329 lines
10 KiB
C
329 lines
10 KiB
C
/*
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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 1993-1998 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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#ifdef RCS
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static char rcsid[] = "$Id: cntrlcen.c,v 1.1.1.1 2006/03/17 19:42:32 zicodxx Exp $";
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#endif
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#include <stdlib.h>
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#include "error.h"
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#include "mono.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 "fuelcen.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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vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
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vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
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int N_controlcen_guns;
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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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vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
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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(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
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{
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vms_matrix m;
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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 < N_controlcen_guns);
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//instance gun position & orientation
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vm_copy_transpose_matrix(&m,&obj->orient);
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vm_vec_rotate(gun_point,&controlcen_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,&controlcen_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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int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, 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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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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vms_vector gun_vec;
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vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
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vm_vec_normalize_quick(&gun_vec);
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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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extern fix Player_time_of_death; // object.c
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int Dead_controlcen_object_num=-1;
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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 (!Control_center_present)
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return;
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if ((Dead_controlcen_object_num != -1) && (Fuelcen_seconds_left > 0))
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if (d_rand() < FrameTime*4)
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create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0*3, 1);
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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(object *objp)
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{
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int i;
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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(&Segments[ControlCenterTriggers.seg[i]], ControlCenterTriggers.side[i]);
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// And start the countdown stuff.
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Fuelcen_control_center_destroyed = 1;
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if (!Control_center_present)
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return;
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if (objp != NULL)
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Dead_controlcen_object_num = objp-Objects;
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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(object *obj)
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{
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int best_gun_num;
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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 (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
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return;
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#else
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if (!Robot_firing_enabled)
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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 (!(FrameCount % 8)) { // Do every so often...
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vms_vector vec_to_player;
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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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#ifdef NETWORK
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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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#endif
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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 (segp->children[i] != -1)
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break;
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if (i == MAX_SIDES_PER_SEGMENT)
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return;
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vm_vec_sub(&vec_to_player, &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 ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
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best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
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else
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best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
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if (best_gun_num != -1) {
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vms_vector vec_to_goal;
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fix dist_to_player;
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fix delta_fire_time;
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
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vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
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dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
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} else {
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vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
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dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
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}
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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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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
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#endif
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Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1);
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// 1/4 of time, fire another thing, not directly at player, so it might hit him if he's constantly moving.
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if (d_rand() < 32767/4) {
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vms_vector randvec;
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make_random_vector(&randvec);
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vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/4);
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vm_vec_normalize_quick(&vec_to_goal);
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
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#endif
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Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1);
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}
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delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
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#ifdef NETWORK
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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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#endif
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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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int i;
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object *objp;
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int cntrlcen_objnum=-1, boss_objnum=-1;
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for (i=0; i<=Highest_object_index; i++) {
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objp = &Objects[i];
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if (objp->type == OBJ_CNTRLCEN)
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{
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if (cntrlcen_objnum != -1)
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mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
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else
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cntrlcen_objnum = i;
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}
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if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
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// mprintf((0, "Found boss robot %d.\n", objp->id));
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if (boss_objnum != -1)
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mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
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else
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boss_objnum = i;
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}
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}
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#ifndef NDEBUG
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if (cntrlcen_objnum == -1) {
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mprintf((1, "Warning: No control center.\n"));
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return;
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}
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#endif
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#ifdef NETWORK
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if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
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#else
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if (boss_objnum != -1) {
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#endif
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if (cntrlcen_objnum != -1) { // note link to above!!!
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// mprintf((0, "Ghosting control center\n"));
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Objects[cntrlcen_objnum].type = OBJ_GHOST;
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Objects[cntrlcen_objnum].render_type = RT_NONE;
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Control_center_present = 0;
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}
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} else {
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// Compute all gun positions.
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objp = &Objects[cntrlcen_objnum];
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for (i=0; i<N_controlcen_guns; i++)
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calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
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Control_center_present = 1;
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// Boost control center strength at higher levels.
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if (Current_level_num >= 0)
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objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
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else
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objp->shields = F1_0*200 - Current_level_num*F1_0*100;
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}
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// Say the control center has not yet been hit.
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Control_center_been_hit = 0;
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Control_center_player_been_seen = 0;
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Control_center_next_fire_time = 0;
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Dead_controlcen_object_num = -1;
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}
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