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- /*
- 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: f:/miner/source/main/rcs/cntrlcen.c $
- * $Revision: 2.1 $
- * $Author: john $
- * $Date: 1995/03/21 14:40:25 $
- *
- * Code for the control center
- *
- * $Log: cntrlcen.c $
- * Revision 2.1 1995/03/21 14:40:25 john
- * Ifdef'd out the NETWORK code.
- *
- * Revision 2.0 1995/02/27 11:31:25 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.22 1995/02/11 01:56:14 mike
- * robots don't fire cheat.
- *
- * Revision 1.21 1995/02/05 13:39:39 mike
- * fix stupid bug in control center firing timing.
- *
- * Revision 1.20 1995/02/03 17:41:21 mike
- * fix control cen next fire time in multiplayer.
- *
- * Revision 1.19 1995/01/29 13:46:41 mike
- * adapt to new create_small_fireball_on_object prototype.
- *
- * Revision 1.18 1995/01/18 16:12:13 mike
- * Make control center aware of a cloaked playerr when he fires.
- *
- * Revision 1.17 1995/01/12 12:53:44 rob
- * Trying to fix a bug with having cntrlcen in robotarchy games.
- *
- * Revision 1.16 1994/12/11 12:37:22 mike
- * make control center smarter about firing at cloaked player, don't fire through self, though
- * it still looks that way due to prioritization problems.
- *
- * Revision 1.15 1994/12/01 11:34:33 mike
- * fix control center shield strength in multiplayer team games.
- *
- * Revision 1.14 1994/11/30 15:44:29 mike
- * make cntrlcen harder at higher levels.
- *
- * Revision 1.13 1994/11/29 22:26:23 yuan
- * Fixed boss bug.
- *
- * Revision 1.12 1994/11/27 23:12:31 matt
- * Made changes for new mprintf calling convention
- *
- * Revision 1.11 1994/11/23 17:29:38 mike
- * deal with peculiarities going between net and regular game on boss level.
- *
- * Revision 1.10 1994/11/18 18:27:15 rob
- * Fixed some bugs with the last version.
- *
- * Revision 1.9 1994/11/18 17:13:59 mike
- * special case handling for level 8.
- *
- * Revision 1.8 1994/11/15 12:45:28 mike
- * don't let cntrlcen know where a cloaked player is.
- *
- * Revision 1.7 1994/11/08 12:18:37 mike
- * small explosions on control center.
- *
- * Revision 1.6 1994/11/02 17:59:18 rob
- * Changed control centers so they can find people in network games.
- * Side effect of this is that control centers can find cloaked players.
- * (see in-code comments for explanation).
- * Also added network hooks so control center shots 'sync up'.
- *
- * Revision 1.5 1994/10/22 14:13:21 mike
- * Make control center stop firing shortly after player dies.
- * Fix bug: If play from editor and die, tries to initialize non-control center object.
- *
- * Revision 1.4 1994/10/20 15:17:30 mike
- * Hack for control center inside boss robot.
- *
- * Revision 1.3 1994/10/20 09:47:46 mike
- * lots stuff.
- *
- * Revision 1.2 1994/10/17 21:35:09 matt
- * Added support for new Control Center/Main Reactor
- *
- * Revision 1.1 1994/10/17 20:24:01 matt
- * Initial revision
- *
- *
- */
- #pragma off (unreferenced)
- static char rcsid[] = "$Id: cntrlcen.c 2.1 1995/03/21 14:40:25 john Exp $";
- #pragma on (unreferenced)
- #include <stdlib.h>
- #include "error.h"
- #include "mono.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];
- 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;
- }
- extern fix Player_time_of_death; // object.c
- 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 (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;
- // 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.
- if (Game_mode & GM_MULTI)
- Believed_player_pos = Objects[Players[Player_num].objnum].pos;
- // 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 ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+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 (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;
- if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
- delta_fire_time *= 2;
- Control_center_next_fire_time = delta_fire_time;
- }
- } else
- Control_center_next_fire_time -= FrameTime;
- }
- // -----------------------------------------------------------------------------
- // This must be called at the start of each level.
- // If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
- // If this level contains a boss and mode == multiplayer, do control center stuff.
- void init_controlcen_for_level(void)
- {
- 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)
- mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
- else
- cntrlcen_objnum = i;
- if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
- // mprintf((0, "Found boss robot %d.\n", objp->id));
- if (boss_objnum != -1)
- mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
- else
- boss_objnum = i;
- }
- }
- #ifndef NDEBUG
- if (cntrlcen_objnum == -1) {
- mprintf((1, "Warning: No control center.\n"));
- return;
- }
- #endif
- if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
- if (cntrlcen_objnum != -1) {
- // mprintf((0, "Ghosting control center\n"));
- 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;
- }
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