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1 /* $Id: cntrlcen.c,v 1.20 2005-08-02 06:13:56 chris 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 /*
16  *
17  * Code for the control center
18  *
19  */
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #ifdef RCS
26 static char rcsid[] = "$Id: cntrlcen.c,v 1.20 2005-08-02 06:13:56 chris Exp $";
27 #endif
28
29 #include <stdlib.h>
30 #include <stdio.h>
31 #if !defined(_WIN32) && !defined(macintosh)
32 #include <unistd.h>
33 #endif
34
35 #include "pstypes.h"
36 #include "error.h"
37 #include "mono.h"
38
39 #include "inferno.h"
40 #include "cntrlcen.h"
41 #include "game.h"
42 #include "laser.h"
43 #include "gameseq.h"
44 #include "ai.h"
45 #ifdef NETWORK
46 #include "multi.h"
47 #endif
48 #include "wall.h"
49 #include "object.h"
50 #include "robot.h"
51 #include "vclip.h"
52 #include "fireball.h"
53 #include "endlevel.h"
54 #include "playsave.h"
55
56 //@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
57 //@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
58
59 reactor Reactors[MAX_REACTORS];
60 int Num_reactors=0;
61
62 control_center_triggers ControlCenterTriggers;
63
64 int     N_controlcen_guns;
65 int     Control_center_been_hit;
66 int     Control_center_player_been_seen;
67 int     Control_center_next_fire_time;
68 int     Control_center_present;
69
70 vms_vector      Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
71
72 void do_countdown_frame();
73
74 //      -----------------------------------------------------------------------------
75 //return the position & orientation of a gun on the control center object
76 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
77 {
78         reactor *reactor;
79         vms_matrix m;
80
81         Assert(obj->type == OBJ_CNTRLCEN);
82         Assert(obj->render_type==RT_POLYOBJ);
83
84         reactor = &Reactors[obj->id];
85
86         Assert(gun_num < reactor->n_guns);
87
88         //instance gun position & orientation
89
90         vm_copy_transpose_matrix(&m,&obj->orient);
91
92         vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m);
93         vm_vec_add2(gun_point,&obj->pos);
94         vm_vec_rotate(gun_dir,&reactor->gun_dirs[gun_num],&m);
95 }
96
97 //      -----------------------------------------------------------------------------
98 //      Look at control center guns, find best one to fire at *objp.
99 //      Return best gun number (one whose direction dotted with vector to player is largest).
100 //      If best gun has negative dot, return -1, meaning no gun is good.
101 int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
102 {
103         int     i;
104         fix     best_dot;
105         int     best_gun;
106
107         best_dot = -F1_0*2;
108         best_gun = -1;
109
110         for (i=0; i<num_guns; i++) {
111                 fix                     dot;
112                 vms_vector      gun_vec;
113
114                 vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
115                 vm_vec_normalize_quick(&gun_vec);
116                 dot = vm_vec_dot(&gun_dir[i], &gun_vec);
117
118                 if (dot > best_dot) {
119                         best_dot = dot;
120                         best_gun = i;
121                 }
122         }
123
124         Assert(best_gun != -1);         // Contact Mike.  This is impossible.  Or maybe you're getting an unnormalized vector somewhere.
125
126         if (best_dot < 0)
127                 return -1;
128         else
129                 return best_gun;
130
131 }
132
133 extern fix Player_time_of_death;                //      object.c
134
135 int     Dead_controlcen_object_num=-1;
136
137 //how long to blow up on insane
138 int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
139
140 int Control_center_destroyed = 0;
141 fix Countdown_timer=0;
142 int Countdown_seconds_left=0, Total_countdown_time=0;           //in whole seconds
143
144 int     Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
145
146 //      -----------------------------------------------------------------------------
147 //      Called every frame.  If control center been destroyed, then actually do something.
148 void do_controlcen_dead_frame(void)
149 {
150         if ((Dead_controlcen_object_num != -1) && (Countdown_seconds_left > 0))
151                 if (d_rand() < FrameTime*4)
152                         create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0, 1);
153
154         if (Control_center_destroyed && !Endlevel_sequence)
155                 do_countdown_frame();
156 }
157
158 #define COUNTDOWN_VOICE_TIME fl2f(12.75)
159
160 void do_countdown_frame()
161 {
162         fix     old_time;
163         int     fc, div_scale;
164
165         if (!Control_center_destroyed)  return;
166
167         if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE)   // get countdown in OEM and SHAREWARE only
168         {
169                 // On last level, we don't want a countdown.
170                 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
171                 {
172                         if (!(Game_mode & GM_MULTI))
173                                 return;
174                         if (Game_mode & GM_MULTI_ROBOTS)
175                                 return;
176                 }
177         }
178
179         //      Control center destroyed, rock the player's ship.
180         fc = Countdown_seconds_left;
181         if (fc > 16)
182                 fc = 16;
183
184         //      At Trainee, decrease rocking of ship by 4x.
185         div_scale = 1;
186         if (Difficulty_level == 0)
187                 div_scale = 4;
188
189         ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
190         ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
191         //      Hook in the rumble sound effect here.
192
193         old_time = Countdown_timer;
194         Countdown_timer -= RealFrameTime;
195         Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
196
197         if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) )  {
198                 digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
199         }
200         if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left )       {
201                 if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
202                         digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
203                 if ( Countdown_seconds_left==Total_countdown_time-1)
204                         digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
205         }                                               
206
207         if (Countdown_timer > 0) {
208                 fix size,old_size;
209                 size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
210                 old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
211                 if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) ))           {                       // Every 2 seconds!
212                         //@@if (Dead_controlcen_object_num != -1) {
213                         //@@    vms_vector vp;  //,v,c;
214                         //@@    compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
215                         //@@    object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
216                         //@@}
217
218                         digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
219                 }
220         }  else {
221                 int flash_value;
222
223                 if (old_time > 0)
224                         digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
225
226                 flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
227                 PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
228
229                 if (PaletteBlueAdd > 64 )       {
230                         gr_set_current_canvas( NULL );
231                         gr_clear_canvas(BM_XRGB(31,31,31));                             //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                 rval = !PHYSFS_delete(PLAYER_DIR "secret.sgc");
264                 mprintf((0, "Deleting secret.sgc, return value = %i\n", rval));
265         }
266
267         if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
268                 Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
269         else
270                 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level];
271
272         Countdown_timer = i2f(Total_countdown_time);
273
274         if (!Control_center_present || objp==NULL) {
275                 //Assert(objp == NULL);
276                 return;
277         }
278
279         //Assert(objp != NULL);
280
281         Dead_controlcen_object_num = OBJECT_NUMBER(objp);
282 }
283
284 int     Last_time_cc_vis_check = 0;
285
286 //      -----------------------------------------------------------------------------
287 //do whatever this thing does in a frame
288 void do_controlcen_frame(object *obj)
289 {
290         int                     best_gun_num;
291
292         //      If a boss level, then Control_center_present will be 0.
293         if (!Control_center_present)
294                 return;
295
296 #ifndef NDEBUG
297         if (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
298                 return;
299 #else
300         if (!Robot_firing_enabled)
301                 return;
302 #endif
303
304         if (!(Control_center_been_hit || Control_center_player_been_seen)) {
305                 if (!(FrameCount % 8)) {                //      Do every so often...
306                         vms_vector      vec_to_player;
307                         fix                     dist_to_player;
308                         int                     i;
309                         segment         *segp = &Segments[obj->segnum];
310
311                         // This is a hack.  Since the control center is not processed by
312                         // ai_do_frame, it doesn't know to deal with cloaked dudes.  It
313                         // seems to work in single-player mode because it is actually using
314                         // the value of Believed_player_position that was set by the last
315                         // person to go through ai_do_frame.  But since a no-robots game
316                         // never goes through ai_do_frame, I'm making it so the control
317                         // center can spot cloaked dudes.
318
319                         if (Game_mode & GM_MULTI)
320                                 Believed_player_pos = Objects[Players[Player_num].objnum].pos;
321
322                         //      Hack for special control centers which are isolated and not reachable because the
323                         //      real control center is inside the boss.
324                         for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
325                                 if (IS_CHILD(segp->children[i]))
326                                         break;
327                         if (i == MAX_SIDES_PER_SEGMENT)
328                                 return;
329
330                         vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
331                         dist_to_player = vm_vec_normalize_quick(&vec_to_player);
332                         if (dist_to_player < F1_0*200) {
333                                 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
334                                 Control_center_next_fire_time = 0;
335                         }
336                 }                       
337
338                 return;
339         }
340
341         //      Periodically, make the reactor fall asleep if player not visible.
342         if (Control_center_been_hit || Control_center_player_been_seen) {
343                 if ((Last_time_cc_vis_check + F1_0*5 < GameTime) || (Last_time_cc_vis_check > GameTime)) {
344                         vms_vector      vec_to_player;
345                         fix                     dist_to_player;
346
347                         vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
348                         dist_to_player = vm_vec_normalize_quick(&vec_to_player);
349                         Last_time_cc_vis_check = GameTime;
350                         if (dist_to_player < F1_0*120) {
351                                 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
352                                 if (!Control_center_player_been_seen)
353                                         Control_center_been_hit = 0;
354                         }
355                 }
356
357         }
358
359         if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
360                 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
361                         best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
362                 else
363                         best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
364
365                 if (best_gun_num != -1) {
366                         int                     rand_prob, count;
367                         vms_vector      vec_to_goal;
368                         fix                     dist_to_player;
369                         fix                     delta_fire_time;
370
371                         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
372                                 vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
373                                 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
374                         } else {
375                                 vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
376                                 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
377                         }
378
379                         if (dist_to_player > F1_0*300)
380                         {
381                                 Control_center_been_hit = 0;
382                                 Control_center_player_been_seen = 0;
383                                 return;
384                         }
385         
386                         #ifdef NETWORK
387                         if (Game_mode & GM_MULTI)
388                                 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, OBJECT_NUMBER(obj));
389                         #endif
390                         Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], OBJECT_NUMBER(obj), CONTROLCEN_WEAPON_NUM, 1 );
391
392                         //      some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
393                         rand_prob = F1_0/(abs(Current_level_num)/4+2);
394                         count = 0;
395                         while ((d_rand() > rand_prob) && (count < 4)) {
396                                 vms_vector      randvec;
397
398                                 make_random_vector(&randvec);
399                                 vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/6);
400                                 vm_vec_normalize_quick(&vec_to_goal);
401                                 #ifdef NETWORK
402                                 if (Game_mode & GM_MULTI)
403                                         multi_send_controlcen_fire(&vec_to_goal, best_gun_num, OBJECT_NUMBER(obj));
404                                 #endif
405                                 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], OBJECT_NUMBER(obj), CONTROLCEN_WEAPON_NUM, 0 );
406                                 count++;
407                         }
408
409                         delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
410                         if (Difficulty_level == 0)
411                                 delta_fire_time += F1_0/2;
412
413                         if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
414                                 delta_fire_time *= 2;
415
416                         Control_center_next_fire_time = delta_fire_time;
417
418                 }
419         } else
420                 Control_center_next_fire_time -= FrameTime;
421
422 }
423
424 int Reactor_strength=-1;                //-1 mean not set by designer
425
426 //      -----------------------------------------------------------------------------
427 //      This must be called at the start of each level.
428 //      If this level contains a boss and mode != multiplayer, don't do control center stuff.  (Ghost out control center object.)
429 //      If this level contains a boss and mode == multiplayer, do control center stuff.
430 void init_controlcen_for_level(void)
431 {
432         int             i;
433         object  *objp;
434         int             cntrlcen_objnum=-1, boss_objnum=-1;
435
436         for (i=0; i<=Highest_object_index; i++) {
437                 objp = &Objects[i];
438                 if (objp->type == OBJ_CNTRLCEN)
439                 {
440                         if (cntrlcen_objnum != -1)
441                                 mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
442                         else
443                                 cntrlcen_objnum = i;
444                 }
445
446                 if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
447 //                      mprintf((0, "Found boss robot %d.\n", objp->id));
448                         if (boss_objnum != -1)
449                                 mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
450                         else
451                                 boss_objnum = i;
452                 }
453         }
454
455 #ifndef NDEBUG
456         if (cntrlcen_objnum == -1) {
457                 mprintf((1, "Warning: No control center.\n"));
458                 return;
459         }
460 #endif
461
462         if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
463                 if (cntrlcen_objnum != -1) {
464 //                      mprintf((0, "Ghosting control center\n"));
465                         Objects[cntrlcen_objnum].type = OBJ_GHOST;
466                         Objects[cntrlcen_objnum].render_type = RT_NONE;
467                         Control_center_present = 0;
468                 }
469         } else {
470                 //      Compute all gun positions.
471                 objp = &Objects[cntrlcen_objnum];
472                 N_controlcen_guns = Reactors[objp->id].n_guns;
473                 for (i=0; i<N_controlcen_guns; i++)
474                         calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
475                 Control_center_present = 1;
476
477                 if (Reactor_strength == -1) {           //use old defaults
478                         //      Boost control center strength at higher levels.
479                         if (Current_level_num >= 0)
480                                 objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
481                         else
482                                 objp->shields = F1_0*200 - Current_level_num*F1_0*150;
483                 }
484                 else {
485                         objp->shields = i2f(Reactor_strength);
486                 }
487
488         }
489
490         //      Say the control center has not yet been hit.
491         Control_center_been_hit = 0;
492         Control_center_player_been_seen = 0;
493         Control_center_next_fire_time = 0;
494         
495         Dead_controlcen_object_num = -1;
496 }
497
498 void special_reactor_stuff(void)
499 {
500         mprintf((0, "Mucking with reactor countdown time.\n"));
501         if (Control_center_destroyed) {
502                 Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
503                 Total_countdown_time = f2i(Countdown_timer)+2;  //      Will prevent "Self destruct sequence activated" message from replaying.
504         }
505 }
506
507 #ifndef FAST_FILE_IO
508 /*
509  * reads n reactor structs from a CFILE
510  */
511 extern int reactor_read_n(reactor *r, int n, CFILE *fp)
512 {
513         int i, j;
514
515         for (i = 0; i < n; i++) {
516                 r[i].model_num = cfile_read_int(fp);
517                 r[i].n_guns = cfile_read_int(fp);
518                 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
519                         cfile_read_vector(&(r[i].gun_points[j]), fp);
520                 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
521                         cfile_read_vector(&(r[i].gun_dirs[j]), fp);
522         }
523         return i;
524 }
525
526 /*
527  * reads a control_center_triggers structure from a CFILE
528  */
529 extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp)
530 {
531         int i, j;
532
533         for (i = 0; i < n; i++)
534         {
535                 cct->num_links = cfile_read_short(fp);
536                 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
537                         cct->seg[j] = cfile_read_short(fp);
538                 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
539                         cct->side[j] = cfile_read_short(fp);
540         }
541         return i;
542 }
543 #endif
544
545 int control_center_triggers_write(control_center_triggers *cct, PHYSFS_file *fp)
546 {
547         int j;
548
549         PHYSFS_writeSLE16(fp, cct->num_links);
550         for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
551                 PHYSFS_writeSLE16(fp, cct->seg[j]);
552         for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
553                 PHYSFS_writeSLE16(fp, cct->side[j]);
554
555         return 1;
556 }