warzone2100/src/e3demo.c

404 lines
10 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
Temporary Warzone file for the E3 Demo.
Bounces the camera around and attempts to track
interesting stuff.
Alex McLean, Pumpkin Studios, EIDOS Interactive.
Will be called from a DEBUG key-mapping.
*/
// -------------------------------------------------------------------------
#include "lib/framework/frame.h"
// -------------------------------------------------------------------------
#include "lib/gamelib/gtime.h"
#include "objects.h"
#include "map.h"
#include "hci.h"
#include "warcam.h"
#include "order.h"
#include "display3d.h"
#include "map.h"
#include "geometry.h"
#include "action.h"
#include "console.h"
// -------------------------------------------------------------------------
#define DC_ISACTIVE 99
#define DC_INACTIVE 101
#define DEFAULT_DEMO_INTERVAL (8 * GAME_TICKS_PER_SEC)
#define DROID_MOVE_INTERVAL (GAME_TICKS_PER_SEC/4)
// -------------------------------------------------------------------------
BOOL tooNearEdge ( UDWORD x, UDWORD y );
BOOL demoGetStatus ( void );
void initDemoCamera ( void );
void demoRequestStart ( void );
void processDemoCam ( void );
void toggleDemoStatus ( void );
BOOL getDemoStatus ( void );
void findSomethingInteresting( void );
void setFindNewTarget ( void );
// -------------------------------------------------------------------------
/* When did the camera last change it's point of interest? */
static UDWORD lastCameraMove;
static UDWORD lastDroidMove;
static UDWORD lastDroidSending;
static UDWORD presentStatus;
static UDWORD demoCamInterval;
static UDWORD droidMoveInterval;
static DROID *psLastDroid = NULL;
static UDWORD lastHeight;
static UDWORD lastSelectedPlayer;
static DROID *getDroidForDemo( UDWORD player );
// -------------------------------------------------------------------------
/* Sets up the system */
void initDemoCamera( void )
{
presentStatus = DC_INACTIVE; // or DC_ISACTIVE
lastCameraMove = 0;
lastDroidMove = 0;
droidMoveInterval = DROID_MOVE_INTERVAL;
demoCamInterval = DEFAULT_DEMO_INTERVAL;
psLastDroid = NULL;
lastHeight = 0;
}
// -------------------------------------------------------------------------
/* Tells the camera demo stuff to start... */
void demoRequestStart( void )
{
lastCameraMove = 0;
presentStatus = DC_ISACTIVE;
}
// -------------------------------------------------------------------------
/* Updates the camera's point of interest if it's time to */
void processDemoCam( void )
{
UDWORD firstPlayer,otherPlayer;
DROID *psDroid;
BOOL bSkipOrder = FALSE;
UDWORD i,numWith;
/* Is the demo camera actually active? */
if(presentStatus == DC_INACTIVE)
{
/* Nope, so get out */
return;
}
/* Is it time for a new target? */
if( gameTime > (lastCameraMove + demoCamInterval) )
{
lastCameraMove = gameTime;
/* The bones */
findSomethingInteresting();
// player.r.x = DEG(-90);
}
/* Otherwise, just send a droid off to war */
else if(gameTime > (lastDroidSending + GAME_TICKS_PER_SEC) )
{
/* Check all the droid lists, looking for empty ones */
for(i = 0,numWith = 0; i<MAX_PLAYERS; i++)
{
/* Keep a count of how many are empty */
if(apsDroidLists[i])
{
/* We got one */
numWith++;
}
}
/* If they were all empty, then record this fact and only seek locations */
/* We need two sides for this to work! */
if(numWith<2)
{
bSkipOrder = TRUE;
}
if(!bSkipOrder)
{
lastDroidSending = gameTime;
/* Choose a player at random */
firstPlayer = rand()%MAX_PLAYERS;
/* Have they got any droids? */
while(apsDroidLists[firstPlayer]==NULL)
{
/* Nope, so choose another one until we get one with droids */
firstPlayer = rand()%MAX_PLAYERS;
}
/* Choose a player at random */
otherPlayer = rand()%MAX_PLAYERS;
/* Have they got any structures? Make sure it's not their own we're checking! */
while(apsStructLists[otherPlayer]==NULL || otherPlayer==firstPlayer)
{
/* Nope, so choose another one until we get one with droids */
otherPlayer = rand()%MAX_PLAYERS;
}
psDroid = getDroidForDemo(firstPlayer);
/* Only do this if we've got a droid and an enemy building to attack! */
if(psDroid && apsStructLists[otherPlayer])
{
if( (orderState(psDroid,DORDER_NONE) == TRUE) ||
((orderState(psDroid,DORDER_GUARD) == TRUE) && (psDroid->action == DACTION_NONE)))
{
/* Make the droid attack the building - it'll indirectly route there too */
orderDroidLoc(psDroid,DORDER_SCOUT,
apsStructLists[otherPlayer]->pos.x, apsStructLists[otherPlayer]->pos.y);
}
}
}
}
}
// -------------------------------------------------------------------------
void setFindNewTarget( void )
{
lastCameraMove = 0;
}
// -------------------------------------------------------------------------
/* Flips on/off */
void toggleDemoStatus( void )
{
if(presentStatus == DC_ISACTIVE)
{
presentStatus = DC_INACTIVE;
selectedPlayer = lastSelectedPlayer;
}
else if(presentStatus == DC_INACTIVE)
{
presentStatus = DC_ISACTIVE;
lastSelectedPlayer = selectedPlayer;
}
}
// -------------------------------------------------------------------------
/* Returns status */
BOOL demoGetStatus( void )
{
if(presentStatus == DC_ISACTIVE)
{
return(TRUE);
}
else
{
return(FALSE);
}
}
// -------------------------------------------------------------------------
/* Attempts to find a new location for the tracking camera to go to, or
a new object (target) for it to track.
*/
#define NUM_CHOICES 2
#define DROID_SEEK 0
#define TAR_SEEK 1
#define OVERRIDE_SEEK 99
void findSomethingInteresting( void )
{
UDWORD type;
UDWORD player,otherPlayer;
BOOL gotNewTarget;
DROID *psDroid;
UDWORD numWith;
BOOL bSeekOnlyLocations;
UDWORD i;
BOOL bHaveHuman = FALSE;
PROPULSION_STATS *psPropStats;
//---
//----
/* There may be droids, so don't rule it out */
bSeekOnlyLocations = FALSE;
/* Check all the droid lists, looking for empty ones */
for(i = 0,numWith = 0; i<MAX_PLAYERS; i++)
{
/* Keep a count of how many are empty */
if(apsDroidLists[i])
{
/* We got one */
numWith++;
if(i<MAX_PLAYERS-2)
{
bHaveHuman = TRUE;
}
}
}
/* If they were all empty, then record this fact and only seek locations */
/* We need two sides for this to work! */
if(numWith<2 || !bHaveHuman)
{
bSeekOnlyLocations = TRUE;
}
/* We haven't yet got a droid if we're looking for one...*/
gotNewTarget = FALSE;
/* Keep going until we get one */
// while(!gotNewTarget)
// {
/* Are we only to seek locations? */
if(bSeekOnlyLocations)
{
/* Then force the switch outcome - hacky I know, but same as if else in code */
type = OVERRIDE_SEEK;
}
else
{
/* We're off hunting droids */
type = rand()%NUM_CHOICES;
}
/* Check which */
switch(type)
{
/* Go after a droid, or a droid location */
case DROID_SEEK:
case TAR_SEEK:
/* Choose a player at random */
player = rand()%MAX_PLAYERS;
/* Have they got any droids? */
while(apsDroidLists[player]==NULL)
{
/* Nope, so choose another one until we get one with droids */
player = rand()%MAX_PLAYERS;
}
/* Choose a player at random */
otherPlayer = rand()%MAX_PLAYERS;
/* Have they got any structures? Make sure it's not their own we're checking! */
while(apsStructLists[otherPlayer]==NULL || otherPlayer==player)
{
/* Nope, so choose another one until we get one with droids */
otherPlayer = rand()%MAX_PLAYERS;
}
/* If there was a droid last time, deselect it */
if(psLastDroid && !psLastDroid->died)
{
psLastDroid->selected = FALSE;
}
/* Jump to droid and track */
psDroid = getDroidForDemo(player);
/* Only do if we've got a droid and an enemy building to attack */
if(psDroid && apsStructLists[otherPlayer])
{
psDroid->selected = TRUE;
selectedPlayer = player;
psLastDroid = psDroid;
// if(orderState(psDroid,DORDER_ATTACK) == FALSE)
// {
orderDroidLoc(psDroid,DORDER_MOVE,
apsStructLists[otherPlayer]->pos.x, apsStructLists[otherPlayer]->pos.y);
// }
if(!getWarCamStatus())
{
/* Start the tracking */
camToggleStatus();
}
else
{
camToggleStatus();
processWarCam();
camToggleStatus();
}
psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
if ( psPropStats->propulsionType == LIFT )
{
/* Track vtols for longer */
demoCamInterval = 3*DEFAULT_DEMO_INTERVAL;
}
else
{
demoCamInterval = DEFAULT_DEMO_INTERVAL;
}
}
break;
/* Go to a new location cos there's no droids left in the world....ahhhhhhh*/
case OVERRIDE_SEEK:
requestRadarTrack((16 + rand()%(mapWidth-31))*TILE_UNITS, (16 + rand()%(mapHeight-31)) * TILE_UNITS );
gotNewTarget = TRUE;
break;
default:
break;
}
// }
}
// -------------------------------------------------------------------------
DROID *getDroidForDemo( UDWORD player )
{
UDWORD i;
DROID *psDroid;
UDWORD droidIndex;
for(psDroid = apsDroidLists[player],i=0; psDroid; psDroid = psDroid->psNext,i++)
{
/* Count how many droids they have */
}
if(i)
{
droidIndex = rand()%i;
for(psDroid = apsDroidLists[player],i=0; psDroid && i<droidIndex; i++,psDroid = psDroid->psNext)
{
/* Find the right one */
}
return(psDroid);
}
else
{
return(NULL);
}
}
// -------------------------------------------------------------------------
/* Hack! */
BOOL tooNearEdge( UDWORD x, UDWORD y )
{
if( (x > ((visibleTiles.x/2) * TILE_UNITS)) &&
(x < ((mapWidth-(visibleTiles.x/2)) * TILE_UNITS)) &&
(y > ((visibleTiles.y/2) * TILE_UNITS)) &&
(y < ((mapHeight-(visibleTiles.y/2)) * TILE_UNITS)) )
{
return(FALSE);
}
else
{
return(TRUE);
}
}