dxx-rebirth/main/fuelcen.c
2006-10-06 14:41:31 +00:00

1349 lines
45 KiB
C
Executable file

/*
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/fuelcen.c,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:42:37 $
*
* Functions for refueling centers.
*
* $Log: fuelcen.c,v $
* Revision 1.1.1.1 2006/03/17 19:42:37 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:06:28 donut
* Import of d1x 1.37 source.
*
* Revision 2.3 1995/03/21 14:38:40 john
* Ifdef'd out the NETWORK code.
*
* Revision 2.2 1995/03/06 15:23:09 john
* New screen techniques.
*
* Revision 2.1 1995/02/27 13:13:26 john
* Removed floating point.
*
* Revision 2.0 1995/02/27 11:27:20 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.159 1995/02/22 13:48:10 allender
* remove anonymous unions in object structure
*
* Revision 1.158 1995/02/08 11:37:48 mike
* Check for failures in call to obj_create.
*
* Revision 1.157 1995/02/07 20:39:39 mike
* fix toasters in multiplayer
*
*
* Revision 1.156 1995/02/02 18:40:10 john
* Fixed bug with full screen cockpit flashing non-white.
*
* Revision 1.155 1995/01/28 15:27:22 yuan
* Make sure fuelcen nums are valid.
*
* Revision 1.154 1995/01/03 14:26:23 rob
* Better ifdef for robot centers.
*
* Revision 1.153 1995/01/03 11:27:49 rob
* Added include of fuelcen.c
*
* Revision 1.152 1995/01/03 09:47:22 john
* Some ifdef SHAREWARE lines.
*
* Revision 1.151 1995/01/02 21:02:07 rob
* added matcen support for coop/multirobot.
*
* Revision 1.150 1994/12/15 18:31:22 mike
* fix confusing precedence problems.
*
* Revision 1.149 1994/12/15 13:04:22 mike
* Replace Players[Player_num].time_total references with GameTime.
*
* Revision 1.148 1994/12/15 03:05:18 matt
* Added error checking for NULL return from object_create_explosion()
*
* Revision 1.147 1994/12/13 19:49:12 rob
* Made the fuelcen noise quieter.
*
* Revision 1.146 1994/12/13 12:03:18 john
* Made the warning sirens not start until after "desccruction
* secquence activated voice".
*
* Revision 1.145 1994/12/12 17:18:30 mike
* make warning siren louder.
*
* Revision 1.144 1994/12/11 23:18:04 john
* Added -nomusic.
* Added RealFrameTime.
* Put in a pause when sound initialization error.
* Made controlcen countdown and framerate use RealFrameTime.
*
* Revision 1.143 1994/12/11 14:10:16 mike
* louder sounds.
*
* Revision 1.142 1994/12/06 11:33:19 yuan
* Fixed bug with fueling when above 100.
*
* Revision 1.141 1994/12/05 23:37:14 matt
* Took out calls to warning() function
*
* Revision 1.140 1994/12/05 23:19:18 yuan
* Fixed fuel center refuelers..
*
* Revision 1.139 1994/12/03 12:48:12 mike
* diminish rocking due to control center destruction.
*
* Revision 1.138 1994/12/02 23:30:32 mike
* fix bumpiness after toasting control center.
*
* Revision 1.137 1994/12/02 22:48:14 mike
* rock the ship after toasting the control center!
*
* Revision 1.136 1994/12/02 17:12:11 rob
* Fixed countdown sounds.
*
* Revision 1.135 1994/11/29 20:59:43 rob
* Don't run out of fuel in net games (don't want to sync it between machines)
*
* Revision 1.134 1994/11/29 19:10:57 john
* Took out debugging mprintf.
*
* Revision 1.133 1994/11/29 13:19:40 john
* Made voice for "destruction actived in t-"
* be at 12.75 secs.
*
* Revision 1.132 1994/11/29 12:19:46 john
* MAde the "Mine desctruction will commence"
* voice play at 12.5 secs.
*
* Revision 1.131 1994/11/29 12:12:54 adam
* *** empty log message ***
*
* Revision 1.130 1994/11/28 21:04:26 rob
* Added code to cast noise when player refuels.
*
* Revision 1.129 1994/11/27 23:15:04 matt
* Made changes for new mprintf calling convention
*
* Revision 1.128 1994/11/21 16:27:51 mike
* debug code for morphing.
*
* Revision 1.127 1994/11/21 12:33:50 matt
* For control center explosions, use small fireball, not pseudo-random vclip
*
* Revision 1.126 1994/11/20 22:12:15 mike
* Fix bug in initializing materialization centers.
*
* Revision 1.125 1994/11/19 15:18:22 mike
* rip out unused code and data.
*
* Revision 1.124 1994/11/08 12:18:59 mike
* Initialize Fuelcen_seconds_left.
*
* Revision 1.123 1994/10/30 14:12:33 mike
* rip out repair center stuff
*
* Revision 1.122 1994/10/28 14:42:45 john
* Added sound volumes to all sound calls.
*
* Revision 1.121 1994/10/16 12:44:02 mike
* Make time to exit mine after control center destruction diff level dependent.
*
* Revision 1.120 1994/10/09 22:03:26 mike
* Adapt to new create_n_segment_path parameters.
*
* Revision 1.119 1994/10/06 14:52:42 mike
* Remove last of ability to damage fuel centers.
*
* Revision 1.118 1994/10/06 14:08:45 matt
* Made morph flash effect get orientation from segment
*
* Revision 1.117 1994/10/05 16:09:03 mike
* Put debugging code into matcen/fuelcen synchronization problem.
*
* Revision 1.116 1994/10/04 15:32:41 john
* Took out the old PLAY_SOUND??? code and replaced it
* with direct calls into digi_link_??? so that all sounds
* can be made 3d.
*
* Revision 1.115 1994/10/03 23:37:57 mike
* Clean up this mess of confusion to the point where maybe matcens actually work.
*
* Revision 1.114 1994/10/03 13:34:40 matt
* Added new (and hopefully better) game sequencing functions
*
* Revision 1.113 1994/09/30 14:41:57 matt
* Fixed bug as per Mike's instructions
*
* Revision 1.112 1994/09/30 00:37:33 mike
* Balance materialization centers.
*
* Revision 1.111 1994/09/28 23:12:52 matt
* Macroized palette flash system
*
* Revision 1.110 1994/09/27 15:42:31 mike
* Add names of Specials.
*
* Revision 1.109 1994/09/27 00:02:23 mike
* Yet more materialization center stuff.
*
* Revision 1.108 1994/09/26 11:26:23 mike
* Balance materialization centers.
*
* Revision 1.107 1994/09/25 23:40:47 matt
* Changed the object load & save code to read/write the structure fields one
* at a time (rather than the whole structure at once). This mean that the
* object structure can be changed without breaking the load/save functions.
* As a result of this change, the local_object data can be and has been
* incorporated into the object array. Also, timeleft is now a property
* of all objects, and the object structure has been otherwise cleaned up.
*
* Revision 1.106 1994/09/25 15:55:58 mike
* Balance materialization centers, make them emit light, make them re-triggerable after awhile.
*
* Revision 1.105 1994/09/24 17:42:33 mike
* Making materialization centers be activated by triggers and balancing them.
*
* Revision 1.104 1994/09/24 14:16:06 mike
* Support new network constants.
*
* Revision 1.103 1994/09/20 19:14:40 john
* Massaged the sound system; used a better formula for determining
* which l/r balance, also, put in Mike's stuff that searches for a connection
* between the 2 sounds' segments, stopping for closed doors, etc.
*
* Revision 1.102 1994/09/17 01:40:51 matt
* Added status bar/sizable window mode, and in the process revamped the
* whole cockpit mode system.
*
* Revision 1.101 1994/08/31 20:57:25 matt
* Cleaned up endlevel/death code
*
* Revision 1.100 1994/08/30 17:54:20 mike
* Slow down rate of creation of objects by materialization centers.
*
* Revision 1.99 1994/08/29 11:47:01 john
* Added warning if no control centers in mine.
*
*/
#ifdef RCS
#pragma off (unreferenced)
static char rcsid[] = "$Id: fuelcen.c,v 1.1.1.1 2006/03/17 19:42:37 zicodxx Exp $";
#pragma on (unreferenced)
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "inferno.h"
#include "fuelcen.h"
#include "gameseg.h"
#include "game.h" // For FrameTime
#include "error.h"
#include "mono.h"
#include "gauges.h"
#include "vclip.h"
#include "fireball.h"
#include "robot.h"
#include "wall.h"
#include "sounds.h"
#include "morph.h"
#include "3d.h"
#include "bm.h"
#include "polyobj.h"
#include "ai.h"
#include "gamemine.h"
#include "gamesave.h"
#include "player.h"
#include "collide.h"
#include "laser.h"
#include "network.h"
#include "multi.h"
#include "multibot.h"
#include "gameseq.h"
// The max number of fuel stations per mine.
fix Fuelcen_refill_speed = i2f(1);
fix Fuelcen_give_amount = i2f(25);
fix Fuelcen_max_amount = i2f(100);
// Every time a robot is created in the morphing code, it decreases capacity of the morpher
// by this amount... when capacity gets to 0, no more morphers...
fix EnergyToCreateOneRobot = i2f(1);
int Fuelcen_control_center_destroyed = 0;
int Fuelcen_seconds_left = 0;
#define MATCEN_HP_DEFAULT F1_0*500; // Hitpoints
#define MATCEN_INTERVAL_DEFAULT F1_0*5; // 5 seconds
matcen_info RobotCenters[MAX_ROBOT_CENTERS];
int Num_robot_centers;
control_center_triggers ControlCenterTriggers;
FuelCenter Station[MAX_NUM_FUELCENS];
int Num_fuelcenters = 0;
segment * PlayerSegment= NULL;
#ifdef EDITOR
char Special_names[MAX_CENTER_TYPES][11] = {
"NOTHING ",
"FUELCEN ",
"REPAIRCEN ",
"CONTROLCEN",
"ROBOTMAKER",
};
#endif
//------------------------------------------------------------
// Resets all fuel center info
void fuelcen_reset()
{
int i;
Num_fuelcenters = 0;
//mprintf( (0, "All fuel centers reset.\n"));
for(i=0; i<MAX_SEGMENTS; i++ )
Segments[i].special = SEGMENT_IS_NOTHING;
Fuelcen_control_center_destroyed = 0;
Num_robot_centers = 0;
}
#ifndef NDEBUG //this is sometimes called by people from the debugger
void reset_all_robot_centers()
{
int i;
// Remove all materialization centers
for (i=0; i<Num_segments; i++)
if (Segments[i].special == SEGMENT_IS_ROBOTMAKER) {
Segments[i].special = SEGMENT_IS_NOTHING;
Segments[i].matcen_num = -1;
}
}
#endif
//------------------------------------------------------------
// Turns a segment into a fully charged up fuel center...
void fuelcen_create( segment * segp)
{
int station_type;
station_type = segp->special;
switch( station_type ) {
case SEGMENT_IS_NOTHING:
return;
case SEGMENT_IS_FUELCEN:
case SEGMENT_IS_REPAIRCEN:
case SEGMENT_IS_CONTROLCEN:
case SEGMENT_IS_ROBOTMAKER:
break;
default:
Error( "Invalid station type %d in fuelcen.c\n", station_type );
}
Assert( (segp != NULL) );
if ( segp == NULL ) return;
Assert( Num_fuelcenters < MAX_NUM_FUELCENS );
Assert( Num_fuelcenters > -1 );
segp->value = Num_fuelcenters;
Station[Num_fuelcenters].Type = station_type;
Station[Num_fuelcenters].MaxCapacity = Fuelcen_max_amount;
Station[Num_fuelcenters].Capacity = Station[Num_fuelcenters].MaxCapacity;
Station[Num_fuelcenters].segnum = segp-Segments;
Station[Num_fuelcenters].Timer = -1;
Station[Num_fuelcenters].Flag = 0;
// Station[Num_fuelcenters].NextRobotType = -1;
// Station[Num_fuelcenters].last_created_obj=NULL;
// Station[Num_fuelcenters].last_created_sig = -1;
compute_segment_center(&Station[Num_fuelcenters].Center, segp );
// if (station_type == SEGMENT_IS_ROBOTMAKER)
// Station[Num_fuelcenters].Capacity = i2f(Difficulty_level + 3);
//mprintf( (0, "Segment %d is assigned to be fuel center %d.\n", Station[Num_fuelcenters].segnum, Num_fuelcenters ));
Num_fuelcenters++;
}
//------------------------------------------------------------
// Adds a matcen that already is a special type into the Station array.
// This function is separate from other fuelcens because we don't want values reset.
void matcen_create( segment * segp)
{
int station_type = segp->special;
Assert( (segp != NULL) );
Assert(station_type == SEGMENT_IS_ROBOTMAKER);
if ( segp == NULL ) return;
Assert( Num_fuelcenters < MAX_NUM_FUELCENS );
Assert( Num_fuelcenters > -1 );
segp->value = Num_fuelcenters;
Station[Num_fuelcenters].Type = station_type;
Station[Num_fuelcenters].Capacity = i2f(Difficulty_level + 3);
Station[Num_fuelcenters].MaxCapacity = Station[Num_fuelcenters].Capacity;
Station[Num_fuelcenters].segnum = segp-Segments;
Station[Num_fuelcenters].Timer = -1;
Station[Num_fuelcenters].Flag = 0;
// Station[Num_fuelcenters].NextRobotType = -1;
// Station[Num_fuelcenters].last_created_obj=NULL;
// Station[Num_fuelcenters].last_created_sig = -1;
compute_segment_center(&Station[Num_fuelcenters].Center, segp );
segp->matcen_num = Num_robot_centers;
Num_robot_centers++;
RobotCenters[segp->matcen_num].hit_points = MATCEN_HP_DEFAULT;
RobotCenters[segp->matcen_num].interval = MATCEN_INTERVAL_DEFAULT;
RobotCenters[segp->matcen_num].segnum = segp-Segments;
RobotCenters[segp->matcen_num].fuelcen_num = Num_fuelcenters;
//mprintf( (0, "Segment %d is assigned to be fuel center %d.\n", Station[Num_fuelcenters].segnum, Num_fuelcenters ));
Num_fuelcenters++;
}
//------------------------------------------------------------
// Adds a segment that already is a special type into the Station array.
void fuelcen_activate( segment * segp, int station_type )
{
segp->special = station_type;
if (segp->special == SEGMENT_IS_ROBOTMAKER)
matcen_create( segp);
else
fuelcen_create( segp);
}
// The lower this number is, the more quickly the center can be re-triggered.
// If it's too low, it can mean all the robots won't be put out, but for about 5
// robots, that's not real likely.
#define MATCEN_LIFE (i2f(30-2*Difficulty_level))
//------------------------------------------------------------
// Trigger (enable) the materialization center in segment segnum
void trigger_matcen(int segnum)
{
segment *segp = &Segments[segnum];
vms_vector pos, delta;
FuelCenter *robotcen;
int objnum;
mprintf((0, "Trigger matcen, segment %i\n", segnum));
Assert(segp->special == SEGMENT_IS_ROBOTMAKER);
Assert(segp->matcen_num < Num_fuelcenters);
Assert((segp->matcen_num >= 0) && (segp->matcen_num <= Highest_segment_index));
robotcen = &Station[RobotCenters[segp->matcen_num].fuelcen_num];
if (robotcen->Enabled == 1)
return;
if (!robotcen->Lives)
return;
robotcen->Lives--;
robotcen->Timer = F1_0*1000; // Make sure the first robot gets emitted right away.
robotcen->Enabled = 1; // Say this center is enabled, it can create robots.
robotcen->Capacity = i2f(Difficulty_level + 3);
robotcen->Disable_time = MATCEN_LIFE;
// Create a bright object in the segment.
pos = robotcen->Center;
vm_vec_sub(&delta, &Vertices[Segments[segnum].verts[0]], &robotcen->Center);
vm_vec_scale_add2(&pos, &delta, F1_0/2);
objnum = obj_create( OBJ_LIGHT, 0, segnum, &pos, NULL, 0, CT_LIGHT, MT_NONE, RT_NONE );
if (objnum != -1) {
Objects[objnum].lifeleft = MATCEN_LIFE;
Objects[objnum].ctype.light_info.intensity = i2f(8); // Light cast by a fuelcen.
} else {
mprintf((1, "Can't create invisible flare for matcen.\n"));
Int3();
}
// mprintf((0, "Created invisibile flare, object=%i, segment=%i, pos=%7.3f %7.3f%7.3f\n", objnum, segnum, f2fl(pos.x), f2fl(pos.y), f2fl(pos.z)));
}
#ifdef EDITOR
//------------------------------------------------------------
// Takes away a segment's fuel center properties.
// Deletes the segment point entry in the FuelCenter list.
void fuelcen_delete( segment * segp )
{
int i, j;
Restart: ;
for (i=0; i<Num_fuelcenters; i++ ) {
if ( Station[i].segnum == segp-Segments ) {
// If Robot maker is deleted, fix Segments and RobotCenters.
if (Station[i].Type == SEGMENT_IS_ROBOTMAKER) {
Num_robot_centers--;
for (j=segp->matcen_num; j<Num_robot_centers; j++)
RobotCenters[j] = RobotCenters[j+1];
for (j=0; j<Num_fuelcenters; j++) {
if ( Station[j].Type == SEGMENT_IS_ROBOTMAKER )
if ( Segments[Station[j].segnum].matcen_num > segp->matcen_num )
Segments[Station[j].segnum].matcen_num--;
}
}
Num_fuelcenters--;
for (j=i; j<Num_fuelcenters; j++ ) {
Station[i] = Station[i+1];
Segments[Station[i].segnum].value = i;
}
segp->special = 0;
goto Restart;
}
}
}
#endif
#define ROBOT_GEN_TIME (i2f(5))
object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id)
{
short objnum;
object *obj;
int default_behavior;
Players[Player_num].num_robots_level++;
Players[Player_num].num_robots_total++;
objnum = obj_create(OBJ_ROBOT, object_id, segp-Segments, object_pos,
&vmd_identity_matrix, Polygon_models[Robot_info[object_id].model_num].rad,
CT_AI, MT_PHYSICS, RT_POLYOBJ);
if ( objnum < 0 ) {
mprintf((1, "Can't create morph robot. Aborting morph.\n"));
Int3();
return NULL;
}
obj = &Objects[objnum];
//Set polygon-object-specific data
obj->rtype.pobj_info.model_num = Robot_info[obj->id].model_num;
obj->rtype.pobj_info.subobj_flags = 0;
//set Physics info
obj->mtype.phys_info.mass = Robot_info[obj->id].mass;
obj->mtype.phys_info.drag = Robot_info[obj->id].drag;
obj->mtype.phys_info.flags |= (PF_LEVELLING);
obj->shields = Robot_info[obj->id].strength;
default_behavior = AIB_NORMAL;
if (object_id == 10) // This is a toaster guy!
default_behavior = AIB_RUN_FROM;
init_ai_object(obj-Objects, default_behavior, -1 ); // Note, -1 = segment this robot goes to to hide, should probably be something useful
create_n_segment_path(obj, 6, -1); // Create a 6 segment path from creation point.
if (default_behavior == AIB_RUN_FROM)
Ai_local_info[objnum].mode = AIM_RUN_FROM_OBJECT;
return obj;
}
int Num_extry_robots = 15;
#ifndef NDEBUG
int FrameCount_last_msg = 0;
#endif
// ----------------------------------------------------------------------------------------------------------
void robotmaker_proc( FuelCenter * robotcen )
{
fix dist_to_player;
vms_vector cur_object_loc; //, direction;
int matcen_num, segnum, objnum;
object *obj;
fix top_time;
vms_vector direction;
if (robotcen->Enabled == 0)
return;
if (robotcen->Disable_time > 0) {
robotcen->Disable_time -= FrameTime;
if (robotcen->Disable_time <= 0) {
mprintf((0, "Robot center #%i gets disabled due to time running out.\n", robotcen-Station));
robotcen->Enabled = 0;
}
}
// mprintf((0, "Capacity of robot maker #%i is %i\n", robotcen - Station, robotcen->Capacity));
// No robot making in multiplayer mode.
#ifdef NETWORK
#ifndef SHAREWARE
if ((Game_mode & GM_MULTI) && (!(Game_mode & GM_MULTI_ROBOTS) || !network_i_am_master()))
return;
#else
if (Game_mode & GM_MULTI)
return;
#endif
#endif
// Wait until transmorgafier has capacity to make a robot...
if ( robotcen->Capacity <= 0 ) {
return;
}
matcen_num = Segments[robotcen->segnum].matcen_num;
//mprintf((0, "Robotmaker #%i flags = %8x\n", matcen_num, RobotCenters[matcen_num].robot_flags));
if ( matcen_num == -1 ) {
mprintf((0, "Non-functional robotcen at %d\n", robotcen->segnum));
return;
}
if (RobotCenters[matcen_num].robot_flags == 0) {
//mprintf((0, "robot_flags = 0 at robot maker #%i\n", RobotCenters[matcen_num].robot_flags));
return;
}
// Wait until we have a free slot for this puppy...
// <<<<<<<<<<<<<<<< Num robots in mine >>>>>>>>>>>>>>>>>>>>>>>>>> <<<<<<<<<<<< Max robots in mine >>>>>>>>>>>>>>>
if ( (Players[Player_num].num_robots_level - Players[Player_num].num_kills_level) >= (Gamesave_num_org_robots + Num_extry_robots ) ) {
#ifndef NDEBUG
if (FrameCount > FrameCount_last_msg + 20) {
mprintf((0, "Cannot morph until you kill one!\n"));
FrameCount_last_msg = FrameCount;
}
#endif
return;
}
robotcen->Timer += FrameTime;
switch( robotcen->Flag ) {
case 0: // Wait until next robot can generate
if (Game_mode & GM_MULTI)
{
top_time = ROBOT_GEN_TIME;
}
else
{
dist_to_player = vm_vec_dist_quick( &ConsoleObject->pos, &robotcen->Center );
top_time = dist_to_player/64 + d_rand() * 2 + F1_0*2;
if ( top_time > ROBOT_GEN_TIME )
top_time = ROBOT_GEN_TIME + d_rand();
if ( top_time < F1_0*2 )
top_time = F1_0*3/2 + d_rand()*2;
}
// mprintf( (0, "Time between morphs %d seconds, dist_to_player = %7.3f\n", f2i(top_time), f2fl(dist_to_player) ));
if (robotcen->Timer > top_time ) {
int count=0;
int i, my_station_num = robotcen-Station;
object *obj;
// Make sure this robotmaker hasn't put out its max without having any of them killed.
for (i=0; i<=Highest_object_index; i++)
if (Objects[i].type == OBJ_ROBOT)
if ((Objects[i].matcen_creator^0x80) == my_station_num)
count++;
if (count > Difficulty_level + 3) {
mprintf((0, "Cannot morph: center %i has already put out %i robots.\n", my_station_num, count));
robotcen->Timer /= 2;
return;
}
// Whack on any robot or player in the matcen segment.
count=0;
segnum = robotcen->segnum;
for (objnum=Segments[segnum].objects;objnum!=-1;objnum=Objects[objnum].next) {
count++;
if ( count > MAX_OBJECTS ) {
mprintf((0, "Object list in segment %d is circular.", segnum ));
Int3();
return;
}
if (Objects[objnum].type==OBJ_ROBOT) {
collide_robot_and_materialization_center(&Objects[objnum]);
robotcen->Timer = top_time/2;
return;
} else if (Objects[objnum].type==OBJ_PLAYER ) {
collide_player_and_materialization_center(&Objects[objnum]);
robotcen->Timer = top_time/2;
return;
}
}
compute_segment_center(&cur_object_loc, &Segments[robotcen->segnum]);
// HACK!!! The 10 under here should be something equal to the 1/2 the size of the segment.
obj = object_create_explosion(robotcen->segnum, &cur_object_loc, i2f(10), VCLIP_MORPHING_ROBOT );
if (obj)
extract_orient_from_segment(&obj->orient,&Segments[robotcen->segnum]);
if ( Vclip[VCLIP_MORPHING_ROBOT].sound_num > -1 ) {
digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, robotcen->segnum, 0, &cur_object_loc, 0, F1_0 );
}
robotcen->Flag = 1;
robotcen->Timer = 0;
}
break;
case 1: // Wait until 1/2 second after VCLIP started.
if (robotcen->Timer > (Vclip[VCLIP_MORPHING_ROBOT].play_time/2) ) {
robotcen->Capacity -= EnergyToCreateOneRobot;
robotcen->Flag = 0;
robotcen->Timer = 0;
compute_segment_center(&cur_object_loc, &Segments[robotcen->segnum]);
// If this is the first materialization, set to valid robot.
if (RobotCenters[matcen_num].robot_flags != 0) {
int type;
uint flags;
sbyte legal_types[32]; // 32 bits in a word, the width of robot_flags.
int num_types, robot_index;
robot_index = 0;
num_types = 0;
flags = RobotCenters[matcen_num].robot_flags;
while (flags) {
if (flags & 1)
legal_types[num_types++] = robot_index;
flags >>= 1;
robot_index++;
}
//mprintf((0, "Flags = %08x, %2i legal types to morph: \n", RobotCenters[matcen_num].robot_flags, num_types));
//for (i=0; i<num_types; i++)
// mprintf((0, "%2i ", legal_types[i]));
//mprintf((0, "\n"));
if (num_types == 1)
type = legal_types[0];
else
type = legal_types[(d_rand() * num_types) / 32768];
mprintf((0, "Morph: (type = %i) (seg = %i) (capacity = %08x)\n", type, robotcen->segnum, robotcen->Capacity));
obj = create_morph_robot(&Segments[robotcen->segnum], &cur_object_loc, type );
if (obj != NULL) {
#ifndef SHAREWARE
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_create_robot(robotcen-Station, obj-Objects, type);
#endif
#endif
obj->matcen_creator = (robotcen-Station) | 0x80;
// Make object faces player...
vm_vec_sub( &direction, &ConsoleObject->pos,&obj->pos );
vm_vector_2_matrix( &obj->orient, &direction, &obj->orient.uvec, NULL);
morph_start( obj );
//robotcen->last_created_obj = obj;
//robotcen->last_created_sig = robotcen->last_created_obj->signature;
} else
mprintf((0, "Warning: create_morph_robot returned NULL (no objects left?)\n"));
}
}
break;
default:
robotcen->Flag = 0;
robotcen->Timer = 0;
}
}
#define BASE_CONTROL_CENTER_EXPLOSION_TIME 30
#define DIFF_CONTROL_CENTER_EXPLOSION_TIME (BASE_CONTROL_CENTER_EXPLOSION_TIME + (NDL-Difficulty_level-1)*5)
#define COUNTDOWN_VOICE_TIME (i2f(DIFF_CONTROL_CENTER_EXPLOSION_TIME)-fl2f(12.75))
void controlcen_proc( FuelCenter * controlcen )
{
fix old_time;
int fc;
// mprintf( (0, "CCT: %.1f\n", f2fl(controlcen->Timer)));
if (!Fuelcen_control_center_destroyed) return;
// Control center destroyed, rock the player's ship.
fc = Fuelcen_seconds_left;
if (fc > 16)
fc = 16;
ConsoleObject->mtype.phys_info.rotvel.x += fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
ConsoleObject->mtype.phys_info.rotvel.z += fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32);
// Hook in the rumble sound effect here.
old_time = controlcen->Timer;
controlcen->Timer += RealFrameTime; //timer_get_approx_seconds
Fuelcen_seconds_left = DIFF_CONTROL_CENTER_EXPLOSION_TIME - f2i(controlcen->Timer);
if ( (old_time < COUNTDOWN_VOICE_TIME ) && (controlcen->Timer >= COUNTDOWN_VOICE_TIME) ) {
digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
}
if ( f2i(old_time) != f2i(controlcen->Timer) ) {
if ( (Fuelcen_seconds_left>=0) && (Fuelcen_seconds_left<10) )
digi_play_sample( SOUND_COUNTDOWN_0_SECS+Fuelcen_seconds_left, F3_0 );
if ( Fuelcen_seconds_left==DIFF_CONTROL_CENTER_EXPLOSION_TIME-1)
digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
}
if (controlcen->Timer < i2f(DIFF_CONTROL_CENTER_EXPLOSION_TIME)) {
vms_vector vp; //,v,c;
fix size;
compute_segment_center(&vp, &Segments[controlcen->segnum]);
size = (0x50000*f2i(controlcen->Timer)*(FrameTime & 0xF))/16;
size = controlcen->Timer / (fl2f(0.65));
old_time = old_time / (fl2f(0.65));
if (size != old_time && (controlcen->Timer > (5*F1_0) )) { // Every 2 seconds!
//@@object_create_explosion( controlcen->segnum, &vp, size*10, FrameTime & 7);
object_create_explosion( controlcen->segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
}
} else {
int flash_value;
if (old_time < i2f(DIFF_CONTROL_CENTER_EXPLOSION_TIME))
digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
flash_value = f2i( (controlcen->Timer-i2f(DIFF_CONTROL_CENTER_EXPLOSION_TIME))*(64/4)); // 4 seconds to total whiteness
PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
//gauge_message( "YOU'RE TOO SLOW! THE MINE BLEW UP!" );
if (PaletteBlueAdd > 64 ) {
gr_set_current_canvas( NULL );
gr_clear_canvas(BM_XRGB(31,31,31)); //make screen all white to match palette effect
reset_cockpit(); //force cockpit redraw next time
reset_palette_add(); //restore palette for death message
controlcen->Timer = -1;
controlcen->MaxCapacity = Fuelcen_max_amount;
//gauge_message( "Control Center Reset" );
DoPlayerDead(); //kill_player();
}
}
}
#ifndef M_PI
#define M_PI 3.14159
#endif
//-------------------------------------------------------------
// Called once per frame, replenishes fuel supply.
void fuelcen_update_all()
{
int i;
fix AmountToreplenish;
AmountToreplenish = fixmul(FrameTime,Fuelcen_refill_speed);
for (i=0; i<Num_fuelcenters; i++ ) {
if ( Station[i].Type == SEGMENT_IS_ROBOTMAKER ) {
if (! (Game_suspended & SUSP_ROBOTS))
robotmaker_proc( &Station[i] );
} else if ( Station[i].Type == SEGMENT_IS_CONTROLCEN ) {
controlcen_proc( &Station[i] );
} else if ( (Station[i].MaxCapacity > 0) && (PlayerSegment!=&Segments[Station[i].segnum]) ) {
if ( Station[i].Capacity < Station[i].MaxCapacity ) {
Station[i].Capacity += AmountToreplenish;
//mprintf( (0, "Fuel center %d replenished to %d.\n", i, f2i(Station[i].Capacity) ));
if ( Station[i].Capacity >= Station[i].MaxCapacity ) {
Station[i].Capacity = Station[i].MaxCapacity;
//gauge_message( "Fuel center is fully recharged! " );
}
}
}
}
}
//--unused-- //-------------------------------------------------------------
//--unused-- // replenishes all fuel supplies.
//--unused-- void fuelcen_replenish_all()
//--unused-- {
//--unused-- int i;
//--unused--
//--unused-- for (i=0; i<Num_fuelcenters; i++ ) {
//--unused-- Station[i].Capacity = Station[i].MaxCapacity;
//--unused-- }
//--unused-- //mprintf( (0, "All fuel centers are replenished\n" ));
//--unused--
//--unused-- }
//-------------------------------------------------------------
fix fuelcen_give_fuel(segment *segp, fix MaxAmountCanTake )
{
static fix next_sound_time = 0;
#define REFUEL_SOUND_DELAY (F1_0/3)
Assert( segp != NULL );
PlayerSegment = segp;
if ( (segp) && (segp->special==SEGMENT_IS_FUELCEN) ) {
fix amount;
// if (Station[segp->value].MaxCapacity<=0) {
// hud_message( MSGC_MINE_FEEDBACK, "Fuelcenter %d is destroyed.", segp->value );
// return 0;
// }
// if (Station[segp->value].Capacity<=0) {
// hud_message( MSGC_MINE_FEEDBACK, "Fuelcenter %d is empty.", segp->value );
// return 0;
// }
if (MaxAmountCanTake <= 0 ) {
// //gauge_message( "Fueled up!");
return 0;
}
amount = fixmul(FrameTime,Fuelcen_give_amount);
if (amount > MaxAmountCanTake )
amount = MaxAmountCanTake;
// if (!(Game_mode & GM_MULTI))
// if ( Station[segp->value].Capacity < amount ) {
// amount = Station[segp->value].Capacity;
// Station[segp->value].Capacity = 0;
// } else {
// Station[segp->value].Capacity -= amount;
// }
// check if sound should be played, and consider GameTime wraparound.
// (I hope I got this right -- adb)
if (GameTime >= next_sound_time && (GameTime < 0 || GameTime + REFUEL_SOUND_DELAY > 0)) {
next_sound_time = GameTime + REFUEL_SOUND_DELAY;
digi_play_sample( SOUND_REFUEL_STATION_GIVING_FUEL, F1_0/2 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_play_sound(SOUND_REFUEL_STATION_GIVING_FUEL, F1_0/2);
#endif
}
//hud_message( MSGC_MINE_FEEDBACK, "Fuelcen %d has %d/%d fuel", segp->value,f2i(Station[segp->value].Capacity),f2i(Station[segp->value].MaxCapacity) );
return amount;
} else {
return 0;
}
}
//--unused-- //-----------------------------------------------------------
//--unused-- // Damages a fuel center
//--unused-- void fuelcen_damage(segment *segp, fix damage )
//--unused-- {
//--unused-- //int i;
//--unused-- // int station_num = segp->value;
//--unused--
//--unused-- Assert( segp != NULL );
//--unused-- if ( segp == NULL ) return;
//--unused--
//--unused-- mprintf((0, "Obsolete function fuelcen_damage() called with seg=%i, damage=%7.3f\n", segp-Segments, f2fl(damage)));
//--unused-- switch( segp->special ) {
//--unused-- case SEGMENT_IS_NOTHING:
//--unused-- return;
//--unused-- case SEGMENT_IS_ROBOTMAKER:
//--unused-- //-- // Robotmaker hit by laser
//--unused-- //-- if (Station[station_num].MaxCapacity<=0 ) {
//--unused-- //-- // Shooting a already destroyed materializer
//--unused-- //-- } else {
//--unused-- //-- Station[station_num].MaxCapacity -= damage;
//--unused-- //-- if (Station[station_num].Capacity > Station[station_num].MaxCapacity ) {
//--unused-- //-- Station[station_num].Capacity = Station[station_num].MaxCapacity;
//--unused-- //-- }
//--unused-- //-- if (Station[station_num].MaxCapacity <= 0 ) {
//--unused-- //-- Station[station_num].MaxCapacity = 0;
//--unused-- //-- // Robotmaker dead
//--unused-- //-- for (i=0; i<6; i++ )
//--unused-- //-- segp->sides[i].tmap_num2 = 0;
//--unused-- //-- }
//--unused-- //-- }
//--unused-- //-- //mprintf( (0, "Materializatormografier has %x capacity left\n", Station[station_num].MaxCapacity ));
//--unused-- break;
//--unused-- case SEGMENT_IS_FUELCEN:
//--unused-- //-- digi_play_sample( SOUND_REFUEL_STATION_HIT );
//--unused-- //-- if (Station[station_num].MaxCapacity>0 ) {
//--unused-- //-- Station[station_num].MaxCapacity -= damage;
//--unused-- //-- if (Station[station_num].Capacity > Station[station_num].MaxCapacity ) {
//--unused-- //-- Station[station_num].Capacity = Station[station_num].MaxCapacity;
//--unused-- //-- }
//--unused-- //-- if (Station[station_num].MaxCapacity <= 0 ) {
//--unused-- //-- Station[station_num].MaxCapacity = 0;
//--unused-- //-- digi_play_sample( SOUND_REFUEL_STATION_DESTROYED );
//--unused-- //-- }
//--unused-- //-- } else {
//--unused-- //-- Station[station_num].MaxCapacity = 0;
//--unused-- //-- }
//--unused-- //-- hud_message( MSGC_MINE_FEEDBACK, "Fuelcenter %d damaged", station_num );
//--unused-- break;
//--unused-- case SEGMENT_IS_REPAIRCEN:
//--unused-- break;
//--unused-- case SEGMENT_IS_CONTROLCEN:
//--unused-- break;
//--unused-- default:
//--unused-- Error( "Invalid type in fuelcen.c" );
//--unused-- }
//--unused-- }
//--unused-- // ----------------------------------------------------------------------------------------------------------
//--unused-- fixang my_delta_ang(fixang a,fixang b)
//--unused-- {
//--unused-- fixang delta0,delta1;
//--unused--
//--unused-- return (abs(delta0 = a - b) < abs(delta1 = b - a)) ? delta0 : delta1;
//--unused--
//--unused-- }
//--unused-- // ----------------------------------------------------------------------------------------------------------
//--unused-- //return though which side of seg0 is seg1
//--unused-- int john_find_connect_side(int seg0,int seg1)
//--unused-- {
//--unused-- segment *Seg=&Segments[seg0];
//--unused-- int i;
//--unused--
//--unused-- for (i=MAX_SIDES_PER_SEGMENT;i--;) if (Seg->children[i]==seg1) return i;
//--unused--
//--unused-- return -1;
//--unused-- }
// ----------------------------------------------------------------------------------------------------------
//--unused-- vms_angvec start_angles, delta_angles, goal_angles;
//--unused-- vms_vector start_pos, delta_pos, goal_pos;
//--unused-- int FuelStationSeg;
//--unused-- fix current_time,delta_time;
//--unused-- int next_side, side_index;
//--unused-- int * sidelist;
//--repair-- int Repairing;
//--repair-- vms_vector repair_save_uvec; //the player's upvec when enter repaircen
//--repair-- object *RepairObj=NULL; //which object getting repaired
//--repair-- int disable_repair_center=0;
//--repair-- fix repair_rate;
//--repair-- #define FULL_REPAIR_RATE i2f(10)
//--unused-- ubyte save_control_type,save_movement_type;
//--unused-- int SideOrderBack[] = {WFRONT, WRIGHT, WTOP, WLEFT, WBOTTOM, WBACK};
//--unused-- int SideOrderFront[] = {WBACK, WLEFT, WTOP, WRIGHT, WBOTTOM, WFRONT};
//--unused-- int SideOrderLeft[] = { WRIGHT, WBACK, WTOP, WFRONT, WBOTTOM, WLEFT };
//--unused-- int SideOrderRight[] = { WLEFT, WFRONT, WTOP, WBACK, WBOTTOM, WRIGHT };
//--unused-- int SideOrderTop[] = { WBOTTOM, WLEFT, WBACK, WRIGHT, WFRONT, WTOP };
//--unused-- int SideOrderBottom[] = { WTOP, WLEFT, WFRONT, WRIGHT, WBACK, WBOTTOM };
//--unused-- int SideUpVector[] = {WBOTTOM, WFRONT, WBOTTOM, WFRONT, WBOTTOM, WBOTTOM };
//--repair-- // ----------------------------------------------------------------------------------------------------------
//--repair-- void refuel_calc_deltas(object *obj, int next_side, int repair_seg)
//--repair-- {
//--repair-- vms_vector nextcenter, headfvec, *headuvec;
//--repair-- vms_matrix goal_orient;
//--repair--
//--repair-- // Find time for this movement
//--repair-- delta_time = F1_0; // one second...
//--repair--
//--repair-- // Find start and goal position
//--repair-- start_pos = obj->pos;
//--repair--
//--repair-- // Find delta position to get to goal position
//--repair-- compute_segment_center(&goal_pos,&Segments[repair_seg]);
//--repair-- vm_vec_sub( &delta_pos,&goal_pos,&start_pos);
//--repair--
//--repair-- // Find start angles
//--repair-- //angles_from_vector(&start_angles,&obj->orient.fvec);
//--repair-- vm_extract_angles_matrix(&start_angles,&obj->orient);
//--repair--
//--repair-- // Find delta angles to get to goal orientation
//--repair-- med_compute_center_point_on_side(&nextcenter,&Segments[repair_seg],next_side);
//--repair-- vm_vec_sub(&headfvec,&nextcenter,&goal_pos);
//--repair-- //mprintf( (0, "Next_side = %d, Head fvec = %d,%d,%d\n", next_side, headfvec.x, headfvec.y, headfvec.z ));
//--repair--
//--repair-- if (next_side == 5) //last side
//--repair-- headuvec = &repair_save_uvec;
//--repair-- else
//--repair-- headuvec = &Segments[repair_seg].sides[SideUpVector[next_side]].normals[0];
//--repair--
//--repair-- vm_vector_2_matrix(&goal_orient,&headfvec,headuvec,NULL);
//--repair-- vm_extract_angles_matrix(&goal_angles,&goal_orient);
//--repair-- delta_angles.p = my_delta_ang(start_angles.p,goal_angles.p);
//--repair-- delta_angles.b = my_delta_ang(start_angles.b,goal_angles.b);
//--repair-- delta_angles.h = my_delta_ang(start_angles.h,goal_angles.h);
//--repair-- current_time = 0;
//--repair-- Repairing = 0;
//--repair-- }
//--repair--
//--repair-- // ----------------------------------------------------------------------------------------------------------
//--repair-- //if repairing, cut it short
//--repair-- abort_repair_center()
//--repair-- {
//--repair-- if (!RepairObj || side_index==5)
//--repair-- return;
//--repair--
//--repair-- current_time = 0;
//--repair-- side_index = 5;
//--repair-- next_side = sidelist[side_index];
//--repair-- refuel_calc_deltas(RepairObj, next_side, FuelStationSeg);
//--repair-- }
//--repair--
//--repair-- // ----------------------------------------------------------------------------------------------------------
//--repair-- void repair_ship_damage()
//--repair-- {
//--repair-- //mprintf((0,"Repairing ship damage\n"));
//--repair-- }
//--repair--
//--repair-- // ----------------------------------------------------------------------------------------------------------
//--repair-- int refuel_do_repair_effect( object * obj, int first_time, int repair_seg ) {
//--repair--
//--repair-- obj->mtype.phys_info.velocity.x = 0;
//--repair-- obj->mtype.phys_info.velocity.y = 0;
//--repair-- obj->mtype.phys_info.velocity.z = 0;
//--repair--
//--repair-- if (first_time) {
//--repair-- int entry_side;
//--repair-- current_time = 0;
//--repair--
//--repair-- digi_play_sample( SOUND_REPAIR_STATION_PLAYER_ENTERING, F1_0 );
//--repair--
//--repair-- entry_side = john_find_connect_side(repair_seg,obj->segnum );
//--repair-- Assert( entry_side > -1 );
//--repair--
//--repair-- switch( entry_side ) {
//--repair-- case WBACK: sidelist = SideOrderBack; break;
//--repair-- case WFRONT: sidelist = SideOrderFront; break;
//--repair-- case WLEFT: sidelist = SideOrderLeft; break;
//--repair-- case WRIGHT: sidelist = SideOrderRight; break;
//--repair-- case WTOP: sidelist = SideOrderTop; break;
//--repair-- case WBOTTOM: sidelist = SideOrderBottom; break;
//--repair-- }
//--repair-- side_index = 0;
//--repair-- next_side = sidelist[side_index];
//--repair--
//--repair-- refuel_calc_deltas(obj,next_side, repair_seg);
//--repair-- }
//--repair--
//--repair-- //update shields
//--repair-- if (Players[Player_num].shields < MAX_SHIELDS) { //if above max, don't mess with it
//--repair--
//--repair-- Players[Player_num].shields += fixmul(FrameTime,repair_rate);
//--repair--
//--repair-- if (Players[Player_num].shields > MAX_SHIELDS)
//--repair-- Players[Player_num].shields = MAX_SHIELDS;
//--repair-- }
//--repair--
//--repair-- current_time += FrameTime;
//--repair--
//--repair-- if (current_time >= delta_time ) {
//--repair-- vms_angvec av;
//--repair-- obj->pos = goal_pos;
//--repair-- av = goal_angles;
//--repair-- vm_angles_2_matrix(&obj->orient,&av);
//--repair--
//--repair-- if (side_index >= 5 )
//--repair-- return 1; // Done being repaired...
//--repair--
//--repair-- if (Repairing==0) {
//--repair-- //mprintf( (0, "<MACHINE EFFECT ON SIDE %d>\n", next_side ));
//--repair-- //digi_play_sample( SOUND_REPAIR_STATION_FIXING );
//--repair-- Repairing=1;
//--repair--
//--repair-- switch( next_side ) {
//--repair-- case 0: digi_play_sample( SOUND_REPAIR_STATION_FIXING_1,F1_0 ); break;
//--repair-- case 1: digi_play_sample( SOUND_REPAIR_STATION_FIXING_2,F1_0 ); break;
//--repair-- case 2: digi_play_sample( SOUND_REPAIR_STATION_FIXING_3,F1_0 ); break;
//--repair-- case 3: digi_play_sample( SOUND_REPAIR_STATION_FIXING_4,F1_0 ); break;
//--repair-- case 4: digi_play_sample( SOUND_REPAIR_STATION_FIXING_1,F1_0 ); break;
//--repair-- case 5: digi_play_sample( SOUND_REPAIR_STATION_FIXING_2,F1_0 ); break;
//--repair-- }
//--repair--
//--repair-- repair_ship_damage();
//--repair--
//--repair-- }
//--repair--
//--repair-- if (current_time >= (delta_time+(F1_0/2)) ) {
//--repair-- current_time = 0;
//--repair-- // Find next side...
//--repair-- side_index++;
//--repair-- if (side_index >= 6 ) return 1;
//--repair-- next_side = sidelist[side_index];
//--repair--
//--repair-- refuel_calc_deltas(obj, next_side, repair_seg);
//--repair-- }
//--repair--
//--repair-- } else {
//--repair-- fix factor, p,b,h;
//--repair-- vms_angvec av;
//--repair--
//--repair-- factor = fixdiv( current_time,delta_time );
//--repair--
//--repair-- // Find object's current position
//--repair-- obj->pos = delta_pos;
//--repair-- vm_vec_scale( &obj->pos, factor );
//--repair-- vm_vec_add2( &obj->pos, &start_pos );
//--repair--
//--repair-- // Find object's current orientation
//--repair-- p = fixmul(delta_angles.p,factor);
//--repair-- b = fixmul(delta_angles.b,factor);
//--repair-- h = fixmul(delta_angles.h,factor);
//--repair-- av.p = (fixang)p + start_angles.p;
//--repair-- av.b = (fixang)b + start_angles.b;
//--repair-- av.h = (fixang)h + start_angles.h;
//--repair-- vm_angles_2_matrix(&obj->orient,&av);
//--repair--
//--repair-- }
//--repair--
//--repair-- update_object_seg(obj); //update segment
//--repair--
//--repair-- return 0;
//--repair-- }
//--repair--
//--repair-- // ----------------------------------------------------------------------------------------------------------
//--repair-- //do the repair center for this frame
//--repair-- void do_repair_sequence(object *obj)
//--repair-- {
//--repair-- Assert(obj == RepairObj);
//--repair--
//--repair-- if (refuel_do_repair_effect( obj, 0, FuelStationSeg )) {
//--repair-- if (Players[Player_num].shields < MAX_SHIELDS)
//--repair-- Players[Player_num].shields = MAX_SHIELDS;
//--repair-- obj->control_type = save_control_type;
//--repair-- obj->movement_type = save_movement_type;
//--repair-- disable_repair_center=1;
//--repair-- RepairObj = NULL;
//--repair--
//--repair--
//--repair-- //the two lines below will spit the player out of the rapair center,
//--repair-- //but what happen is that the ship just bangs into the door
//--repair-- //if (obj->movement_type == MT_PHYSICS)
//--repair-- // vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&obj->orient.fvec,i2f(200));
//--repair-- }
//--repair--
//--repair-- }
//--repair--
//--repair-- // ----------------------------------------------------------------------------------------------------------
//--repair-- //see if we should start the repair center
//--repair-- void check_start_repair_center(object *obj)
//--repair-- {
//--repair-- if (RepairObj != NULL) return; //already in repair center
//--repair--
//--repair-- if (Lsegments[obj->segnum].special_type & SS_REPAIR_CENTER) {
//--repair--
//--repair-- if (!disable_repair_center) {
//--repair-- //have just entered repair center
//--repair--
//--repair-- RepairObj = obj;
//--repair-- repair_save_uvec = obj->orient.uvec;
//--repair--
//--repair-- repair_rate = fixmuldiv(FULL_REPAIR_RATE,(MAX_SHIELDS - Players[Player_num].shields),MAX_SHIELDS);
//--repair--
//--repair-- save_control_type = obj->control_type;
//--repair-- save_movement_type = obj->movement_type;
//--repair--
//--repair-- obj->control_type = CT_REPAIRCEN;
//--repair-- obj->movement_type = MT_NONE;
//--repair--
//--repair-- FuelStationSeg = Lsegments[obj->segnum].special_segment;
//--repair-- Assert(FuelStationSeg != -1);
//--repair--
//--repair-- if (refuel_do_repair_effect( obj, 1, FuelStationSeg )) {
//--repair-- Int3(); //can this happen?
//--repair-- obj->control_type = CT_FLYING;
//--repair-- obj->movement_type = MT_PHYSICS;
//--repair-- }
//--repair-- }
//--repair-- }
//--repair-- else
//--repair-- disable_repair_center=0;
//--repair--
//--repair-- }
// --------------------------------------------------------------------------------------------
void disable_matcens(void)
{
int i;
for (i=0; i<Num_robot_centers; i++) {
Station[i].Enabled = 0;
Station[i].Disable_time = 0;
}
}
// --------------------------------------------------------------------------------------------
// Initialize all materialization centers.
// Give them all the right number of lives.
void init_all_matcens(void)
{
int i;
for (i=0; i<Num_fuelcenters; i++)
if (Station[i].Type == SEGMENT_IS_ROBOTMAKER) {
Station[i].Lives = 3;
Station[i].Enabled = 0;
Station[i].Disable_time = 0;
#ifndef NDEBUG
{
// Make sure this fuelcen is pointed at by a matcen.
int j;
for (j=0; j<Num_robot_centers; j++) {
if (RobotCenters[j].fuelcen_num == i)
break;
}
Assert(j != Num_robot_centers);
}
#endif
}
#ifndef NDEBUG
// Make sure all matcens point at a fuelcen
for (i=0; i<Num_robot_centers; i++) {
int fuelcen_num = RobotCenters[i].fuelcen_num;
Assert(fuelcen_num < Num_fuelcenters);
Assert(Station[fuelcen_num].Type == SEGMENT_IS_ROBOTMAKER);
}
#endif
}