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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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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.
16 * Code for the control center
26 #if !defined(_WIN32) && !defined(macintosh)
50 //@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
51 //@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
53 reactor Reactors[MAX_REACTORS];
56 control_center_triggers ControlCenterTriggers;
58 int N_controlcen_guns;
59 int Control_center_been_hit;
60 int Control_center_player_been_seen;
61 int Control_center_next_fire_time;
62 int Control_center_present;
64 vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
66 void do_countdown_frame();
68 // -----------------------------------------------------------------------------
69 //return the position & orientation of a gun on the control center object
70 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
75 Assert(obj->type == OBJ_CNTRLCEN);
76 Assert(obj->render_type==RT_POLYOBJ);
78 reactor = &Reactors[obj->id];
80 Assert(gun_num < reactor->n_guns);
82 //instance gun position & orientation
84 vm_copy_transpose_matrix(&m,&obj->orient);
86 vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m);
87 vm_vec_add2(gun_point,&obj->pos);
88 vm_vec_rotate(gun_dir,&reactor->gun_dirs[gun_num],&m);
91 // -----------------------------------------------------------------------------
92 // Look at control center guns, find best one to fire at *objp.
93 // Return best gun number (one whose direction dotted with vector to player is largest).
94 // If best gun has negative dot, return -1, meaning no gun is good.
95 int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
104 for (i=0; i<num_guns; i++) {
108 vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
109 vm_vec_normalize_quick(&gun_vec);
110 dot = vm_vec_dot(&gun_dir[i], &gun_vec);
112 if (dot > best_dot) {
118 Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
127 extern fix Player_time_of_death; // object.c
129 int Dead_controlcen_object_num=-1;
131 //how long to blow up on insane
132 int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
134 int Control_center_destroyed = 0;
135 fix Countdown_timer=0;
136 int Countdown_seconds_left=0, Total_countdown_time=0; //in whole seconds
138 int Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
140 // -----------------------------------------------------------------------------
141 // Called every frame. If control center been destroyed, then actually do something.
142 void do_controlcen_dead_frame(void)
144 if ((Dead_controlcen_object_num != -1) && (Countdown_seconds_left > 0))
145 if (d_rand() < FrameTime*4)
146 create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0, 1);
148 if (Control_center_destroyed && !Endlevel_sequence)
149 do_countdown_frame();
152 #define COUNTDOWN_VOICE_TIME fl2f(12.75)
154 void do_countdown_frame()
159 if (!Control_center_destroyed) return;
161 if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // get countdown in OEM and SHAREWARE only
163 // On last level, we don't want a countdown.
164 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
166 if (!(Game_mode & GM_MULTI))
168 if (Game_mode & GM_MULTI_ROBOTS)
173 // Control center destroyed, rock the player's ship.
174 fc = Countdown_seconds_left;
178 // At Trainee, decrease rocking of ship by 4x.
180 if (Difficulty_level == 0)
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.
187 old_time = Countdown_timer;
188 Countdown_timer -= RealFrameTime;
189 Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
191 if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) ) {
192 digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
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 );
201 if (Countdown_timer > 0) {
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);
212 digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
218 digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
220 flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
221 PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
223 if (PaletteBlueAdd > 64 ) {
224 gr_set_current_canvas( NULL );
225 gr_clear_canvas(BM_XRGB(31,31,31)); //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) {
257 rval = !PHYSFS_delete(PLAYER_DIR "secret.sgc");
258 mprintf((0, "Deleting secret.sgc, return value = %i\n", rval));
261 if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
262 Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
264 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level];
266 Countdown_timer = i2f(Total_countdown_time);
268 if (!Control_center_present || objp==NULL) {
269 //Assert(objp == NULL);
273 //Assert(objp != NULL);
275 Dead_controlcen_object_num = OBJECT_NUMBER(objp);
278 int Last_time_cc_vis_check = 0;
280 // -----------------------------------------------------------------------------
281 //do whatever this thing does in a frame
282 void do_controlcen_frame(object *obj)
286 // If a boss level, then Control_center_present will be 0.
287 if (!Control_center_present)
291 if (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
294 if (!Robot_firing_enabled)
298 if (!(Control_center_been_hit || Control_center_player_been_seen)) {
299 if (!(FrameCount % 8)) { // Do every so often...
300 vms_vector vec_to_player;
303 segment *segp = &Segments[obj->segnum];
305 // This is a hack. Since the control center is not processed by
306 // ai_do_frame, it doesn't know to deal with cloaked dudes. It
307 // seems to work in single-player mode because it is actually using
308 // the value of Believed_player_position that was set by the last
309 // person to go through ai_do_frame. But since a no-robots game
310 // never goes through ai_do_frame, I'm making it so the control
311 // center can spot cloaked dudes.
313 if (Game_mode & GM_MULTI)
314 Believed_player_pos = Objects[Players[Player_num].objnum].pos;
316 // Hack for special control centers which are isolated and not reachable because the
317 // real control center is inside the boss.
318 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
319 if (IS_CHILD(segp->children[i]))
321 if (i == MAX_SIDES_PER_SEGMENT)
324 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
325 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
326 if (dist_to_player < F1_0*200) {
327 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
328 Control_center_next_fire_time = 0;
335 // Periodically, make the reactor fall asleep if player not visible.
336 if (Control_center_been_hit || Control_center_player_been_seen) {
337 if ((Last_time_cc_vis_check + F1_0*5 < GameTime) || (Last_time_cc_vis_check > GameTime)) {
338 vms_vector vec_to_player;
341 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
342 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
343 Last_time_cc_vis_check = GameTime;
344 if (dist_to_player < F1_0*120) {
345 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
346 if (!Control_center_player_been_seen)
347 Control_center_been_hit = 0;
353 if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
354 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
355 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
357 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
359 if (best_gun_num != -1) {
360 int rand_prob, count;
361 vms_vector vec_to_goal;
365 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
366 vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
367 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
369 vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
370 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
373 if (dist_to_player > F1_0*300)
375 Control_center_been_hit = 0;
376 Control_center_player_been_seen = 0;
381 if (Game_mode & GM_MULTI)
382 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, OBJECT_NUMBER(obj));
384 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], OBJECT_NUMBER(obj), CONTROLCEN_WEAPON_NUM, 1 );
386 // some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
387 rand_prob = F1_0/(abs(Current_level_num)/4+2);
389 while ((d_rand() > rand_prob) && (count < 4)) {
392 make_random_vector(&randvec);
393 vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/6);
394 vm_vec_normalize_quick(&vec_to_goal);
396 if (Game_mode & GM_MULTI)
397 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, OBJECT_NUMBER(obj));
399 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], OBJECT_NUMBER(obj), CONTROLCEN_WEAPON_NUM, 0 );
403 delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
404 if (Difficulty_level == 0)
405 delta_fire_time += F1_0/2;
407 if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
408 delta_fire_time *= 2;
410 Control_center_next_fire_time = delta_fire_time;
414 Control_center_next_fire_time -= FrameTime;
418 int Reactor_strength=-1; //-1 mean not set by designer
420 // -----------------------------------------------------------------------------
421 // This must be called at the start of each level.
422 // If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
423 // If this level contains a boss and mode == multiplayer, do control center stuff.
424 void init_controlcen_for_level(void)
428 int cntrlcen_objnum=-1, boss_objnum=-1;
430 for (i=0; i<=Highest_object_index; i++) {
432 if (objp->type == OBJ_CNTRLCEN)
434 if (cntrlcen_objnum != -1)
435 mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
440 if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
441 // mprintf((0, "Found boss robot %d.\n", objp->id));
442 if (boss_objnum != -1)
443 mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
450 if (cntrlcen_objnum == -1) {
451 mprintf((1, "Warning: No control center.\n"));
456 if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
457 if (cntrlcen_objnum != -1) {
458 // mprintf((0, "Ghosting control center\n"));
459 Objects[cntrlcen_objnum].type = OBJ_GHOST;
460 Objects[cntrlcen_objnum].render_type = RT_NONE;
461 Control_center_present = 0;
464 // Compute all gun positions.
465 objp = &Objects[cntrlcen_objnum];
466 N_controlcen_guns = Reactors[objp->id].n_guns;
467 for (i=0; i<N_controlcen_guns; i++)
468 calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
469 Control_center_present = 1;
471 if (Reactor_strength == -1) { //use old defaults
472 // Boost control center strength at higher levels.
473 if (Current_level_num >= 0)
474 objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
476 objp->shields = F1_0*200 - Current_level_num*F1_0*150;
479 objp->shields = i2f(Reactor_strength);
484 // Say the control center has not yet been hit.
485 Control_center_been_hit = 0;
486 Control_center_player_been_seen = 0;
487 Control_center_next_fire_time = 0;
489 Dead_controlcen_object_num = -1;
492 void special_reactor_stuff(void)
494 mprintf((0, "Mucking with reactor countdown time.\n"));
495 if (Control_center_destroyed) {
496 Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
497 Total_countdown_time = f2i(Countdown_timer)+2; // Will prevent "Self destruct sequence activated" message from replaying.
503 * reads n reactor structs from a CFILE
505 extern int reactor_read_n(reactor *r, int n, CFILE *fp)
509 for (i = 0; i < n; i++) {
510 r[i].model_num = cfile_read_int(fp);
511 r[i].n_guns = cfile_read_int(fp);
512 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
513 cfile_read_vector(&(r[i].gun_points[j]), fp);
514 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
515 cfile_read_vector(&(r[i].gun_dirs[j]), fp);
521 * reads a control_center_triggers structure from a CFILE
523 extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp)
527 for (i = 0; i < n; i++)
529 cct->num_links = cfile_read_short(fp);
530 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
531 cct->seg[j] = cfile_read_short(fp);
532 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
533 cct->side[j] = cfile_read_short(fp);
539 int control_center_triggers_write(control_center_triggers *cct, PHYSFS_file *fp)
543 PHYSFS_writeSLE16(fp, cct->num_links);
544 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
545 PHYSFS_writeSLE16(fp, cct->seg[j]);
546 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
547 PHYSFS_writeSLE16(fp, cct->side[j]);