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1 /* $Id: cntrlcen.c,v 1.9 2003-04-03 07:15:43 btb Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
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.
13 */
14
15 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18
19 #ifdef RCS
20 static char rcsid[] = "$Id: cntrlcen.c,v 1.9 2003-04-03 07:15:43 btb Exp $";
21 #endif
22
23 #ifdef WINDOWS
24 #include "desw.h"
25 #endif
26
27 #include <stdlib.h>
28 #include <stdio.h>
29 #include <unistd.h>
30
31 #include "pstypes.h"
32 #include "error.h"
33 #include "mono.h"
34
35 #include "inferno.h"
36 #include "cntrlcen.h"
37 #include "game.h"
38 #include "laser.h"
39 #include "gameseq.h"
40 #include "ai.h"
41 #ifdef NETWORK
42 #include "multi.h"
43 #endif
44 #include "wall.h"
45 #include "object.h"
46 #include "robot.h"
47 #include "vclip.h"
48 #include "fireball.h"
49 #include "endlevel.h"
50
51 //@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
52 //@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
53
54 reactor Reactors[MAX_REACTORS];
55 int Num_reactors=0;
56
57 control_center_triggers ControlCenterTriggers;
58
59 int     N_controlcen_guns;
60 int     Control_center_been_hit;
61 int     Control_center_player_been_seen;
62 int     Control_center_next_fire_time;
63 int     Control_center_present;
64
65 vms_vector      Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
66
67 void do_countdown_frame();
68
69 //      -----------------------------------------------------------------------------
70 //return the position & orientation of a gun on the control center object 
71 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
72 {
73         reactor *reactor;
74         vms_matrix m;
75
76         Assert(obj->type == OBJ_CNTRLCEN);
77         Assert(obj->render_type==RT_POLYOBJ);
78
79         reactor = &Reactors[obj->id];
80
81         Assert(gun_num < reactor->n_guns);
82
83         //instance gun position & orientation
84
85         vm_copy_transpose_matrix(&m,&obj->orient);
86
87         vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m);
88         vm_vec_add2(gun_point,&obj->pos);
89         vm_vec_rotate(gun_dir,&reactor->gun_dirs[gun_num],&m);
90 }
91
92 //      -----------------------------------------------------------------------------
93 //      Look at control center guns, find best one to fire at *objp.
94 //      Return best gun number (one whose direction dotted with vector to player is largest).
95 //      If best gun has negative dot, return -1, meaning no gun is good.
96 int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
97 {
98         int     i;
99         fix     best_dot;
100         int     best_gun;
101
102         best_dot = -F1_0*2;
103         best_gun = -1;
104
105         for (i=0; i<num_guns; i++) {
106                 fix                     dot;
107                 vms_vector      gun_vec;
108
109                 vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
110                 vm_vec_normalize_quick(&gun_vec);
111                 dot = vm_vec_dot(&gun_dir[i], &gun_vec);
112
113                 if (dot > best_dot) {
114                         best_dot = dot;
115                         best_gun = i;
116                 }
117         }
118
119         Assert(best_gun != -1);         // Contact Mike.  This is impossible.  Or maybe you're getting an unnormalized vector somewhere.
120
121         if (best_dot < 0)
122                 return -1;
123         else
124                 return best_gun;
125
126 }
127
128 extern fix Player_time_of_death;                //      object.c
129
130 int     Dead_controlcen_object_num=-1;
131
132 //how long to blow up on insane
133 int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
134
135 int Control_center_destroyed = 0;
136 fix Countdown_timer=0;
137 int Countdown_seconds_left=0, Total_countdown_time=0;           //in whole seconds
138
139 int     Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
140
141 //      -----------------------------------------------------------------------------
142 //      Called every frame.  If control center been destroyed, then actually do something.
143 void do_controlcen_dead_frame(void)
144 {
145         if ((Dead_controlcen_object_num != -1) && (Countdown_seconds_left > 0))
146                 if (d_rand() < FrameTime*4)
147                         create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0, 1);
148
149         if (Control_center_destroyed && !Endlevel_sequence)
150                 do_countdown_frame();
151 }
152
153 #define COUNTDOWN_VOICE_TIME fl2f(12.75)
154
155 void do_countdown_frame()
156 {
157         fix     old_time;
158         int     fc, div_scale;
159
160         if (!Control_center_destroyed)  return;
161
162         #if !defined(D2_OEM) && !defined(SHAREWARE)     // get countdown in OEM and SHAREWARE only
163         //      On last level, we don't want a countdown.
164         if ((Current_mission_num == Builtin_mission_num) && (Current_level_num == Last_level))
165     {           
166      if (!(Game_mode & GM_MULTI))
167            return;
168           if (Game_mode & GM_MULTI_ROBOTS)
169                 return;
170     }    
171         #endif
172    
173         //      Control center destroyed, rock the player's ship.
174         fc = Countdown_seconds_left;
175         if (fc > 16)
176                 fc = 16;
177
178         //      At Trainee, decrease rocking of ship by 4x.
179         div_scale = 1;
180         if (Difficulty_level == 0)
181                 div_scale = 4;
182
183         ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
184         ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
185         //      Hook in the rumble sound effect here.
186
187         old_time = Countdown_timer;
188         Countdown_timer -= RealFrameTime;
189         Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
190
191         if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) )  {
192                 digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
193         }
194         if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left )       {
195                 if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) ) 
196                         digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
197                 if ( Countdown_seconds_left==Total_countdown_time-1)
198                         digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
199         }                                               
200
201         if (Countdown_timer > 0) {
202                 fix size,old_size;
203                 size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
204                 old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
205                 if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) ))           {                       // Every 2 seconds!
206                         //@@if (Dead_controlcen_object_num != -1) {
207                         //@@    vms_vector vp;  //,v,c;
208                         //@@    compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
209                         //@@    object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
210                         //@@}
211
212                         digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
213                 }
214         }  else {
215                 int flash_value;
216
217                 if (old_time > 0)
218                         digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
219
220                 flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
221                 PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
222
223                 if (PaletteBlueAdd > 64 )       {
224                 WINDOS(
225                         dd_gr_set_current_canvas(NULL),
226                         gr_set_current_canvas( NULL )
227                 );
228                 WINDOS(
229                         dd_gr_clear_canvas(BM_XRGB(31,31,31)),
230                         gr_clear_canvas(BM_XRGB(31,31,31))
231                 );                                                                                                              //make screen all white to match palette effect
232                         reset_cockpit();                                                                //force cockpit redraw next time
233                         reset_palette_add();                                                    //restore palette for death message
234                         //controlcen->MaxCapacity = Fuelcen_max_amount;
235                         //gauge_message( "Control Center Reset" );
236                         DoPlayerDead();         //kill_player();
237                 }                                                                                                                                                               
238         }
239 }
240
241 //      -----------------------------------------------------------------------------
242 //      Called when control center gets destroyed.
243 //      This code is common to whether control center is implicitly imbedded in a boss,
244 //      or is an object of its own.
245 //      if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
246 void do_controlcen_destroyed_stuff(object *objp)
247 {
248         int     i;
249
250    if ((Game_mode & GM_MULTI_ROBOTS) && Control_center_destroyed) 
251     return; // Don't allow resetting if control center and boss on same level
252
253         // Must toggle walls whether it is a boss or control center.
254         for (i=0;i<ControlCenterTriggers.num_links;i++)
255                 wall_toggle(&Segments[ControlCenterTriggers.seg[i]], ControlCenterTriggers.side[i]); 
256
257         // And start the countdown stuff.
258         Control_center_destroyed = 1;
259
260         //      If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
261         if (Current_level_num < 0) {
262                 int     rval;
263                 #ifndef MACINTOSH
264                 rval = unlink("secret.sgc");
265                 #else
266                 rval = unlink(":Players:secret.sgc");
267                 #endif
268                 mprintf((0, "Deleting secret.sgc, return value = %i\n", rval));
269         }
270
271         if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
272                 Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
273         else
274                 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level];
275
276         Countdown_timer = i2f(Total_countdown_time);
277
278         if (!Control_center_present || objp==NULL) {
279                 //Assert(objp == NULL);
280                 return;
281         }
282
283         //Assert(objp != NULL);
284
285         Dead_controlcen_object_num = objp-Objects;
286 }
287
288 int     Last_time_cc_vis_check = 0;
289
290 //      -----------------------------------------------------------------------------
291 //do whatever this thing does in a frame
292 void do_controlcen_frame(object *obj)
293 {
294         int                     best_gun_num;
295
296         //      If a boss level, then Control_center_present will be 0.
297         if (!Control_center_present)
298                 return;
299
300 #ifndef NDEBUG
301         if (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
302                 return;
303 #else
304         if (!Robot_firing_enabled)
305                 return;
306 #endif
307
308         if (!(Control_center_been_hit || Control_center_player_been_seen)) {
309                 if (!(FrameCount % 8)) {                //      Do every so often...
310                         vms_vector      vec_to_player;
311                         fix                     dist_to_player;
312                         int                     i;
313                         segment         *segp = &Segments[obj->segnum];
314
315                         // This is a hack.  Since the control center is not processed by
316                         // ai_do_frame, it doesn't know to deal with cloaked dudes.  It
317                         // seems to work in single-player mode because it is actually using
318                         // the value of Believed_player_position that was set by the last
319                         // person to go through ai_do_frame.  But since a no-robots game
320                         // never goes through ai_do_frame, I'm making it so the control
321                         // center can spot cloaked dudes.  
322
323                         if (Game_mode & GM_MULTI)
324                                 Believed_player_pos = Objects[Players[Player_num].objnum].pos;
325
326                         //      Hack for special control centers which are isolated and not reachable because the
327                         //      real control center is inside the boss.
328                         for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
329                                 if (IS_CHILD(segp->children[i]))
330                                         break;
331                         if (i == MAX_SIDES_PER_SEGMENT)
332                                 return;
333
334                         vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
335                         dist_to_player = vm_vec_normalize_quick(&vec_to_player);
336                         if (dist_to_player < F1_0*200) {
337                                 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
338                                 Control_center_next_fire_time = 0;
339                         }
340                 }                       
341
342                 return;
343         }
344
345         //      Periodically, make the reactor fall asleep if player not visible.
346         if (Control_center_been_hit || Control_center_player_been_seen) {
347                 if ((Last_time_cc_vis_check + F1_0*5 < GameTime) || (Last_time_cc_vis_check > GameTime)) {
348                         vms_vector      vec_to_player;
349                         fix                     dist_to_player;
350
351                         vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
352                         dist_to_player = vm_vec_normalize_quick(&vec_to_player);
353                         Last_time_cc_vis_check = GameTime;
354                         if (dist_to_player < F1_0*120) {
355                                 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
356                                 if (!Control_center_player_been_seen)
357                                         Control_center_been_hit = 0;
358                         }
359                 }
360
361         }
362
363         if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
364                 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
365                         best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
366                 else
367                         best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
368
369                 if (best_gun_num != -1) {
370                         int                     rand_prob, count;
371                         vms_vector      vec_to_goal;
372                         fix                     dist_to_player;
373                         fix                     delta_fire_time;
374
375                         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
376                                 vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
377                                 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
378                         } else {
379                                 vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
380                                 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
381                         }
382
383                         if (dist_to_player > F1_0*300)
384                         {
385                                 Control_center_been_hit = 0;
386                                 Control_center_player_been_seen = 0;
387                                 return;
388                         }
389         
390                         #ifdef NETWORK
391                         if (Game_mode & GM_MULTI)
392                                 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);    
393                         #endif
394                         Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 1);
395
396                         //      some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
397                         rand_prob = F1_0/(abs(Current_level_num)/4+2);
398                         count = 0;
399                         while ((d_rand() > rand_prob) && (count < 4)) {
400                                 vms_vector      randvec;
401
402                                 make_random_vector(&randvec);
403                                 vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/6);
404                                 vm_vec_normalize_quick(&vec_to_goal);
405                                 #ifdef NETWORK
406                                 if (Game_mode & GM_MULTI)
407                                         multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
408                                 #endif
409                                 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 0);
410                                 count++;
411                         }
412
413                         delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
414                         if (Difficulty_level == 0)
415                                 delta_fire_time += F1_0/2;
416
417                         if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
418                                 delta_fire_time *= 2;
419
420                         Control_center_next_fire_time = delta_fire_time;
421
422                 }
423         } else
424                 Control_center_next_fire_time -= FrameTime;
425
426 }
427
428 int Reactor_strength=-1;                //-1 mean not set by designer
429
430 //      -----------------------------------------------------------------------------
431 //      This must be called at the start of each level.
432 //      If this level contains a boss and mode != multiplayer, don't do control center stuff.  (Ghost out control center object.)
433 //      If this level contains a boss and mode == multiplayer, do control center stuff.
434 void init_controlcen_for_level(void)
435 {
436         int             i;
437         object  *objp;
438         int             cntrlcen_objnum=-1, boss_objnum=-1;
439
440         for (i=0; i<=Highest_object_index; i++) {
441                 objp = &Objects[i];
442                 if (objp->type == OBJ_CNTRLCEN)
443                 {
444                         if (cntrlcen_objnum != -1)
445                                 mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
446                         else
447                                 cntrlcen_objnum = i;
448                 }
449
450                 if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
451 //                      mprintf((0, "Found boss robot %d.\n", objp->id));
452                         if (boss_objnum != -1)
453                                 mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
454                         else
455                                 boss_objnum = i;
456                 }
457         }
458
459 #ifndef NDEBUG
460         if (cntrlcen_objnum == -1) {
461                 mprintf((1, "Warning: No control center.\n"));
462                 return;
463         }
464 #endif
465
466         if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
467                 if (cntrlcen_objnum != -1) {
468 //                      mprintf((0, "Ghosting control center\n"));
469                         Objects[cntrlcen_objnum].type = OBJ_GHOST;
470                         Objects[cntrlcen_objnum].render_type = RT_NONE;
471                         Control_center_present = 0;
472                 }
473         } else {
474                 //      Compute all gun positions.
475                 objp = &Objects[cntrlcen_objnum];
476                 N_controlcen_guns = Reactors[objp->id].n_guns;
477                 for (i=0; i<N_controlcen_guns; i++)
478                         calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
479                 Control_center_present = 1;
480
481                 if (Reactor_strength == -1) {           //use old defaults
482                         //      Boost control center strength at higher levels.
483                         if (Current_level_num >= 0)
484                                 objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
485                         else
486                                 objp->shields = F1_0*200 - Current_level_num*F1_0*150;
487                 }
488                 else {
489                         objp->shields = i2f(Reactor_strength);
490                 }
491
492         }
493
494         //      Say the control center has not yet been hit.
495         Control_center_been_hit = 0;
496         Control_center_player_been_seen = 0;
497         Control_center_next_fire_time = 0;
498         
499         Dead_controlcen_object_num = -1;
500 }
501
502 void special_reactor_stuff(void)
503 {
504         mprintf((0, "Mucking with reactor countdown time.\n"));
505         if (Control_center_destroyed) {
506                 Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
507                 Total_countdown_time = f2i(Countdown_timer)+2;  //      Will prevent "Self destruct sequence activated" message from replaying.
508         }
509 }
510
511 #ifndef FAST_FILE_IO
512 /*
513  * reads n reactor structs from a CFILE
514  */
515 extern int reactor_read_n(reactor *r, int n, CFILE *fp)
516 {
517         int i, j;
518
519         for (i = 0; i < n; i++) {
520                 r[i].model_num = cfile_read_int(fp);
521                 r[i].n_guns = cfile_read_int(fp);
522                 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
523                         cfile_read_vector(&(r[i].gun_points[j]), fp);
524                 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
525                         cfile_read_vector(&(r[i].gun_dirs[j]), fp);
526         }
527         return i;
528 }
529
530 /*
531  * reads a control_center_triggers structure from a CFILE
532  */
533 extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp)
534 {
535         int i, j;
536
537         for (i = 0; i < n; i++)
538         {
539                 cct->num_links = cfile_read_short(fp);
540                 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
541                         cct->seg[j] = cfile_read_short(fp);
542                 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
543                         cct->side[j] = cfile_read_short(fp);
544         }
545         return i;
546 }
547 #endif