1 /* $Id: cntrlcen.c,v 1.11 2003-10-10 09:36:34 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Code for the control center
20 * Revision 1.2 1995/10/17 13:12:13 allender
21 * added param to ai call
23 * Revision 1.1 1995/05/16 15:23:27 allender
26 * Revision 2.1 1995/03/21 14:40:25 john
27 * Ifdef'd out the NETWORK code.
29 * Revision 2.0 1995/02/27 11:31:25 john
30 * New version 2.0, which has no anonymous unions, builds with
31 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
33 * Revision 1.22 1995/02/11 01:56:14 mike
34 * robots don't fire cheat.
36 * Revision 1.21 1995/02/05 13:39:39 mike
37 * fix stupid bug in control center firing timing.
39 * Revision 1.20 1995/02/03 17:41:21 mike
40 * fix control cen next fire time in multiplayer.
42 * Revision 1.19 1995/01/29 13:46:41 mike
43 * adapt to new create_small_fireball_on_object prototype.
45 * Revision 1.18 1995/01/18 16:12:13 mike
46 * Make control center aware of a cloaked playerr when he fires.
48 * Revision 1.17 1995/01/12 12:53:44 rob
49 * Trying to fix a bug with having cntrlcen in robotarchy games.
51 * Revision 1.16 1994/12/11 12:37:22 mike
52 * make control center smarter about firing at cloaked player, don't fire through self, though
53 * it still looks that way due to prioritization problems.
55 * Revision 1.15 1994/12/01 11:34:33 mike
56 * fix control center shield strength in multiplayer team games.
58 * Revision 1.14 1994/11/30 15:44:29 mike
59 * make cntrlcen harder at higher levels.
61 * Revision 1.13 1994/11/29 22:26:23 yuan
64 * Revision 1.12 1994/11/27 23:12:31 matt
65 * Made changes for new mprintf calling convention
67 * Revision 1.11 1994/11/23 17:29:38 mike
68 * deal with peculiarities going between net and regular game on boss level.
70 * Revision 1.10 1994/11/18 18:27:15 rob
71 * Fixed some bugs with the last version.
73 * Revision 1.9 1994/11/18 17:13:59 mike
74 * special case handling for level 8.
76 * Revision 1.8 1994/11/15 12:45:28 mike
77 * don't let cntrlcen know where a cloaked player is.
79 * Revision 1.7 1994/11/08 12:18:37 mike
80 * small explosions on control center.
82 * Revision 1.6 1994/11/02 17:59:18 rob
83 * Changed control centers so they can find people in network games.
84 * Side effect of this is that control centers can find cloaked players.
85 * (see in-code comments for explanation).
86 * Also added network hooks so control center shots 'sync up'.
88 * Revision 1.5 1994/10/22 14:13:21 mike
89 * Make control center stop firing shortly after player dies.
90 * Fix bug: If play from editor and die, tries to initialize non-control center object.
92 * Revision 1.4 1994/10/20 15:17:30 mike
93 * Hack for control center inside boss robot.
95 * Revision 1.3 1994/10/20 09:47:46 mike
98 * Revision 1.2 1994/10/17 21:35:09 matt
99 * Added support for new Control Center/Main Reactor
101 * Revision 1.1 1994/10/17 20:24:01 matt
112 static char rcsid[] = "$Id: cntrlcen.c,v 1.11 2003-10-10 09:36:34 btb Exp $";
128 #include "cntrlcen.h"
140 #include "fireball.h"
141 #include "endlevel.h"
143 //@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
144 //@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
146 reactor Reactors[MAX_REACTORS];
149 control_center_triggers ControlCenterTriggers;
151 int N_controlcen_guns;
152 int Control_center_been_hit;
153 int Control_center_player_been_seen;
154 int Control_center_next_fire_time;
155 int Control_center_present;
157 vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
159 void do_countdown_frame();
161 // -----------------------------------------------------------------------------
162 //return the position & orientation of a gun on the control center object
163 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
168 Assert(obj->type == OBJ_CNTRLCEN);
169 Assert(obj->render_type==RT_POLYOBJ);
171 reactor = &Reactors[obj->id];
173 Assert(gun_num < reactor->n_guns);
175 //instance gun position & orientation
177 vm_copy_transpose_matrix(&m,&obj->orient);
179 vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m);
180 vm_vec_add2(gun_point,&obj->pos);
181 vm_vec_rotate(gun_dir,&reactor->gun_dirs[gun_num],&m);
184 // -----------------------------------------------------------------------------
185 // Look at control center guns, find best one to fire at *objp.
186 // Return best gun number (one whose direction dotted with vector to player is largest).
187 // If best gun has negative dot, return -1, meaning no gun is good.
188 int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
197 for (i=0; i<num_guns; i++) {
201 vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
202 vm_vec_normalize_quick(&gun_vec);
203 dot = vm_vec_dot(&gun_dir[i], &gun_vec);
205 if (dot > best_dot) {
211 Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
220 extern fix Player_time_of_death; // object.c
222 int Dead_controlcen_object_num=-1;
224 //how long to blow up on insane
225 int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
227 int Control_center_destroyed = 0;
228 fix Countdown_timer=0;
229 int Countdown_seconds_left=0, Total_countdown_time=0; //in whole seconds
231 int Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
233 // -----------------------------------------------------------------------------
234 // Called every frame. If control center been destroyed, then actually do something.
235 void do_controlcen_dead_frame(void)
237 if ((Dead_controlcen_object_num != -1) && (Countdown_seconds_left > 0))
238 if (d_rand() < FrameTime*4)
239 create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0, 1);
241 if (Control_center_destroyed && !Endlevel_sequence)
242 do_countdown_frame();
245 #define COUNTDOWN_VOICE_TIME fl2f(12.75)
247 void do_countdown_frame()
252 if (!Control_center_destroyed) return;
254 #if !defined(D2_OEM) && !defined(SHAREWARE) // get countdown in OEM and SHAREWARE only
255 // On last level, we don't want a countdown.
256 if ((Current_mission_num == Builtin_mission_num) && (Current_level_num == Last_level))
258 if (!(Game_mode & GM_MULTI))
260 if (Game_mode & GM_MULTI_ROBOTS)
265 // Control center destroyed, rock the player's ship.
266 fc = Countdown_seconds_left;
270 // At Trainee, decrease rocking of ship by 4x.
272 if (Difficulty_level == 0)
275 ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
276 ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
277 // Hook in the rumble sound effect here.
279 old_time = Countdown_timer;
280 Countdown_timer -= RealFrameTime;
281 Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
283 if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) ) {
284 digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
286 if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left ) {
287 if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
288 digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
289 if ( Countdown_seconds_left==Total_countdown_time-1)
290 digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
293 if (Countdown_timer > 0) {
295 size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
296 old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
297 if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) )) { // Every 2 seconds!
298 //@@if (Dead_controlcen_object_num != -1) {
299 //@@ vms_vector vp; //,v,c;
300 //@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
301 //@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
304 digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
310 digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
312 flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
313 PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
315 if (PaletteBlueAdd > 64 ) {
317 dd_gr_set_current_canvas(NULL),
318 gr_set_current_canvas( NULL )
321 dd_gr_clear_canvas(BM_XRGB(31,31,31)),
322 gr_clear_canvas(BM_XRGB(31,31,31))
323 ); //make screen all white to match palette effect
324 reset_cockpit(); //force cockpit redraw next time
325 reset_palette_add(); //restore palette for death message
326 //controlcen->MaxCapacity = Fuelcen_max_amount;
327 //gauge_message( "Control Center Reset" );
328 DoPlayerDead(); //kill_player();
333 // -----------------------------------------------------------------------------
334 // Called when control center gets destroyed.
335 // This code is common to whether control center is implicitly imbedded in a boss,
336 // or is an object of its own.
337 // if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
338 void do_controlcen_destroyed_stuff(object *objp)
342 if ((Game_mode & GM_MULTI_ROBOTS) && Control_center_destroyed)
343 return; // Don't allow resetting if control center and boss on same level
345 // Must toggle walls whether it is a boss or control center.
346 for (i=0;i<ControlCenterTriggers.num_links;i++)
347 wall_toggle(&Segments[ControlCenterTriggers.seg[i]], ControlCenterTriggers.side[i]);
349 // And start the countdown stuff.
350 Control_center_destroyed = 1;
352 // If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
353 if (Current_level_num < 0) {
356 rval = cfile_delete("secret.sgc");
358 rval = cfile_delete(":Players:secret.sgc");
360 mprintf((0, "Deleting secret.sgc, return value = %i\n", rval));
363 if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
364 Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
366 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level];
368 Countdown_timer = i2f(Total_countdown_time);
370 if (!Control_center_present || objp==NULL) {
371 //Assert(objp == NULL);
375 //Assert(objp != NULL);
377 Dead_controlcen_object_num = objp-Objects;
380 int Last_time_cc_vis_check = 0;
382 // -----------------------------------------------------------------------------
383 //do whatever this thing does in a frame
384 void do_controlcen_frame(object *obj)
388 // If a boss level, then Control_center_present will be 0.
389 if (!Control_center_present)
393 if (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
396 if (!Robot_firing_enabled)
400 if (!(Control_center_been_hit || Control_center_player_been_seen)) {
401 if (!(FrameCount % 8)) { // Do every so often...
402 vms_vector vec_to_player;
405 segment *segp = &Segments[obj->segnum];
407 // This is a hack. Since the control center is not processed by
408 // ai_do_frame, it doesn't know to deal with cloaked dudes. It
409 // seems to work in single-player mode because it is actually using
410 // the value of Believed_player_position that was set by the last
411 // person to go through ai_do_frame. But since a no-robots game
412 // never goes through ai_do_frame, I'm making it so the control
413 // center can spot cloaked dudes.
415 if (Game_mode & GM_MULTI)
416 Believed_player_pos = Objects[Players[Player_num].objnum].pos;
418 // Hack for special control centers which are isolated and not reachable because the
419 // real control center is inside the boss.
420 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
421 if (IS_CHILD(segp->children[i]))
423 if (i == MAX_SIDES_PER_SEGMENT)
426 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
427 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
428 if (dist_to_player < F1_0*200) {
429 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
430 Control_center_next_fire_time = 0;
437 // Periodically, make the reactor fall asleep if player not visible.
438 if (Control_center_been_hit || Control_center_player_been_seen) {
439 if ((Last_time_cc_vis_check + F1_0*5 < GameTime) || (Last_time_cc_vis_check > GameTime)) {
440 vms_vector vec_to_player;
443 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
444 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
445 Last_time_cc_vis_check = GameTime;
446 if (dist_to_player < F1_0*120) {
447 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
448 if (!Control_center_player_been_seen)
449 Control_center_been_hit = 0;
455 if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
456 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
457 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
459 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
461 if (best_gun_num != -1) {
462 int rand_prob, count;
463 vms_vector vec_to_goal;
467 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
468 vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
469 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
471 vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
472 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
475 if (dist_to_player > F1_0*300)
477 Control_center_been_hit = 0;
478 Control_center_player_been_seen = 0;
483 if (Game_mode & GM_MULTI)
484 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
486 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1);
488 // some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
489 rand_prob = F1_0/(abs(Current_level_num)/4+2);
491 while ((d_rand() > rand_prob) && (count < 4)) {
494 make_random_vector(&randvec);
495 vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/6);
496 vm_vec_normalize_quick(&vec_to_goal);
498 if (Game_mode & GM_MULTI)
499 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
501 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 0);
505 delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
506 if (Difficulty_level == 0)
507 delta_fire_time += F1_0/2;
509 if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
510 delta_fire_time *= 2;
512 Control_center_next_fire_time = delta_fire_time;
516 Control_center_next_fire_time -= FrameTime;
520 int Reactor_strength=-1; //-1 mean not set by designer
522 // -----------------------------------------------------------------------------
523 // This must be called at the start of each level.
524 // If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
525 // If this level contains a boss and mode == multiplayer, do control center stuff.
526 void init_controlcen_for_level(void)
530 int cntrlcen_objnum=-1, boss_objnum=-1;
532 for (i=0; i<=Highest_object_index; i++) {
534 if (objp->type == OBJ_CNTRLCEN)
536 if (cntrlcen_objnum != -1)
537 mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
542 if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
543 // mprintf((0, "Found boss robot %d.\n", objp->id));
544 if (boss_objnum != -1)
545 mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
552 if (cntrlcen_objnum == -1) {
553 mprintf((1, "Warning: No control center.\n"));
558 if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
559 if (cntrlcen_objnum != -1) {
560 // mprintf((0, "Ghosting control center\n"));
561 Objects[cntrlcen_objnum].type = OBJ_GHOST;
562 Objects[cntrlcen_objnum].render_type = RT_NONE;
563 Control_center_present = 0;
566 // Compute all gun positions.
567 objp = &Objects[cntrlcen_objnum];
568 N_controlcen_guns = Reactors[objp->id].n_guns;
569 for (i=0; i<N_controlcen_guns; i++)
570 calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
571 Control_center_present = 1;
573 if (Reactor_strength == -1) { //use old defaults
574 // Boost control center strength at higher levels.
575 if (Current_level_num >= 0)
576 objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
578 objp->shields = F1_0*200 - Current_level_num*F1_0*150;
581 objp->shields = i2f(Reactor_strength);
586 // Say the control center has not yet been hit.
587 Control_center_been_hit = 0;
588 Control_center_player_been_seen = 0;
589 Control_center_next_fire_time = 0;
591 Dead_controlcen_object_num = -1;
594 void special_reactor_stuff(void)
596 mprintf((0, "Mucking with reactor countdown time.\n"));
597 if (Control_center_destroyed) {
598 Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
599 Total_countdown_time = f2i(Countdown_timer)+2; // Will prevent "Self destruct sequence activated" message from replaying.
605 * reads n reactor structs from a CFILE
607 extern int reactor_read_n(reactor *r, int n, CFILE *fp)
611 for (i = 0; i < n; i++) {
612 r[i].model_num = cfile_read_int(fp);
613 r[i].n_guns = cfile_read_int(fp);
614 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
615 cfile_read_vector(&(r[i].gun_points[j]), fp);
616 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
617 cfile_read_vector(&(r[i].gun_dirs[j]), fp);
623 * reads a control_center_triggers structure from a CFILE
625 extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp)
629 for (i = 0; i < n; i++)
631 cct->num_links = cfile_read_short(fp);
632 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
633 cct->seg[j] = cfile_read_short(fp);
634 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
635 cct->side[j] = cfile_read_short(fp);