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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)
36 //@@vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
37 //@@vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
39 reactor Reactors[MAX_REACTORS];
42 control_center_triggers ControlCenterTriggers;
44 int N_controlcen_guns;
45 int Control_center_been_hit;
46 int Control_center_player_been_seen;
47 int Control_center_next_fire_time;
48 int Control_center_present;
50 vms_vector Gun_pos[MAX_CONTROLCEN_GUNS], Gun_dir[MAX_CONTROLCEN_GUNS];
52 void do_countdown_frame();
54 // -----------------------------------------------------------------------------
55 //return the position & orientation of a gun on the control center object
56 void calc_controlcen_gun_point(vms_vector *gun_point,vms_vector *gun_dir,object *obj,int gun_num)
61 Assert(obj->type == OBJ_CNTRLCEN);
62 Assert(obj->render_type==RT_POLYOBJ);
64 reactor = &Reactors[obj->id];
66 Assert(gun_num < reactor->n_guns);
68 //instance gun position & orientation
70 vm_copy_transpose_matrix(&m,&obj->orient);
72 vm_vec_rotate(gun_point,&reactor->gun_points[gun_num],&m);
73 vm_vec_add2(gun_point,&obj->pos);
74 vm_vec_rotate(gun_dir,&reactor->gun_dirs[gun_num],&m);
77 // -----------------------------------------------------------------------------
78 // Look at control center guns, find best one to fire at *objp.
79 // Return best gun number (one whose direction dotted with vector to player is largest).
80 // If best gun has negative dot, return -1, meaning no gun is good.
81 int calc_best_gun(int num_guns, vms_vector *gun_pos, vms_vector *gun_dir, vms_vector *objpos)
90 for (i=0; i<num_guns; i++) {
94 vm_vec_sub(&gun_vec, objpos, &gun_pos[i]);
95 vm_vec_normalize_quick(&gun_vec);
96 dot = vm_vec_dot(&gun_dir[i], &gun_vec);
104 Assert(best_gun != -1); // Contact Mike. This is impossible. Or maybe you're getting an unnormalized vector somewhere.
113 extern fix Player_time_of_death; // object.c
115 int Dead_controlcen_object_num=-1;
117 //how long to blow up on insane
118 int Base_control_center_explosion_time=DEFAULT_CONTROL_CENTER_EXPLOSION_TIME;
120 int Control_center_destroyed = 0;
121 fix Countdown_timer=0;
122 int Countdown_seconds_left=0, Total_countdown_time=0; //in whole seconds
124 int Alan_pavlish_reactor_times[NDL] = {90, 60, 45, 35, 30};
126 // -----------------------------------------------------------------------------
127 // Called every frame. If control center been destroyed, then actually do something.
128 void do_controlcen_dead_frame(void)
130 if ((Dead_controlcen_object_num != -1) && (Countdown_seconds_left > 0))
131 if (d_rand() < FrameTime*4)
132 create_small_fireball_on_object(&Objects[Dead_controlcen_object_num], F1_0, 1);
134 if (Control_center_destroyed && !Endlevel_sequence)
135 do_countdown_frame();
138 #define COUNTDOWN_VOICE_TIME fl2f(12.75)
140 void do_countdown_frame()
145 if (!Control_center_destroyed) return;
147 if (!is_D2_OEM && !is_MAC_SHARE && !is_SHAREWARE) // get countdown in OEM and SHAREWARE only
149 // On last level, we don't want a countdown.
150 if (PLAYING_BUILTIN_MISSION && Current_level_num == Last_level)
152 if (!(Game_mode & GM_MULTI))
154 if (Game_mode & GM_MULTI_ROBOTS)
159 // Control center destroyed, rock the player's ship.
160 fc = Countdown_seconds_left;
164 // At Trainee, decrease rocking of ship by 4x.
166 if (Difficulty_level == 0)
169 ConsoleObject->mtype.phys_info.rotvel.x += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
170 ConsoleObject->mtype.phys_info.rotvel.z += (fixmul(d_rand() - 16384, 3*F1_0/16 + (F1_0*(16-fc))/32))/div_scale;
171 // Hook in the rumble sound effect here.
173 old_time = Countdown_timer;
174 Countdown_timer -= RealFrameTime;
175 Countdown_seconds_left = f2i(Countdown_timer + F1_0*7/8);
177 if ( (old_time > COUNTDOWN_VOICE_TIME ) && (Countdown_timer <= COUNTDOWN_VOICE_TIME) ) {
178 digi_play_sample( SOUND_COUNTDOWN_13_SECS, F3_0 );
180 if ( f2i(old_time + F1_0*7/8) != Countdown_seconds_left ) {
181 if ( (Countdown_seconds_left>=0) && (Countdown_seconds_left<10) )
182 digi_play_sample( SOUND_COUNTDOWN_0_SECS+Countdown_seconds_left, F3_0 );
183 if ( Countdown_seconds_left==Total_countdown_time-1)
184 digi_play_sample( SOUND_COUNTDOWN_29_SECS, F3_0 );
187 if (Countdown_timer > 0) {
189 size = (i2f(Total_countdown_time)-Countdown_timer) / fl2f(0.65);
190 old_size = (i2f(Total_countdown_time)-old_time) / fl2f(0.65);
191 if (size != old_size && (Countdown_seconds_left < (Total_countdown_time-5) )) { // Every 2 seconds!
192 //@@if (Dead_controlcen_object_num != -1) {
193 //@@ vms_vector vp; //,v,c;
194 //@@ compute_segment_center(&vp, &Segments[Objects[Dead_controlcen_object_num].segnum]);
195 //@@ object_create_explosion( Objects[Dead_controlcen_object_num].segnum, &vp, size*10, VCLIP_SMALL_EXPLOSION);
198 digi_play_sample( SOUND_CONTROL_CENTER_WARNING_SIREN, F3_0 );
204 digi_play_sample( SOUND_MINE_BLEW_UP, F1_0 );
206 flash_value = f2i(-Countdown_timer * (64 / 4)); // 4 seconds to total whiteness
207 PALETTE_FLASH_SET(flash_value,flash_value,flash_value);
209 if (PaletteBlueAdd > 64 ) {
210 gr_set_current_canvas( NULL );
211 gr_clear_canvas(BM_XRGB(31,31,31)); //make screen all white to match palette effect
212 reset_cockpit(); //force cockpit redraw next time
213 reset_palette_add(); //restore palette for death message
214 //controlcen->MaxCapacity = Fuelcen_max_amount;
215 //gauge_message( "Control Center Reset" );
216 DoPlayerDead(); //kill_player();
221 // -----------------------------------------------------------------------------
222 // Called when control center gets destroyed.
223 // This code is common to whether control center is implicitly imbedded in a boss,
224 // or is an object of its own.
225 // if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
226 void do_controlcen_destroyed_stuff(object *objp)
230 if ((Game_mode & GM_MULTI_ROBOTS) && Control_center_destroyed)
231 return; // Don't allow resetting if control center and boss on same level
233 // Must toggle walls whether it is a boss or control center.
234 for (i=0;i<ControlCenterTriggers.num_links;i++)
235 wall_toggle(&Segments[ControlCenterTriggers.seg[i]], ControlCenterTriggers.side[i]);
237 // And start the countdown stuff.
238 Control_center_destroyed = 1;
240 // If a secret level, delete secret.sgc to indicate that we can't return to our secret level.
241 if (Current_level_num < 0) {
243 rval = !PHYSFS_delete(PLAYER_DIR "secret.sgc");
244 mprintf((0, "Deleting secret.sgc, return value = %i\n", rval));
247 if (Base_control_center_explosion_time != DEFAULT_CONTROL_CENTER_EXPLOSION_TIME)
248 Total_countdown_time = Base_control_center_explosion_time + Base_control_center_explosion_time * (NDL-Difficulty_level-1)/2;
250 Total_countdown_time = Alan_pavlish_reactor_times[Difficulty_level];
252 Countdown_timer = i2f(Total_countdown_time);
254 if (!Control_center_present || objp==NULL) {
255 //Assert(objp == NULL);
259 //Assert(objp != NULL);
261 Dead_controlcen_object_num = OBJECT_NUMBER(objp);
264 int Last_time_cc_vis_check = 0;
266 // -----------------------------------------------------------------------------
267 //do whatever this thing does in a frame
268 void do_controlcen_frame(object *obj)
272 // If a boss level, then Control_center_present will be 0.
273 if (!Control_center_present)
277 if (!Robot_firing_enabled || (Game_suspended & SUSP_ROBOTS))
280 if (!Robot_firing_enabled)
284 if (!(Control_center_been_hit || Control_center_player_been_seen)) {
285 if (!(FrameCount % 8)) { // Do every so often...
286 vms_vector vec_to_player;
289 segment *segp = &Segments[obj->segnum];
291 // This is a hack. Since the control center is not processed by
292 // ai_do_frame, it doesn't know to deal with cloaked dudes. It
293 // seems to work in single-player mode because it is actually using
294 // the value of Believed_player_position that was set by the last
295 // person to go through ai_do_frame. But since a no-robots game
296 // never goes through ai_do_frame, I'm making it so the control
297 // center can spot cloaked dudes.
299 if (Game_mode & GM_MULTI)
300 Believed_player_pos = Objects[Players[Player_num].objnum].pos;
302 // Hack for special control centers which are isolated and not reachable because the
303 // real control center is inside the boss.
304 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
305 if (IS_CHILD(segp->children[i]))
307 if (i == MAX_SIDES_PER_SEGMENT)
310 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
311 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
312 if (dist_to_player < F1_0*200) {
313 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
314 Control_center_next_fire_time = 0;
321 // Periodically, make the reactor fall asleep if player not visible.
322 if (Control_center_been_hit || Control_center_player_been_seen) {
323 if ((Last_time_cc_vis_check + F1_0*5 < GameTime) || (Last_time_cc_vis_check > GameTime)) {
324 vms_vector vec_to_player;
327 vm_vec_sub(&vec_to_player, &ConsoleObject->pos, &obj->pos);
328 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
329 Last_time_cc_vis_check = GameTime;
330 if (dist_to_player < F1_0*120) {
331 Control_center_player_been_seen = player_is_visible_from_object(obj, &obj->pos, 0, &vec_to_player);
332 if (!Control_center_player_been_seen)
333 Control_center_been_hit = 0;
339 if ((Control_center_next_fire_time < 0) && !(Player_is_dead && (GameTime > Player_time_of_death+F1_0*2))) {
340 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
341 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &Believed_player_pos);
343 best_gun_num = calc_best_gun(N_controlcen_guns, Gun_pos, Gun_dir, &ConsoleObject->pos);
345 if (best_gun_num != -1) {
346 int rand_prob, count;
347 vms_vector vec_to_goal;
351 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
352 vm_vec_sub(&vec_to_goal, &Believed_player_pos, &Gun_pos[best_gun_num]);
353 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
355 vm_vec_sub(&vec_to_goal, &ConsoleObject->pos, &Gun_pos[best_gun_num]);
356 dist_to_player = vm_vec_normalize_quick(&vec_to_goal);
359 if (dist_to_player > F1_0*300)
361 Control_center_been_hit = 0;
362 Control_center_player_been_seen = 0;
367 if (Game_mode & GM_MULTI)
368 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, OBJECT_NUMBER(obj));
370 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], OBJECT_NUMBER(obj), CONTROLCEN_WEAPON_NUM, 1 );
372 // some of time, based on level, fire another thing, not directly at player, so it might hit him if he's constantly moving.
373 rand_prob = F1_0/(abs(Current_level_num)/4+2);
375 while ((d_rand() > rand_prob) && (count < 4)) {
378 make_random_vector(&randvec);
379 vm_vec_scale_add2(&vec_to_goal, &randvec, F1_0/6);
380 vm_vec_normalize_quick(&vec_to_goal);
382 if (Game_mode & GM_MULTI)
383 multi_send_controlcen_fire(&vec_to_goal, best_gun_num, OBJECT_NUMBER(obj));
385 Laser_create_new_easy( &vec_to_goal, &Gun_pos[best_gun_num], OBJECT_NUMBER(obj), CONTROLCEN_WEAPON_NUM, 0 );
389 delta_fire_time = (NDL - Difficulty_level) * F1_0/4;
390 if (Difficulty_level == 0)
391 delta_fire_time += F1_0/2;
393 if (Game_mode & GM_MULTI) // slow down rate of fire in multi player
394 delta_fire_time *= 2;
396 Control_center_next_fire_time = delta_fire_time;
400 Control_center_next_fire_time -= FrameTime;
404 int Reactor_strength=-1; //-1 mean not set by designer
406 // -----------------------------------------------------------------------------
407 // This must be called at the start of each level.
408 // If this level contains a boss and mode != multiplayer, don't do control center stuff. (Ghost out control center object.)
409 // If this level contains a boss and mode == multiplayer, do control center stuff.
410 void init_controlcen_for_level(void)
414 int cntrlcen_objnum=-1, boss_objnum=-1;
416 for (i=0; i<=Highest_object_index; i++) {
418 if (objp->type == OBJ_CNTRLCEN)
420 if (cntrlcen_objnum != -1)
421 mprintf((1, "Warning: Two or more control centers including %i and %i\n", i, cntrlcen_objnum));
426 if ((objp->type == OBJ_ROBOT) && (Robot_info[objp->id].boss_flag)) {
427 // mprintf((0, "Found boss robot %d.\n", objp->id));
428 if (boss_objnum != -1)
429 mprintf((1, "Warning: Two or more bosses including %i and %i\n", i, boss_objnum));
436 if (cntrlcen_objnum == -1) {
437 mprintf((1, "Warning: No control center.\n"));
442 if ( (boss_objnum != -1) && !((Game_mode & GM_MULTI) && !(Game_mode & GM_MULTI_ROBOTS)) ) {
443 if (cntrlcen_objnum != -1) {
444 // mprintf((0, "Ghosting control center\n"));
445 Objects[cntrlcen_objnum].type = OBJ_GHOST;
446 Objects[cntrlcen_objnum].render_type = RT_NONE;
447 Control_center_present = 0;
450 // Compute all gun positions.
451 objp = &Objects[cntrlcen_objnum];
452 N_controlcen_guns = Reactors[objp->id].n_guns;
453 for (i=0; i<N_controlcen_guns; i++)
454 calc_controlcen_gun_point(&Gun_pos[i], &Gun_dir[i], objp, i);
455 Control_center_present = 1;
457 if (Reactor_strength == -1) { //use old defaults
458 // Boost control center strength at higher levels.
459 if (Current_level_num >= 0)
460 objp->shields = F1_0*200 + (F1_0*200/4) * Current_level_num;
462 objp->shields = F1_0*200 - Current_level_num*F1_0*150;
465 objp->shields = i2f(Reactor_strength);
470 // Say the control center has not yet been hit.
471 Control_center_been_hit = 0;
472 Control_center_player_been_seen = 0;
473 Control_center_next_fire_time = 0;
475 Dead_controlcen_object_num = -1;
478 void special_reactor_stuff(void)
480 mprintf((0, "Mucking with reactor countdown time.\n"));
481 if (Control_center_destroyed) {
482 Countdown_timer += i2f(Base_control_center_explosion_time + (NDL-1-Difficulty_level)*Base_control_center_explosion_time/(NDL-1));
483 Total_countdown_time = f2i(Countdown_timer)+2; // Will prevent "Self destruct sequence activated" message from replaying.
489 * reads n reactor structs from a CFILE
491 extern int reactor_read_n(reactor *r, int n, CFILE *fp)
495 for (i = 0; i < n; i++) {
496 r[i].model_num = cfile_read_int(fp);
497 r[i].n_guns = cfile_read_int(fp);
498 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
499 cfile_read_vector(&(r[i].gun_points[j]), fp);
500 for (j = 0; j < MAX_CONTROLCEN_GUNS; j++)
501 cfile_read_vector(&(r[i].gun_dirs[j]), fp);
507 * reads a control_center_triggers structure from a CFILE
509 extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp)
513 for (i = 0; i < n; i++)
515 cct->num_links = cfile_read_short(fp);
516 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
517 cct->seg[j] = cfile_read_short(fp);
518 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
519 cct->side[j] = cfile_read_short(fp);
525 int control_center_triggers_write(control_center_triggers *cct, PHYSFS_file *fp)
529 PHYSFS_writeSLE16(fp, cct->num_links);
530 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
531 PHYSFS_writeSLE16(fp, cct->seg[j]);
532 for (j = 0; j < MAX_CONTROLCEN_LINKS; j++)
533 PHYSFS_writeSLE16(fp, cct->side[j]);