dxx-rebirth/main/cntrlcen.c

343 lines
10 KiB
C

/*
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.
*/
/*
*
* Code for the control center
*
*/
#include <stdlib.h>
#include "error.h"
#include "inferno.h"
#include "cntrlcen.h"
#include "game.h"
#include "laser.h"
#include "gameseq.h"
#include "ai.h"
#include "multi.h"
#include "fuelcen.h"
#include "wall.h"
#include "object.h"
#include "robot.h"
vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
control_center_triggers ControlCenterTriggers;
int N_controlcen_guns;
int Control_center_been_hit;
int Control_center_player_been_seen;
int Control_center_next_fire_time;
int Control_center_present;
vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
// -----------------------------------------------------------------------------
//return the position & orientation of a gun on the control center object
void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
{
vms_matrix m;
Assert(obj->type == OBJ_CNTRLCEN);
Assert(obj->render_type==RT_POLYOBJ);
Assert(gun_num < N_controlcen_guns);
//instance gun position & orientation
vm_copy_transpose_matrix(&m,&obj->orient);
vm_vec_rotate(gun_point,&controlcen_gun_points[gun_num],&m);
vm_vec_add2(gun_point,&obj->pos);
vm_vec_rotate(gun_dir,&controlcen_gun_dirs[gun_num],&m);
}
// -----------------------------------------------------------------------------
// Look at control center guns, find best one to fire at *objp.
// Return best gun number (one whose direction dotted with vector to player is largest).
// If best gun has negative dot, return -1, meaning no gun is good.
int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
{
int i;
fix best_dot;
int best_gun;
best_dot = -F1_0*2;
best_gun = -1;
for (i=0; i<num_guns; i++) {
fix dot;
vms_vector gun_vec;
vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
vm_vec_normalize_quick(&gun_vec);
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;
}
int Dead_controlcen_object_num=-1;
// -----------------------------------------------------------------------------
// Called every frame. If control center been destroyed, then actually do something.
void do_controlcen_dead_frame(void)
{
if (!Control_center_present)
return;
if ((Dead_controlcen_object_num != -1) && (Fuelcen_seconds_left > 0))
if (d_rand() < FrameTime*4)
create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0*3, 1);
}
// -----------------------------------------------------------------------------
// Called when control center gets destroyed.
// This code is common to whether control center is implicitly imbedded in a boss,
// or is an object of its own.
// if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
void do_controlcen_destroyed_stuff(object *objp)
{
int i;
// Must toggle walls whether it is a boss or control center.
for (i=0;i<ControlCenterTriggers.num_links;i++)
wall_toggle(&Segments[ControlCenterTriggers.seg[i]], ControlCenterTriggers.side[i]);
// And start the countdown stuff.
Fuelcen_control_center_destroyed = 1;
if (!Control_center_present)
return;
if (objp != NULL)
Dead_controlcen_object_num = objp-Objects;
}
// -----------------------------------------------------------------------------
//do whatever this thing does in a frame
void do_controlcen_frame(object *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 (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
return;
#else
if (!Robot_firing_enabled)
return;
#endif
if (!(Control_center_been_hit || Control_center_player_been_seen)) {
if (!(FrameCount % 8)) { // Do every so often...
vms_vector vec_to_player;
fix dist_to_player;
int i;
segment *segp = &Segments[obj->segnum];
// This is a hack. Since the control center is not processed by
// ai_do_frame, it doesn't know to deal with cloaked dudes. It
// seems to work in single-player mode because it is actually using
// the value of Believed_player_position that was set by the last
// person to go through ai_do_frame. But since a no-robots game
// never goes through ai_do_frame, I'm making it so the control
// center can spot cloaked dudes.
#ifdef NETWORK
if (Game_mode & GM_MULTI)
Believed_player_pos = Objects[Players[Player_num].objnum].pos;
#endif
// Hack for special control centers which are isolated and not reachable because the
// real control center is inside the boss.
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
if (segp->children[i] != -1)
break;
if (i == MAX_SIDES_PER_SEGMENT)
return;
vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
dist_to_player = vm_vec_normalize_quick(&vec_to_player);
if (dist_to_player < F1_0*200) {
Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
Control_center_next_fire_time = 0;
}
}
return;
}
if (Player_is_dead)
controlcen_death_silence += FrameTime;
else
controlcen_death_silence = 0;
if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
else
best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
if (best_gun_num != -1) {
vms_vector vec_to_goal;
fix dist_to_player;
fix delta_fire_time;
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
} else {
vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
}
if (dist_to_player > F1_0*300)
{
Control_center_been_hit = 0;
Control_center_player_been_seen = 0;
return;
}
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
#endif
Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1);
// 1/4 of time, fire another thing, not directly at player, so it might hit him if he's constantly moving.
if (d_rand() < 32767/4) {
vms_vector randvec;
make_random_vector(&randvec);
vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/4);
vm_vec_normalize_quick(&vec_to_goal);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
#endif
Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1);
}
delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
#ifdef NETWORK
if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
delta_fire_time *= 2;
#endif
Control_center_next_fire_time = delta_fire_time;
}
} else
Control_center_next_fire_time -= FrameTime;
}
// -----------------------------------------------------------------------------
// This must be called at the start of each level.
// If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
// If this level contains a boss and mode == multiplayer, do control center stuff.
void init_controlcen_for_level(void)
{
int i;
object *objp;
int cntrlcen_objnum=-1, boss_objnum=-1;
for (i=0; i<=Highest_object_index; i++) {
objp = &Objects[i];
if (objp->type == OBJ_CNTRLCEN)
{
if (cntrlcen_objnum != -1)
;
else
cntrlcen_objnum = i;
}
if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
if (boss_objnum != -1)
;
else
boss_objnum = i;
}
}
#ifndef NDEBUG
if (cntrlcen_objnum == -1) {
return;
}
#endif
#ifdef NETWORK
if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
#else
if (boss_objnum != -1) {
#endif
if (cntrlcen_objnum != -1) { // note link to above!!!
Objects[cntrlcen_objnum].type = OBJ_GHOST;
Objects[cntrlcen_objnum].render_type = RT_NONE;
Control_center_present = 0;
}
} else {
// Compute all gun positions.
objp = &Objects[cntrlcen_objnum];
for (i=0; i<N_controlcen_guns; i++)
calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
Control_center_present = 1;
// 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*100;
}
// Say the control center has not yet been hit.
Control_center_been_hit = 0;
Control_center_player_been_seen = 0;
Control_center_next_fire_time = 0;
Dead_controlcen_object_num = -1;
}
/*
* reads a control_center_triggers structure from a CFILE
*/
extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp)
{
int i, j;
for (i = 0; i < n; i++)
{
cct->num_links = cfile_read_short(fp);
for (j = 0; j < MAX_WALLS_PER_LINK; j++)
cct->seg[j] = cfile_read_short(fp);
for (j = 0; j < MAX_WALLS_PER_LINK; j++)
cct->side[j] = cfile_read_short(fp);
}
return i;
}