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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
15 static char rcsid[] = "$Id: cntrlcen.c,v 1.1.1.1 2001-01-19 03:29:59 bradleyb Exp $";
45 //@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
46 //@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
48 reactor Reactors[MAX_REACTORS];
51 control_center_triggers ControlCenterTriggers;
53 int N_controlcen_guns;
54 int Control_center_been_hit;
55 int Control_center_player_been_seen;
56 int Control_center_next_fire_time;
57 int Control_center_present;
59 vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
61 void do_countdown_frame();
63 // -----------------------------------------------------------------------------
64 //return the position & orientation of a gun on the control center object
65 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
70 Assert(obj->type == OBJ_CNTRLCEN);
71 Assert(obj->render_type==RT_POLYOBJ);
73 reactor = &Reactors[obj->id];
75 Assert(gun_num < reactor->n_guns);
77 //instance gun position & orientation
79 vm_copy_transpose_matrix(&m,&obj->orient);
81 vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m);
82 vm_vec_add2(gun_point,&obj->pos);
83 vm_vec_rotate(gun_dir,&reactor->gun_dirs[gun_num],&m);
86 // -----------------------------------------------------------------------------
87 // Look at control center guns, find best one to fire at *objp.
88 // Return best gun number (one whose direction dotted with vector to player is largest).
89 // If best gun has negative dot, return -1, meaning no gun is good.
90 int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
99 for (i=0; i<num_guns; i++) {
103 vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
104 vm_vec_normalize_quick(&gun_vec);
105 dot = vm_vec_dot(&gun_dir[i], &gun_vec);
107 if (dot > best_dot) {
113 Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
122 extern fix Player_time_of_death; // object.c
124 int Dead_controlcen_object_num=-1;
126 //how long to blow up on insane
127 int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
129 int Control_center_destroyed = 0;
130 fix Countdown_timer=0;
131 int Countdown_seconds_left=0, Total_countdown_time=0; //in whole seconds
133 int Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
135 // -----------------------------------------------------------------------------
136 // Called every frame. If control center been destroyed, then actually do something.
137 void do_controlcen_dead_frame(void)
139 if ((Dead_controlcen_object_num != -1) && (Countdown_seconds_left > 0))
140 if (d_rand() < FrameTime*4)
141 create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0, 1);
143 if (Control_center_destroyed && !Endlevel_sequence)
144 do_countdown_frame();
147 #define COUNTDOWN_VOICE_TIME fl2f(12.75)
149 void do_countdown_frame()
154 if (!Control_center_destroyed) return;
156 #if !defined(D2_OEM) && !defined(SHAREWARE) // get countdown in OEM and SHAREWARE only
157 // On last level, we don't want a countdown.
158 if ((Current_mission_num == 0) && (Current_level_num == Last_level))
160 if (!(Game_mode & GM_MULTI))
162 if (Game_mode & GM_MULTI_ROBOTS)
167 // Control center destroyed, rock the player's ship.
168 fc = Countdown_seconds_left;
172 // At Trainee, decrease rocking of ship by 4x.
174 if (Difficulty_level == 0)
177 ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
178 ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
179 // Hook in the rumble sound effect here.
181 old_time = Countdown_timer;
182 Countdown_timer -= RealFrameTime;
183 Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
185 if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) ) {
186 digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
188 if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left ) {
189 if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
190 digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
191 if ( Countdown_seconds_left==Total_countdown_time-1)
192 digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
195 if (Countdown_timer > 0) {
197 size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
198 old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
199 if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) )) { // Every 2 seconds!
200 //@@if (Dead_controlcen_object_num != -1) {
201 //@@ vms_vector vp; //,v,c;
202 //@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
203 //@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
206 digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
212 digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
214 flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
215 PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
217 if (PaletteBlueAdd > 64 ) {
219 dd_gr_set_current_canvas(NULL),
220 gr_set_current_canvas( NULL )
223 dd_gr_clear_canvas(BM_XRGB(31,31,31)),
224 gr_clear_canvas(BM_XRGB(31,31,31))
225 ); //make screen all white to match palette effect
226 reset_cockpit(); //force cockpit redraw next time
227 reset_palette_add(); //restore palette for death message
228 //controlcen->MaxCapacity = Fuelcen_max_amount;
229 //gauge_message( "Control Center Reset" );
230 DoPlayerDead(); //kill_player();
235 // -----------------------------------------------------------------------------
236 // Called when control center gets destroyed.
237 // This code is common to whether control center is implicitly imbedded in a boss,
238 // or is an object of its own.
239 // if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
240 void do_controlcen_destroyed_stuff(object *objp)
244 if ((Game_mode & GM_MULTI_ROBOTS) && Control_center_destroyed)
245 return; // Don't allow resetting if control center and boss on same level
247 // Must toggle walls whether it is a boss or control center.
248 for (i=0;i<ControlCenterTriggers.num_links;i++)
249 wall_toggle(&Segments[ControlCenterTriggers.seg[i]], ControlCenterTriggers.side[i]);
251 // And start the countdown stuff.
252 Control_center_destroyed = 1;
254 // If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
255 if (Current_level_num < 0) {
258 rval = unlink("secret.sgc");
260 rval = unlink(":Players:secret.sgc");
262 mprintf((0, "Deleting secret.sgc, return value = %i\n", rval));
265 if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
266 Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
268 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level];
270 Countdown_timer = i2f(Total_countdown_time);
272 if (!Control_center_present || objp==NULL) {
273 //Assert(objp == NULL);
277 //Assert(objp != NULL);
279 Dead_controlcen_object_num = objp-Objects;
282 int Last_time_cc_vis_check = 0;
284 // -----------------------------------------------------------------------------
285 //do whatever this thing does in a frame
286 void do_controlcen_frame(object *obj)
290 // If a boss level, then Control_center_present will be 0.
291 if (!Control_center_present)
295 if (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
298 if (!Robot_firing_enabled)
302 if (!(Control_center_been_hit || Control_center_player_been_seen)) {
303 if (!(FrameCount % 8)) { // Do every so often...
304 vms_vector vec_to_player;
307 segment *segp = &Segments[obj->segnum];
309 // This is a hack. Since the control center is not processed by
310 // ai_do_frame, it doesn't know to deal with cloaked dudes. It
311 // seems to work in single-player mode because it is actually using
312 // the value of Believed_player_position that was set by the last
313 // person to go through ai_do_frame. But since a no-robots game
314 // never goes through ai_do_frame, I'm making it so the control
315 // center can spot cloaked dudes.
317 if (Game_mode & GM_MULTI)
318 Believed_player_pos = Objects[Players[Player_num].objnum].pos;
320 // Hack for special control centers which are isolated and not reachable because the
321 // real control center is inside the boss.
322 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
323 if (IS_CHILD(segp->children[i]))
325 if (i == MAX_SIDES_PER_SEGMENT)
328 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
329 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
330 if (dist_to_player < F1_0*200) {
331 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
332 Control_center_next_fire_time = 0;
339 // Periodically, make the reactor fall asleep if player not visible.
340 if (Control_center_been_hit || Control_center_player_been_seen) {
341 if ((Last_time_cc_vis_check + F1_0*5 < GameTime) || (Last_time_cc_vis_check > GameTime)) {
342 vms_vector vec_to_player;
345 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
346 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
347 Last_time_cc_vis_check = GameTime;
348 if (dist_to_player < F1_0*120) {
349 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
350 if (!Control_center_player_been_seen)
351 Control_center_been_hit = 0;
357 if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
358 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
359 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
361 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
363 if (best_gun_num != -1) {
364 int rand_prob, count;
365 vms_vector vec_to_goal;
369 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
370 vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
371 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
373 vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
374 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
377 if (dist_to_player > F1_0*300)
379 Control_center_been_hit = 0;
380 Control_center_player_been_seen = 0;
385 if (Game_mode & GM_MULTI)
386 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
388 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1);
390 // some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
391 rand_prob = F1_0/(abs(Current_level_num)/4+2);
393 while ((d_rand() > rand_prob) && (count < 4)) {
396 make_random_vector(&randvec);
397 vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/6);
398 vm_vec_normalize_quick(&vec_to_goal);
400 if (Game_mode & GM_MULTI)
401 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
403 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 0);
407 delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
408 if (Difficulty_level == 0)
409 delta_fire_time += F1_0/2;
411 if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
412 delta_fire_time *= 2;
414 Control_center_next_fire_time = delta_fire_time;
418 Control_center_next_fire_time -= FrameTime;
422 int Reactor_strength=-1; //-1 mean not set by designer
424 // -----------------------------------------------------------------------------
425 // This must be called at the start of each level.
426 // If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
427 // If this level contains a boss and mode == multiplayer, do control center stuff.
428 void init_controlcen_for_level(void)
432 int cntrlcen_objnum=-1, boss_objnum=-1;
434 for (i=0; i<=Highest_object_index; i++) {
436 if (objp->type == OBJ_CNTRLCEN)
438 if (cntrlcen_objnum != -1)
439 mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
444 if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
445 // mprintf((0, "Found boss robot %d.\n", objp->id));
446 if (boss_objnum != -1)
447 mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
454 if (cntrlcen_objnum == -1) {
455 mprintf((1, "Warning: No control center.\n"));
460 if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
461 if (cntrlcen_objnum != -1) {
462 // mprintf((0, "Ghosting control center\n"));
463 Objects[cntrlcen_objnum].type = OBJ_GHOST;
464 Objects[cntrlcen_objnum].render_type = RT_NONE;
465 Control_center_present = 0;
468 // Compute all gun positions.
469 objp = &Objects[cntrlcen_objnum];
470 N_controlcen_guns = Reactors[objp->id].n_guns;
471 for (i=0; i<N_controlcen_guns; i++)
472 calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
473 Control_center_present = 1;
475 if (Reactor_strength == -1) { //use old defaults
476 // Boost control center strength at higher levels.
477 if (Current_level_num >= 0)
478 objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
480 objp->shields = F1_0*200 - Current_level_num*F1_0*150;
483 objp->shields = i2f(Reactor_strength);
488 // Say the control center has not yet been hit.
489 Control_center_been_hit = 0;
490 Control_center_player_been_seen = 0;
491 Control_center_next_fire_time = 0;
493 Dead_controlcen_object_num = -1;
496 void special_reactor_stuff(void)
498 mprintf((0, "Mucking with reactor countdown time.\n"));
499 if (Control_center_destroyed) {
500 Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
501 Total_countdown_time = f2i(Countdown_timer)+2; // Will prevent "Self destruct sequence activated" message from replaying.