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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "ai/ai.h"
#include "fireball/fireballs.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "hud/hudartillery.h"
#include "hud/hudmessage.h"
#include "io/timer.h"
#include "math/vecmat.h"
#include "network/multi.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "ship/shipfx.h"
#include "sound/sound.h"
#include "utils/Random.h"
#include "weapon/beam.h"
#include "weapon/weapon.h"
// -----------------------------------------------------------------------------------------------------------------------
// ARTILLERY DEFINES/VARS
//
// Goober5000 - moved to hudartillery.h
// -----------------------------------------------------------------------------------------------------------------------
// ARTILLERY FUNCTIONS
//
// test code for subspace missile strike -------------------------------------------
// ssm_info, like ship_info etc.
SCP_vector<ssm_info> Ssm_info;
// list of active strikes
SCP_list<ssm_strike> Ssm_strikes;
// Goober5000
int ssm_info_lookup(const char *name)
{
if(name == NULL)
return -1;
for (auto it = Ssm_info.cbegin(); it != Ssm_info.cend(); ++it)
if (!stricmp(name, it->name))
return (int)std::distance(Ssm_info.cbegin(), it);
return -1;
}
void parse_ssm(const char *filename)
{
char ssm_name[NAME_LENGTH];
char weapon_name[NAME_LENGTH];
try
{
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// parse the table
while(required_string_either("#end", "$SSM:"))
{
bool no_create = false;
int string_index;
ssm_info *s, new_ssm;
s = &new_ssm;
// name
required_string("$SSM:");
stuff_string(ssm_name, F_NAME, NAME_LENGTH);
if (*ssm_name == 0)
{
sprintf(ssm_name, "SSM " SIZE_T_ARG, Ssm_info.size());
mprintf(("Found an SSM entry without a name. Assigning \"%s\".\n", ssm_name));
}
if (optional_string("+nocreate"))
{
no_create = true;
int i = ssm_info_lookup(ssm_name);
if (i >= 0)
s = &Ssm_info[i];
}
else
{
strcpy_s(s->name, ssm_name);
}
// stuff data
if (optional_string("+Weapon:"))
{
stuff_string(weapon_name, F_NAME, NAME_LENGTH);
// see if we have a valid weapon
s->weapon_info_index = weapon_info_lookup(weapon_name);
if (s->weapon_info_index < 0)
error_display(0, "Unknown weapon [%s] for SSM strike [%s]; this SSM strike will be discarded.", weapon_name, s->name);
}
string_index = optional_string_either("+Count:", "+Min Count:");
if (string_index == 0)
{
stuff_int(&s->count);
s->max_count = -1;
}
else if (string_index == 1)
{
stuff_int(&s->count);
required_string("+Max Count:");
stuff_int(&s->max_count);
}
if (optional_string("+WarpEffect:"))
{
char unique_id[NAME_LENGTH];
stuff_string(unique_id, F_NAME, NAME_LENGTH);
if (can_construe_as_integer(unique_id))
{
int temp = atoi(unique_id);
if (!SCP_vector_inbounds(Fireball_info, temp))
error_display(0, "Fireball index [%d] out of range (should be 0-%d) for SSM strike [%s]", temp, static_cast<int>(Fireball_info.size()) - 1, s->name);
else
s->fireball_type = temp;
}
else
{
// We have a string to parse instead.
int fireball_type = fireball_info_lookup(unique_id);
if (fireball_type < 0)
error_display(0, "Unknown fireball [%s] to use as warp effect for SSM strike [%s]", unique_id, s->name);
else
s->fireball_type = fireball_type;
}
}
if (optional_string("+WarpRadius:"))
{
stuff_float(&s->warp_radius);
}
if (optional_string("+WarpTime:"))
{
stuff_float(&s->warp_time);
// According to fireballs.cpp, "Warp lifetime must be at least 4 seconds!"
if (s->warp_time < 4.0f)
{
// So let's warn them before they try to use it, shall we?
error_display(0, "Expected a '+WarpTime:' value equal or greater than 4.0, found '%f' in SSM strike [%s].\nSetting to 4.0, please check and set to a number 4.0 or greater!", s->warp_time, s->name);
// And then make the Assert obsolete -- Zacam
s->warp_time = 4.0f;
}
}
string_index = optional_string_either("+Radius:", "+Min Radius:");
if (string_index == 0)
{
stuff_float(&s->radius);
s->max_radius = -1.0f;
}
else if (string_index == 1)
{
stuff_float(&s->radius);
required_string("+Max Radius:");
stuff_float(&s->max_radius);
}
string_index = optional_string_either("+Offset:", "+Min Offset:");
if (string_index == 0)
{
stuff_float(&s->offset);
s->max_offset = -1.0f;
}
else if (string_index == 1)
{
stuff_float(&s->offset);
required_string("+Max Offset:");
stuff_float(&s->max_offset);
}
if (optional_string("+Shape:"))
{
switch (required_string_one_of(3, "Point", "Circle", "Sphere"))
{
case 0:
required_string("Point");
s->shape = SSM_SHAPE_POINT;
break;
case 1:
required_string("Circle");
FALLTHROUGH;
case -1: // If we're ignoring parse errors and can't identify the shape, go with a circle.
s->shape = SSM_SHAPE_CIRCLE;
break;
case 2:
required_string("Sphere");
s->shape = SSM_SHAPE_SPHERE;
break;
default:
UNREACHABLE("Impossible return value from required_string_one_of(); get a coder!\n");
}
}
if (optional_string("+HUD Message:"))
stuff_boolean(&s->send_message);
if (optional_string("+Custom Message:"))
{
stuff_string(s->custom_message, F_NAME, NAME_LENGTH);
s->use_custom_message = true;
}
parse_game_sound("+Alarm Sound:", &s->sound_index);
// don't add new entry if this is just a modified one
if (!no_create)
Ssm_info.push_back(new_ssm);
}
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
return;
}
}
// game init
void ssm_init()
{
if (cf_exists_full("ssm.tbl", CF_TYPE_TABLES)) {
mprintf(("TABLES => Starting parse of 'ssm.tbl'...\n"));
parse_ssm("ssm.tbl");
}
parse_modular_table(NOX("*-ssm.tbm"), parse_ssm);
// We already warned the modder that an SSM strike is invalid without a valid weapon, so now remove any that are in the list
Ssm_info.erase(
std::remove_if(Ssm_info.begin(), Ssm_info.end(), [](const ssm_info &ssm)
{
return ssm.weapon_info_index < 0;
}),
Ssm_info.end()
);
// Now that we've populated Ssm_info, let's validate weapon $SSM: entries.
validate_SSM_entries();
}
void ssm_get_random_start_pos(vec3d *out, vec3d *start, matrix *orient, size_t ssm_index)
{
vec3d temp;
ssm_info *s = &Ssm_info[ssm_index];
float radius, offset;
if (s->max_radius == -1.0f)
radius = s->radius;
else
radius = frand_range(s->radius, s->max_radius);
if (s->max_offset == -1.0f)
offset = s->offset;
else
offset = frand_range(s->offset, s->max_offset);
switch (s->shape) {
case SSM_SHAPE_SPHERE:
// get a random vector in a sphere around the target
vm_vec_random_in_sphere(&temp, start, radius, true);
break;
case SSM_SHAPE_CIRCLE:
// get a random vector in the circle of the firing plane
vm_vec_random_in_circle(&temp, start, orient, radius, true);
break;
case SSM_SHAPE_POINT:
// boooring
vm_vec_scale_add(&temp, start, &orient->vec.fvec, radius);
break;
default:
UNREACHABLE("Unknown shape '%d' in SSM type #" SIZE_T_ARG " ('%s'). This should not be possible; get a coder!\n", s->shape, ssm_index, s->name);
break;
}
// offset it a bit
vm_vec_scale_add(out, &temp, &orient->vec.fvec, offset);
}
// level init
void ssm_level_init()
{
}
// start a subspace missile effect
void ssm_create(object *target, vec3d *start, size_t ssm_index, ssm_firing_info *override, int team)
{
ssm_strike ssm;
matrix dir;
int idx, count;
// sanity
Assert(target != NULL);
if(target == NULL){
return;
}
Assert(start != NULL);
if(start == NULL){
return;
}
if (ssm_index >= Ssm_info.size()) {
return;
}
// Init the ssm data
count = Ssm_info[ssm_index].count;
if (Ssm_info[ssm_index].max_count != -1 && (Ssm_info[ssm_index].max_count - count) > 0) {
count = Random::next(count, Ssm_info[ssm_index].max_count);
}
// override in multiplayer
if(override != NULL){
ssm.sinfo = *override;
}
// single player or the server
else {
// forward orientation
vec3d temp;
vm_vec_sub(&temp, &target->pos, start);
vm_vec_normalize(&temp);
vm_vector_2_matrix(&dir, &temp, NULL, NULL);
// stuff info
ssm.sinfo.count = count;
ssm.sinfo.ssm_index = ssm_index;
ssm.sinfo.target = target;
ssm.sinfo.ssm_team = team;
// Instead of pushing them on one at a time, let's just grab all the memory we'll need at once
// (as a side effect, don't need to change the logic from the old array-based code)
ssm.sinfo.delay_stamp.resize(count);
ssm.sinfo.start_pos.resize(count);
for (idx = 0; idx < count; idx++) {
ssm.sinfo.delay_stamp[idx] = _timestamp(200 + Random::next(-199, 1000));
ssm_get_random_start_pos(&ssm.sinfo.start_pos[idx], start, &dir, ssm_index);
}
ssm_info *si = &Ssm_info[ssm_index];
weapon_info *wip = &Weapon_info[si->weapon_info_index];
if (wip->wi_flags[Weapon::Info_Flags::Beam]) {
ssm.sinfo.duration = ((si->warp_time - ((wip->b_info.beam_warmup / 1000.0f) + wip->b_info.beam_life + (wip->b_info.beam_warmdown / 1000.0f))) / 2.0f) / si->warp_time;
} else {
ssm.sinfo.duration = 0.5f;
}
// if we're the server, send a packet
if(MULTIPLAYER_MASTER){
//
}
}
ssm.done_flags.clear();
ssm.done_flags.resize(count);
ssm.fireballs.clear();
ssm.fireballs.resize(count, -1);
if(Ssm_info[ssm_index].send_message) {
if (!Ssm_info[ssm_index].use_custom_message)
HUD_printf("%s", XSTR("Firing artillery", 1570));
else
HUD_printf("%s", Ssm_info[ssm_index].custom_message);
}
if (Ssm_info[ssm_index].sound_index.isValid()) {
snd_play(gamesnd_get_game_sound(Ssm_info[ssm_index].sound_index));
}
Ssm_strikes.push_back(ssm);
}
// delete a finished ssm effect
void ssm_delete(SCP_list<ssm_strike>::iterator ssm)
{
Ssm_strikes.erase(ssm);
}
// process subspace missile stuff
void ssm_process()
{
int idx, finished;
SCP_list<ssm_strike>::iterator moveup, eraser;
ssm_info *si;
int weapon_objnum;
// process all strikes
moveup = Ssm_strikes.begin();
while ( moveup != Ssm_strikes.end() ) {
// get the type
Assertion(moveup->sinfo.ssm_index < Ssm_info.size(), "Invalid SSM index detected!");
si = &Ssm_info[moveup->sinfo.ssm_index];
// check all the individual missiles
finished = 1;
for(idx=0; idx<moveup->sinfo.count; idx++){
// if this guy is not marked as done
if(!moveup->done_flags[idx]){
finished = 0;
// if he already has the fireball effect
if(moveup->fireballs[idx] >= 0){
if ((1.0f - fireball_lifeleft_percent(&Objects[moveup->fireballs[idx]])) >= moveup->sinfo.duration) {
weapon_info *wip = &Weapon_info[si->weapon_info_index];
// get an orientation
vec3d temp;
matrix orient;
vm_vec_sub(&temp, &moveup->sinfo.target->pos, &moveup->sinfo.start_pos[idx]);
vm_vec_normalize(&temp);
vm_vector_2_matrix(&orient, &temp, nullptr, nullptr);
// are we a beam? -MageKing17
if (wip->wi_flags[Weapon::Info_Flags::Beam]) {
int num_beams = wip->b_info.beam_type == BeamType::OMNI && (int)wip->b_info.t5info.burst_rot_pattern.size() > 1 ?
(int)wip->b_info.t5info.burst_rot_pattern.size() : 1;
for (int i = 0; i < num_beams; i++) {
beam_fire_info fire_info;
memset(&fire_info, 0, sizeof(beam_fire_info));
fire_info.accuracy = 0.000001f; // this will guarantee a hit
fire_info.shooter = nullptr;
fire_info.turret = nullptr;
fire_info.target = moveup->sinfo.target;
fire_info.target_subsys = nullptr;
fire_info.bfi_flags |= BFIF_FLOATING_BEAM;
fire_info.starting_pos = moveup->sinfo.start_pos[idx];
fire_info.beam_info_index = si->weapon_info_index;
fire_info.team = static_cast<char>(moveup->sinfo.ssm_team);
fire_info.fire_method = BFM_SUBSPACE_STRIKE;
fire_info.burst_index = i;
// Fill target_pos but DONT turn on BFIF_TARGETING_COORDS
// It would mess up normal beams but type 5s can still make use of this
fire_info.target_pos1 = orient.vec.fvec + fire_info.starting_pos;
// fire the beam
beam_fire(&fire_info);
moveup->done_flags[idx] = true;
}
} else {
// fire the missile and flash the screen
weapon_objnum = weapon_create(&moveup->sinfo.start_pos[idx], &orient, si->weapon_info_index, -1, -1, 1);
if (weapon_objnum >= 0) {
Weapons[Objects[weapon_objnum].instance].team = moveup->sinfo.ssm_team;
Weapons[Objects[weapon_objnum].instance].homing_object = moveup->sinfo.target;
Weapons[Objects[weapon_objnum].instance].target_sig = moveup->sinfo.target->signature;
}
// this makes this particular missile done
moveup->done_flags[idx] = true;
}
}
}
// maybe create his warpin effect
else if((moveup->sinfo.delay_stamp[idx].isValid()) && timestamp_elapsed(moveup->sinfo.delay_stamp[idx])){
// get an orientation
vec3d temp;
matrix orient;
vm_vec_sub(&temp, &moveup->sinfo.target->pos, &moveup->sinfo.start_pos[idx]);
vm_vec_normalize(&temp);
vm_vector_2_matrix(&orient, &temp, NULL, NULL);
moveup->fireballs[idx] = fireball_create(&moveup->sinfo.start_pos[idx], si->fireball_type, FIREBALL_WARP_EFFECT, -1, si->warp_radius, false, &vmd_zero_vector, si->warp_time, 0, &orient);
}
}
}
if(finished){
eraser = moveup;
++moveup;
ssm_delete(eraser);
continue;
}
++moveup;
}
}
// test code for subspace missile strike -------------------------------------------
// level init
void hud_init_artillery()
{
}
// update all hud artillery related stuff
void hud_artillery_update()
{
}
// render all hud artillery related stuff
void hud_artillery_render()
{
// render how long the player has been painting his target
if((Player_ai != NULL) && (Player_ai->artillery_objnum >= 0)){
gr_set_color_fast(&Color_bright_blue);
gr_printf_no_resize(gr_screen.center_offset_x + 10, gr_screen.center_offset_y + 50, "%f", Player_ai->artillery_lock_time);
}
}
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