 35, 30};
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#if defined(DXX_BUILD_DESCENT_II)
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static const int D2_Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
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#endif
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// -----------------------------------------------------------------------------
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// Called every frame. If control center been destroyed, then actually do something.
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void do_controlcen_dead_frame(void)
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{
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if ((Game_mode & GM_MULTI) && (Players[Player_num].connected != CONNECT_PLAYING)) // if out of level already there's no need for this
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return;
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if ((Dead_controlcen_object_num != object_none) && (Countdown_seconds_left > 0))
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if (d_rand() < FrameTime*4)
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#if defined(DXX_BUILD_DESCENT_I)
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#define CC_FIREBALL_SCALE F1_0*3
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#elif defined(DXX_BUILD_DESCENT_II)
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#define CC_FIREBALL_SCALE F1_0
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#endif
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create_small_fireball_on_object(vobjptridx(Dead_controlcen_object_num), CC_FIREBALL_SCALE, 1);
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if (Control_center_destroyed && !Endlevel_sequence)
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do_countdown_frame();
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}
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#define COUNTDOWN_VOICE_TIME fl2f(12.75)
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void do_countdown_frame()
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{
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fix old_time;
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int fc, div_scale;
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if (!Control_center_destroyed) return;
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#if defined(DXX_BUILD_DESCENT_II)
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if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // get countdown in OEM and SHAREWARE only
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{
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// On last level, we don't want a countdown.
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if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
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{
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if (!(Game_mode & GM_MULTI))
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return;
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if (Game_mode & GM_MULTI_ROBOTS)
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return;
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}
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}
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#endif
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// Control center destroyed, rock the player's ship.
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fc = Countdown_seconds_left;
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if (fc > 16)
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fc = 16;
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// At Trainee, decrease rocking of ship by 4x.
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div_scale = 1;
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if (Difficulty_level == 0)
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div_scale = 4;
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if (d_tick_step)
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{
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ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
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ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
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}
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// Hook in the rumble sound effect here.
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old_time = Countdown_timer;
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Countdown_timer -= FrameTime;
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Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
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if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) ) {
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digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
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}
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if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left ) {
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if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
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digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
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if ( Countdown_seconds_left==Total_countdown_time-1)
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digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
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}
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if (Countdown_timer > 0) {
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fix size,old_size;
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size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
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old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
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if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) )) { // Every 2 seconds!
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//@@if (Dead_controlcen_object_num != -1) {
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//@@ vms_vector vp; //,v,c;
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//@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
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//@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
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//@@}
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digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
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}
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} else {
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int flash_value;
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if (old_time > 0)
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digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
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flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
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PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
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if (PaletteBlueAdd > 64 ) {
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gr_set_current_canvas( NULL );
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gr_clear_canvas(BM_XRGB(31,31,31)); //make screen all white to match palette effect
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reset_palette_add(); //restore palette for death message
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//controlcen->MaxCapacity = Fuelcen_max_amount;
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//gauge_message( "Control Center Reset" );
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DoPlayerDead(); //kill_player();
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}
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}
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}
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// -----------------------------------------------------------------------------
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// Called when control center gets destroyed.
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// This code is common to whether control center is implicitly imbedded in a boss,
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// or is an object of its own.
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// if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
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void do_controlcen_destroyed_stuff(const objptridx_t objp)
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{
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int i;
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#if defined(DXX_BUILD_DESCENT_II)
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if ((Game_mode & GM_MULTI_ROBOTS) && Control_center_destroyed)
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return; // Don't allow resetting if control center and boss on same level
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#endif
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// Must toggle walls whether it is a boss or control center.
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for (i=0;i<ControlCenterTriggers.num_links;i++)
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wall_toggle(ControlCenterTriggers.seg[i], ControlCenterTriggers.side[i]);
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// And start the countdown stuff.
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Control_center_destroyed = 1;
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#if defined(DXX_BUILD_DESCENT_II)
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// If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
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if (Current_level_num < 0)
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PHYSFS_delete(SECRETC_FILENAME);
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if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
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Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
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else if (!EMULATING_D1)
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Total_countdown_time = D2_Alan_pavlish_reactor_times[Difficulty_level];
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else
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#endif
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Total_countdown_time = D1_Alan_pavlish_reactor_times[Difficulty_level];
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Countdown_timer = i2f(Total_countdown_time);
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if (!Control_center_present || objp==object_none)
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return;
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Dead_controlcen_object_num = objp;
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}
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// -----------------------------------------------------------------------------
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//do whatever this thing does in a frame
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void do_controlcen_frame(const vobjptridx_t obj)
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{
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int best_gun_num;
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static fix controlcen_death_silence = 0;
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// If a boss level, then Control_center_present will be 0.
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if (!Control_center_present)
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return;
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#ifndef NDEBUG
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if (cheats.robotfiringsuspended || (Game_suspended & SUSP_ROBOTS))
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return;
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#else
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if (cheats.robotfiringsuspended)
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return;
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#endif
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if (!(Control_center_been_hit || Control_center_player_been_seen)) {
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if (!(d_tick_count % 8)) { // Do every so often...
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fix dist_to_player;
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int i;
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segment *segp = &Segments[obj->segnum];
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// This is a hack. Since the control center is not processed by
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// ai_do_frame, it doesn't know to deal with cloaked dudes. It
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// seems to work in single-player mode because it is actually using
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// the value of Believed_player_position that was set by the last
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// person to go through ai_do_frame. But since a no-robots game
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// never goes through ai_do_frame, I'm making it so the control
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// center can spot cloaked dudes.
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if (Game_mode & GM_MULTI)
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Believed_player_pos = Objects[Players[Player_num].objnum].pos;
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// Hack for special control centers which are isolated and not reachable because the
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// real control center is inside the boss.
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for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
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if (IS_CHILD(segp->children[i]))
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break;
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if (i == MAX_SIDES_PER_SEGMENT)
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return;
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auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
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dist_to_player = vm_vec_normalize_quick(vec_to_player);
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if (dist_to_player < F1_0*200) {
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Control_center_player_been_seen = player_is_visible_from_object(obj, obj->pos, 0, vec_to_player);
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Control_center_next_fire_time = 0;
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}
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}
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return;
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}
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#if defined(DXX_BUILD_DESCENT_II)
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// Periodically, make the reactor fall asleep if player not visible.
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if (Control_center_been_hit || Control_center_player_been_seen) {
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if ((Last_time_cc_vis_check + F1_0*5 < GameTime64) || (Last_time_cc_vis_check > GameTime64)) {
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fix dist_to_player;
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auto vec_to_player = vm_vec_sub(ConsoleObject->pos, obj->pos);
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dist_to_player = vm_vec_normalize_quick(vec_to_player);
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Last_time_cc_vis_check = GameTime64;
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if (dist_to_player < F1_0*120) {
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Control_center_player_been_seen = player_is_visible_from_object(obj, obj->pos, 0, vec_to_player);
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if (!Control_center_player_been_seen)
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Control_center_been_hit = 0;
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}
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}
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}
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#endif
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if (Player_is_dead)
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controlcen_death_silence += FrameTime;
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else
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controlcen_death_silence = 0;
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if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
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reactor *reactor = get_reactor_definition(get_reactor_id(obj));
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
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best_gun_num = calc_best_gun(reactor->n_guns, obj, Believed_player_pos);
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else
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best_gun_num = calc_best_gun(reactor->n_guns, obj, ConsoleObject->pos);
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if (best_gun_num != -1) {
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fix dist_to_player;
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fix delta_fire_time;
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auto vec_to_goal = vm_vec_sub((Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) ? Believed_player_pos : ConsoleObject->pos, obj->ctype.reactor_info.gun_pos[best_gun_num]);
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dist_to_player = vm_vec_normalize_quick(vec_to_goal);
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if (dist_to_player > F1_0*300)
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{
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Control_center_been_hit = 0;
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Control_center_player_been_seen = 0;
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return;
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}
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if (Game_mode & GM_MULTI)
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multi_send_controlcen_fire(vec_to_goal, best_gun_num, obj);
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Laser_create_new_easy( vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, CONTROLCEN_WEAPON_NUM, 1);
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int count = 0;
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#if defined(DXX_BUILD_DESCENT_I)
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const unsigned scale_divisor = 4;
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if (d_rand() < 32767/4)
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#elif defined(DXX_BUILD_DESCENT_II)
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const unsigned scale_divisor = 6;
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int rand_prob;
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// some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
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rand_prob = F1_0/(abs(Current_level_num)/4+2);
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while ((d_rand() > rand_prob) && (count < 4))
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#endif
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{
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const auto randvec = make_random_vector();
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vm_vec_scale_add2(vec_to_goal, randvec, F1_0/scale_divisor);
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vm_vec_normalize_quick(vec_to_goal);
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if (Game_mode & GM_MULTI)
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multi_send_controlcen_fire(vec_to_goal, best_gun_num, obj);
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Laser_create_new_easy( vec_to_goal, obj->ctype.reactor_info.gun_pos[best_gun_num], obj, CONTROLCEN_WEAPON_NUM, count == 0);
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count++;
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}
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delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
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#if defined(DXX_BUILD_DESCENT_II)
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if (Difficulty_level == 0)
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delta_fire_time += F1_0/2;
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#endif
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if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
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delta_fire_time *= 2;
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Control_center_next_fire_time = delta_fire_time;
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}
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} else
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Control_center_next_fire_time -= FrameTime;
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}
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// -----------------------------------------------------------------------------
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// This must be called at the start of each level.
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// If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
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// If this level contains a boss and mode == multiplayer, do control center stuff.
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void init_controlcen_for_level(void)
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{
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objnum_t cntrlcen_objnum=object_none, boss_objnum=object_none;
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range_for (auto i, highest_valid(Objects))
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{
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auto objp = vobjptridx(i);
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if (objp->type == OBJ_CNTRLCEN)
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{
|
|
if (cntrlcen_objnum != object_none)
|
|
;
|
|
else
|
|
cntrlcen_objnum = i;
|
|
}
|
|
|
|
if ((objp->type == OBJ_ROBOT) && (Robot_info[get_robot_id(objp)].boss_flag)) {
|
|
if (boss_objnum != object_none)
|
|
;
|
|
else
|
|
boss_objnum = i;
|
|
}
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
if (cntrlcen_objnum == object_none) {
|
|
Dead_controlcen_object_num = object_none;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if ( (boss_objnum != object_none) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
|
|
if (cntrlcen_objnum != object_none) {
|
|
Objects[cntrlcen_objnum].type = OBJ_GHOST;
|
|
Objects[cntrlcen_objnum].render_type = RT_NONE;
|
|
Control_center_present = 0;
|
|
}
|
|
} else if (cntrlcen_objnum != object_none) {
|
|
// Compute all gun positions.
|
|
auto objp = &Objects[cntrlcen_objnum];
|
|
reactor *reactor = get_reactor_definition(get_reactor_id(objp));
|
|
for (uint_fast32_t i=0; i<reactor->n_guns; i++)
|
|
calc_controlcen_gun_point(reactor, objp, i);
|
|
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(void)
|
|
{
|
|
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
|
|
*/
|
|
int reactor_read_n(reactor *r, int n, PHYSFS_file *fp)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
r[i].model_num = PHYSFSX_readInt(fp);
|
|
r[i].n_guns = PHYSFSX_readInt(fp);
|
|
for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
|
|
PHYSFSX_readVector(fp, r[i].gun_points[j]);
|
|
for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
|
|
PHYSFSX_readVector(fp, r[i].gun_dirs[j]);
|
|
}
|
|
return i;
|
|
}
|
|
#endif
|
|
|
|
static void control_center_triggers_swap(control_center_triggers *cct, int swap)
|
|
{
|
|
if (!swap)
|
|
return;
|
|
|
|
cct->num_links = SWAPSHORT(cct->num_links);
|
|
for (unsigned i = 0; i < sizeof(cct->seg) / sizeof(cct->seg[0]); i++)
|
|
cct->seg[i] = SWAPSHORT(cct->seg[i]);
|
|
for (unsigned i = 0; i < sizeof(cct->side) / sizeof(cct->side[0]); i++)
|
|
cct->side[i] = SWAPSHORT(cct->side[i]);
|
|
}
|
|
|
|
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_swap(control_center_triggers *cct, int swap, PHYSFS_file *fp)
|
|
{
|
|
PHYSFSX_serialize_read(fp, *cct);
|
|
control_center_triggers_swap(cct, swap);
|
|
}
|
|
|
|
void control_center_triggers_write(const control_center_triggers *cct, PHYSFS_file *fp)
|
|
{
|
|
PHYSFSX_serialize_write(fp, *cct);
|
|
}
|