1 /* $Id: cntrlcen.c,v 1.18 2004-12-01 12:48:13 btb Exp $ */
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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
26 static char rcsid[] = "$Id: cntrlcen.c,v 1.18 2004-12-01 12:48:13 btb Exp $";
35 #if !defined(_WIN32) && !defined(macintosh)
59 //@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
60 //@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
62 reactor Reactors[MAX_REACTORS];
65 control_center_triggers ControlCenterTriggers;
67 int N_controlcen_guns;
68 int Control_center_been_hit;
69 int Control_center_player_been_seen;
70 int Control_center_next_fire_time;
71 int Control_center_present;
73 vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
75 void do_countdown_frame();
77 // -----------------------------------------------------------------------------
78 //return the position & orientation of a gun on the control center object
79 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
84 Assert(obj->type == OBJ_CNTRLCEN);
85 Assert(obj->render_type==RT_POLYOBJ);
87 reactor = &Reactors[obj->id];
89 Assert(gun_num < reactor->n_guns);
91 //instance gun position & orientation
93 vm_copy_transpose_matrix(&m,&obj->orient);
95 vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m);
96 vm_vec_add2(gun_point,&obj->pos);
97 vm_vec_rotate(gun_dir,&reactor->gun_dirs[gun_num],&m);
100 // -----------------------------------------------------------------------------
101 // Look at control center guns, find best one to fire at *objp.
102 // Return best gun number (one whose direction dotted with vector to player is largest).
103 // If best gun has negative dot, return -1, meaning no gun is good.
104 int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
113 for (i=0; i<num_guns; i++) {
117 vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
118 vm_vec_normalize_quick(&gun_vec);
119 dot = vm_vec_dot(&gun_dir[i], &gun_vec);
121 if (dot > best_dot) {
127 Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
136 extern fix Player_time_of_death; // object.c
138 int Dead_controlcen_object_num=-1;
140 //how long to blow up on insane
141 int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
143 int Control_center_destroyed = 0;
144 fix Countdown_timer=0;
145 int Countdown_seconds_left=0, Total_countdown_time=0; //in whole seconds
147 int Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
149 // -----------------------------------------------------------------------------
150 // Called every frame. If control center been destroyed, then actually do something.
151 void do_controlcen_dead_frame(void)
153 if ((Dead_controlcen_object_num != -1) && (Countdown_seconds_left > 0))
154 if (d_rand() < FrameTime*4)
155 create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0, 1);
157 if (Control_center_destroyed && !Endlevel_sequence)
158 do_countdown_frame();
161 #define COUNTDOWN_VOICE_TIME fl2f(12.75)
163 void do_countdown_frame()
168 if (!Control_center_destroyed) return;
170 if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // get countdown in OEM and SHAREWARE only
172 // On last level, we don't want a countdown.
173 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
175 if (!(Game_mode & GM_MULTI))
177 if (Game_mode & GM_MULTI_ROBOTS)
182 // Control center destroyed, rock the player's ship.
183 fc = Countdown_seconds_left;
187 // At Trainee, decrease rocking of ship by 4x.
189 if (Difficulty_level == 0)
192 ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
193 ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
194 // Hook in the rumble sound effect here.
196 old_time = Countdown_timer;
197 Countdown_timer -= RealFrameTime;
198 Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
200 if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) ) {
201 digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
203 if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left ) {
204 if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
205 digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
206 if ( Countdown_seconds_left==Total_countdown_time-1)
207 digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
210 if (Countdown_timer > 0) {
212 size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
213 old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
214 if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) )) { // Every 2 seconds!
215 //@@if (Dead_controlcen_object_num != -1) {
216 //@@ vms_vector vp; //,v,c;
217 //@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
218 //@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
221 digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
227 digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
229 flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
230 PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
232 if (PaletteBlueAdd > 64 ) {
234 dd_gr_set_current_canvas(NULL),
235 gr_set_current_canvas( NULL )
238 dd_gr_clear_canvas(BM_XRGB(31,31,31)),
239 gr_clear_canvas(BM_XRGB(31,31,31))
240 ); //make screen all white to match palette effect
241 reset_cockpit(); //force cockpit redraw next time
242 reset_palette_add(); //restore palette for death message
243 //controlcen->MaxCapacity = Fuelcen_max_amount;
244 //gauge_message( "Control Center Reset" );
245 DoPlayerDead(); //kill_player();
250 // -----------------------------------------------------------------------------
251 // Called when control center gets destroyed.
252 // This code is common to whether control center is implicitly imbedded in a boss,
253 // or is an object of its own.
254 // if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
255 void do_controlcen_destroyed_stuff(object *objp)
259 if ((Game_mode & GM_MULTI_ROBOTS) && Control_center_destroyed)
260 return; // Don't allow resetting if control center and boss on same level
262 // Must toggle walls whether it is a boss or control center.
263 for (i=0;i<ControlCenterTriggers.num_links;i++)
264 wall_toggle(&Segments[ControlCenterTriggers.seg[i]], ControlCenterTriggers.side[i]);
266 // And start the countdown stuff.
267 Control_center_destroyed = 1;
269 // If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
270 if (Current_level_num < 0) {
273 rval = !PHYSFS_delete("secret.sgc");
275 rval = !PHYSFS_delete("Players/secret.sgc");
277 mprintf((0, "Deleting secret.sgc, return value = %i\n", rval));
280 if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
281 Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
283 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level];
285 Countdown_timer = i2f(Total_countdown_time);
287 if (!Control_center_present || objp==NULL) {
288 //Assert(objp == NULL);
292 //Assert(objp != NULL);
294 Dead_controlcen_object_num = objp-Objects;
297 int Last_time_cc_vis_check = 0;
299 // -----------------------------------------------------------------------------
300 //do whatever this thing does in a frame
301 void do_controlcen_frame(object *obj)
305 // If a boss level, then Control_center_present will be 0.
306 if (!Control_center_present)
310 if (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
313 if (!Robot_firing_enabled)
317 if (!(Control_center_been_hit || Control_center_player_been_seen)) {
318 if (!(FrameCount % 8)) { // Do every so often...
319 vms_vector vec_to_player;
322 segment *segp = &Segments[obj->segnum];
324 // This is a hack. Since the control center is not processed by
325 // ai_do_frame, it doesn't know to deal with cloaked dudes. It
326 // seems to work in single-player mode because it is actually using
327 // the value of Believed_player_position that was set by the last
328 // person to go through ai_do_frame. But since a no-robots game
329 // never goes through ai_do_frame, I'm making it so the control
330 // center can spot cloaked dudes.
332 if (Game_mode & GM_MULTI)
333 Believed_player_pos = Objects[Players[Player_num].objnum].pos;
335 // Hack for special control centers which are isolated and not reachable because the
336 // real control center is inside the boss.
337 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
338 if (IS_CHILD(segp->children[i]))
340 if (i == MAX_SIDES_PER_SEGMENT)
343 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
344 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
345 if (dist_to_player < F1_0*200) {
346 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
347 Control_center_next_fire_time = 0;
354 // Periodically, make the reactor fall asleep if player not visible.
355 if (Control_center_been_hit || Control_center_player_been_seen) {
356 if ((Last_time_cc_vis_check + F1_0*5 < GameTime) || (Last_time_cc_vis_check > GameTime)) {
357 vms_vector vec_to_player;
360 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
361 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
362 Last_time_cc_vis_check = GameTime;
363 if (dist_to_player < F1_0*120) {
364 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
365 if (!Control_center_player_been_seen)
366 Control_center_been_hit = 0;
372 if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
373 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
374 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
376 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
378 if (best_gun_num != -1) {
379 int rand_prob, count;
380 vms_vector vec_to_goal;
384 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
385 vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
386 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
388 vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
389 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
392 if (dist_to_player > F1_0*300)
394 Control_center_been_hit = 0;
395 Control_center_player_been_seen = 0;
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, 1);
405 // some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
406 rand_prob = F1_0/(abs(Current_level_num)/4+2);
408 while ((d_rand() > rand_prob) && (count < 4)) {
411 make_random_vector(&randvec);
412 vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/6);
413 vm_vec_normalize_quick(&vec_to_goal);
415 if (Game_mode & GM_MULTI)
416 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, obj-Objects);
418 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], obj-Objects, CONTROLCEN_WEAPON_NUM, 0);
422 delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
423 if (Difficulty_level == 0)
424 delta_fire_time += F1_0/2;
426 if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
427 delta_fire_time *= 2;
429 Control_center_next_fire_time = delta_fire_time;
433 Control_center_next_fire_time -= FrameTime;
437 int Reactor_strength=-1; //-1 mean not set by designer
439 // -----------------------------------------------------------------------------
440 // This must be called at the start of each level.
441 // If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
442 // If this level contains a boss and mode == multiplayer, do control center stuff.
443 void init_controlcen_for_level(void)
447 int cntrlcen_objnum=-1, boss_objnum=-1;
449 for (i=0; i<=Highest_object_index; i++) {
451 if (objp->type == OBJ_CNTRLCEN)
453 if (cntrlcen_objnum != -1)
454 mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
459 if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
460 // mprintf((0, "Found boss robot %d.\n", objp->id));
461 if (boss_objnum != -1)
462 mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
469 if (cntrlcen_objnum == -1) {
470 mprintf((1, "Warning: No control center.\n"));
475 if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
476 if (cntrlcen_objnum != -1) {
477 // mprintf((0, "Ghosting control center\n"));
478 Objects[cntrlcen_objnum].type = OBJ_GHOST;
479 Objects[cntrlcen_objnum].render_type = RT_NONE;
480 Control_center_present = 0;
483 // Compute all gun positions.
484 objp = &Objects[cntrlcen_objnum];
485 N_controlcen_guns = Reactors[objp->id].n_guns;
486 for (i=0; i<N_controlcen_guns; i++)
487 calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
488 Control_center_present = 1;
490 if (Reactor_strength == -1) { //use old defaults
491 // Boost control center strength at higher levels.
492 if (Current_level_num >= 0)
493 objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
495 objp->shields = F1_0*200 - Current_level_num*F1_0*150;
498 objp->shields = i2f(Reactor_strength);
503 // Say the control center has not yet been hit.
504 Control_center_been_hit = 0;
505 Control_center_player_been_seen = 0;
506 Control_center_next_fire_time = 0;
508 Dead_controlcen_object_num = -1;
511 void special_reactor_stuff(void)
513 mprintf((0, "Mucking with reactor countdown time.\n"));
514 if (Control_center_destroyed) {
515 Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
516 Total_countdown_time = f2i(Countdown_timer)+2; // Will prevent "Self destruct sequence activated" message from replaying.
522 * reads n reactor structs from a CFILE
524 extern int reactor_read_n(reactor *r, int n, CFILE *fp)
528 for (i = 0; i < n; i++) {
529 r[i].model_num = cfile_read_int(fp);
530 r[i].n_guns = cfile_read_int(fp);
531 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
532 cfile_read_vector(&(r[i].gun_points[j]), fp);
533 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
534 cfile_read_vector(&(r[i].gun_dirs[j]), fp);
540 * reads a control_center_triggers structure from a CFILE
542 extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp)
546 for (i = 0; i < n; i++)
548 cct->num_links = cfile_read_short(fp);
549 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
550 cct->seg[j] = cfile_read_short(fp);
551 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
552 cct->side[j] = cfile_read_short(fp);