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
calc_controlcen_gun_point(vms_vector * gun_point,vms_vector * gun_dir,object * obj,int gun_num)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.
calc_best_gun(int num_guns,vms_vector * gun_pos,vms_vector * gun_dir,vms_vector * objpos)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.
do_controlcen_dead_frame(void)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
do_countdown_frame()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
do_controlcen_destroyed_stuff(object * objp)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
do_controlcen_frame(object * obj)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.
init_controlcen_for_level(void)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
special_reactor_stuff(void)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 */
reactor_read_n(reactor * r,int n,CFILE * fp)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 */
control_center_triggers_read_n(control_center_triggers * cct,int n,CFILE * fp)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
548