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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.
*
*/
#define REDALERT_INTERNAL
#include "ai/aigoals.h"
#include "cfile/cfile.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "graphics/font.h"
#include "hud/hudwingmanstatus.h"
#include "io/key.h"
#include "io/mouse.h"
#include "io/timer.h"
#include "mission/missionbriefcommon.h"
#include "mission/missioncampaign.h"
#include "mission/missiongoals.h"
#include "missionui/missionscreencommon.h"
#include "missionui/missionweaponchoice.h"
#include "missionui/redalert.h"
#include "network/multi.h"
#include "network/multiteamselect.h"
#include "network/multi_endgame.h"
#include "mod_table/mod_table.h"
#include "model/model.h"
#include "object/deadobjectdock.h"
#include "object/objectdock.h"
#include "ship/ship.h"
#include "sound/audiostr.h"
#include "sound/fsspeech.h"
#include "weapon/weapon.h"
#include <stdexcept>
/////////////////////////////////////////////////////////////////////////////
// Red Alert Mission-Level
/////////////////////////////////////////////////////////////////////////////
static TIMESTAMP Red_alert_new_mission_timestamp; // timestamp used to give user a little warning for red alerts
static int Red_alert_voice_started;
SCP_vector<red_alert_ship_status> Red_alert_ship_status;
SCP_vector<red_alert_wing_status> Red_alert_wing_status;
SCP_string Red_alert_precursor_mission;
/////////////////////////////////////////////////////////////////////////////
// Red Alert Interface
/////////////////////////////////////////////////////////////////////////////
const char *Red_alert_fname[GR_NUM_RESOLUTIONS] = {
"RedAlert",
"2_RedAlert"
};
const char *Red_alert_mask[GR_NUM_RESOLUTIONS] = {
"RedAlert-m",
"2_RedAlert-m"
};
// font to use for "incoming transmission"
int Ra_flash_font[GR_NUM_RESOLUTIONS] = {
font::FONT2,
font::FONT2
};
int Ra_flash_y[GR_NUM_RESOLUTIONS] = {
140,
200
};
/*
static int Ra_flash_coords[GR_NUM_RESOLUTIONS][2] = {
{
61, 108 // GR_640
},
{
61, 108 // GR_1024
}
};
*/
#define NUM_BUTTONS 2
#define RA_REPLAY_MISSION 0
#define RA_CONTINUE 1
static ui_button_info Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
{ // GR_640
ui_button_info("RAB_00", 2, 445, -1, -1, 0),
ui_button_info("RAB_01", 575, 432, -1, -1, 1),
},
{ // GR_1024
ui_button_info("2_RAB_00", 4, 712, -1, -1, 0),
ui_button_info("2_RAB_01", 920, 691, -1, -1, 1),
}
};
#define RED_ALERT_NUM_TEXT 3
UI_XSTR Red_alert_text[GR_NUM_RESOLUTIONS][RED_ALERT_NUM_TEXT] = {
{ // GR_640
{ "Replay", 1405, 46, 451, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
{ "Previous Mission", 1452, 46, 462, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_REPLAY_MISSION].button },
{ "Continue", 1069, 564, 413, UI_XSTR_COLOR_PINK, -1, &Buttons[0][RA_CONTINUE].button },
},
{ // GR_1024
{ "Replay", 1405, 75, 722, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
{ "Previous Mission", 1452, 75, 733, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_REPLAY_MISSION].button },
{ "Continue", 1069, 902, 661, UI_XSTR_COLOR_PINK, -1, &Buttons[1][RA_CONTINUE].button },
}
};
// indicies for coordinates
#define RA_X_COORD 0
#define RA_Y_COORD 1
#define RA_W_COORD 2
#define RA_H_COORD 3
static UI_TIMESTAMP Text_delay;
int Ra_brief_text_wnd_coords[GR_NUM_RESOLUTIONS][4] = {
{
14, 151, 522, 289
},
{
52, 241, 785, 463
}
};
static UI_WINDOW Ui_window;
// static hud_anim Flash_anim;
static int Background_bitmap;
static int Red_alert_inited = 0;
static int Red_alert_voice;
// open and pre-load the stream buffers for the different voice streams
void red_alert_voice_load()
{
Assert( Briefing != NULL );
if ( strnicmp(Briefing->stages[0].voice, NOX("none"), 4) != 0 && (Briefing->stages[0].voice[0] != '\0') ) {
Red_alert_voice = audiostream_open( Briefing->stages[0].voice, ASF_VOICE );
}
}
// close all the briefing voice streams
void red_alert_voice_unload()
{
if ( Red_alert_voice != -1 ) {
audiostream_close_file(Red_alert_voice, 0);
Red_alert_voice = -1;
}
}
// start playback of the red alert voice
void red_alert_voice_play()
{
if ( !Briefing_voice_enabled ) {
return;
}
if ( Red_alert_voice < 0 ) {
// play simulated speech?
if (fsspeech_play_from(FSSPEECH_FROM_BRIEFING)) {
if (fsspeech_playing()) {
return;
}
fsspeech_play(FSSPEECH_FROM_BRIEFING, Briefing->stages[0].text.c_str());
Red_alert_voice_started = 1;
}
} else {
if (audiostream_is_playing(Red_alert_voice)) {
return;
}
audiostream_play(Red_alert_voice, Master_voice_volume, 0);
Red_alert_voice_started = 1;
}
}
// stop playback of the red alert voice
void red_alert_voice_stop()
{
if ( !Red_alert_voice_started )
return;
if (Red_alert_voice < 0) {
fsspeech_stop();
} else {
audiostream_stop(Red_alert_voice, 1, 0); // stream is automatically rewound
}
}
// pausing and unpausing of red alert voice
void red_alert_voice_pause()
{
if ( !Red_alert_voice_started )
return;
if (Red_alert_voice < 0) {
fsspeech_pause(true);
} else {
audiostream_pause(Red_alert_voice);
}
}
void red_alert_voice_unpause()
{
if ( !Red_alert_voice_started )
return;
if (Red_alert_voice < 0) {
fsspeech_pause(false);
} else {
audiostream_unpause(Red_alert_voice);
}
}
// a button was pressed, deal with it
void red_alert_button_pressed(int n)
{
switch (n) {
case RA_CONTINUE:
// warp the mouse cursor the the middle of the screen for those who control with a mouse
mouse_set_pos( gr_screen.max_w/2, gr_screen.max_h/2 );
if(Game_mode & GM_MULTIPLAYER){
multi_ts_commit_pressed();
} else {
gameseq_post_event(GS_EVENT_ENTER_GAME);
}
break;
case RA_REPLAY_MISSION:
if ( (Game_mode & GM_CAMPAIGN_MODE) && !(Game_mode & GM_MULTIPLAYER) ) {
// TODO: make call to campaign code to set correct mission for loading
// mission_campaign_play_previous_mission(Red_alert_precursor_mission);
if ( !mission_campaign_previous_mission() ) {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
break;
}
gameseq_post_event(GS_EVENT_START_GAME);
} else {
gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL);
}
break;
}
}
// blit "incoming transmission"
#define RA_FLASH_CYCLE 0.25f
float Ra_flash_time = 0.0f;
int Ra_flash_up = 0;
void red_alert_blit_title()
{
const char *str = XSTR("Incoming Transmission", 1406);
int w, h;
// get the string size
font::set_font(Ra_flash_font[gr_screen.res]);
gr_get_string_size(&w, &h, str);
// set alpha color
color flash_color;
if(Ra_flash_up){
gr_init_alphacolor(&flash_color, (int)(255.0f * (Ra_flash_time / RA_FLASH_CYCLE)), 0, 0, 255);
} else {
gr_init_alphacolor(&flash_color, (int)(255.0f * (1.0f - (Ra_flash_time / RA_FLASH_CYCLE))), 0, 0, 255);
}
// draw
gr_set_color_fast(&flash_color);
gr_string(Ra_brief_text_wnd_coords[gr_screen.res][0] + ((Ra_brief_text_wnd_coords[gr_screen.res][2] - w) / 2), Ra_flash_y[gr_screen.res] - h - 5, str, GR_RESIZE_MENU);
gr_set_color_fast(&Color_normal);
// increment flash time
Ra_flash_time += flFrametime;
if(Ra_flash_time >= RA_FLASH_CYCLE){
Ra_flash_time = 0.0f;
Ra_flash_up = !Ra_flash_up;
}
// back to the original font
font::set_font(font::FONT1);
}
// Called once when red alert interface is started
void red_alert_init()
{
int i;
ui_button_info *b;
if ( Red_alert_inited ) {
return;
}
// for multiplayer, change the state in my netplayer structure
if (Game_mode & GM_MULTIPLAYER) {
Net_player->state = NETPLAYER_STATE_RED_ALERT;
}
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
Ui_window.set_mask_bmap(Red_alert_mask[gr_screen.res]);
for (i=0; i<NUM_BUTTONS; i++) {
b = &Buttons[gr_screen.res][i];
b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
// set up callback for when a mouse first goes over a button
b->button.set_highlight_action(common_play_highlight_sound);
b->button.set_bmaps(b->filename);
b->button.link_hotspot(b->hotspot);
}
// all text
for(i=0; i<RED_ALERT_NUM_TEXT; i++){
Ui_window.add_XSTR(&Red_alert_text[gr_screen.res][i]);
}
// set up red alert hotkeys
Buttons[gr_screen.res][RA_CONTINUE].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
// hud_anim_init(&Flash_anim, Ra_flash_coords[gr_screen.res][RA_X_COORD], Ra_flash_coords[gr_screen.res][RA_Y_COORD], NOX("AlertFlash"));
// hud_anim_load(&Flash_anim);
Red_alert_voice = -1;
if ( !Briefing ) {
Briefing = &Briefings[0];
}
// load in background image and flashing red alert animation
Background_bitmap = mission_ui_background_load(Briefing->background[gr_screen.res], Red_alert_fname[gr_screen.res]);
// Make sure word wrapping and rendering use the same font
font::set_font(font::FONT1);
if ( Briefing->num_stages > 0 ) {
brief_color_text_init(Briefing->stages[0].text.c_str(), Ra_brief_text_wnd_coords[gr_screen.res][RA_W_COORD], default_redalert_briefing_color, 0);
}
red_alert_voice_load();
Text_delay = ui_timestamp(200);
Red_alert_voice_started = 0;
Red_alert_inited = 1;
}
// Called once when the red alert interface is exited
void red_alert_close()
{
if (Red_alert_inited) {
red_alert_voice_stop();
red_alert_voice_unload();
weapon_select_close_team();
if (Background_bitmap >= 0) {
bm_release(Background_bitmap);
}
Ui_window.destroy();
// bm_unload(&Flash_anim);
common_free_interface_palette(); // restore game palette
game_flush();
}
Red_alert_inited = 0;
fsspeech_stop();
}
// called once per frame when game state is GS_STATE_RED_ALERT
void red_alert_do_frame(float frametime)
{
int i, k;
// ensure that the red alert interface has been initialized
if (!Red_alert_inited) {
Int3();
return;
}
// commit if skipping briefing, but not in multi - Goober5000
if (!(Game_mode & GM_MULTIPLAYER)) {
if (The_mission.flags[Mission::Mission_Flags::No_briefing])
{
red_alert_button_pressed(RA_CONTINUE);
return;
}
}
k = Ui_window.process() & ~KEY_DEBUGGED;
switch (k) {
case KEY_ESC:
// gameseq_post_event(GS_EVENT_ENTER_GAME);
if (Game_mode & GM_MULTIPLAYER) {
gamesnd_play_iface(InterfaceSounds::USER_SELECT);
multi_quit_game(PROMPT_ALL);
} else {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
break;
} // end switch
for (i=0; i<NUM_BUTTONS; i++){
if (Buttons[gr_screen.res][i].button.pressed()){
red_alert_button_pressed(i);
}
}
GR_MAYBE_CLEAR_RES(Background_bitmap);
if (Background_bitmap >= 0) {
gr_set_bitmap(Background_bitmap);
gr_bitmap(0, 0, GR_RESIZE_MENU);
}
Ui_window.draw();
// hud_anim_render(&Flash_anim, frametime);
font::set_font(font::FONT1);
if ( ui_timestamp_elapsed(Text_delay) ) {
int finished_wipe = 0;
if ( Briefing->num_stages > 0 ) {
finished_wipe = brief_render_text(0, Ra_brief_text_wnd_coords[gr_screen.res][RA_X_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_Y_COORD], Ra_brief_text_wnd_coords[gr_screen.res][RA_H_COORD], frametime, 0);
}
if (finished_wipe) {
red_alert_voice_play();
}
}
// blit incoming transmission
red_alert_blit_title();
gr_flip();
}
// set the red alert status for the current mission
void red_alert_invalidate_timestamp()
{
Red_alert_new_mission_timestamp = TIMESTAMP::invalid();
}
// Store a ships weapons into a wingman status structure
void red_alert_store_weapons(red_alert_ship_status *ras, ship_weapon *swp)
{
int i;
weapon_info *wip;
wep_t weapons;
// Make sure there isn't any data from the previous ship.
ras->primary_weapons.clear();
ras->secondary_weapons.clear();
if (swp == NULL) {
return;
}
// edited to accommodate ballistics - Goober5000
for (i = 0; i < swp->num_primary_banks; i++) {
weapons.index = swp->primary_bank_weapons[i];
if (weapons.index < 0) {
continue;
}
wip = &Weapon_info[weapons.index];
if (wip->wi_flags[Weapon::Info_Flags::Ballistic]) {
// to avoid triggering the below condition: this way, minimum ammo will be 2...
// since the red-alert representation of a conventional primary is 0 -> not used,
// 1 -> used, I added the representation 2 and above -> ballistic primary
weapons.count = swp->primary_bank_ammo[i] + 2;
} else {
weapons.count = 1;
}
ras->primary_weapons.push_back( weapons );
}
for (i = 0; i < swp->num_secondary_banks; i++) {
weapons.index = swp->secondary_bank_weapons[i];
if (weapons.index < 0) {
continue;
}
weapons.count = swp->secondary_bank_ammo[i];
ras->secondary_weapons.push_back( weapons );
}
}
// Take the weapons stored in a ship_status struct, and bash them into the ship weapons struct
void red_alert_bash_weapons(const red_alert_ship_status *ras, ship_weapon *swp)
{
int i, list_size = 0;
// restore from ship_exited
if ( (ras->ship_class == RED_ALERT_DESTROYED_SHIP_CLASS) || (ras->ship_class == RED_ALERT_PLAYER_DEL_SHIP_CLASS) ) {
return;
}
// modified to accommodate ballistics - Goober5000
list_size = (int)ras->primary_weapons.size();
CLAMP(list_size, 0, MAX_SHIP_PRIMARY_BANKS);
for (i = 0; i < list_size; i++) {
Assert( ras->primary_weapons[i].index >= 0 );
swp->primary_bank_weapons[i] = ras->primary_weapons[i].index;
swp->primary_bank_ammo[i] = ras->primary_weapons[i].count;
if (Weapon_info[swp->primary_bank_weapons[i]].wi_flags[Weapon::Info_Flags::Ballistic]) {
// adjust to correct ammo count, per red_alert_store_weapons()
swp->primary_bank_ammo[i] -= 2;
}
}
swp->num_primary_banks = list_size;
// bash secondary weapons
list_size = (int)ras->secondary_weapons.size();
CLAMP(list_size, 0, MAX_SHIP_SECONDARY_BANKS);
for (i = 0; i < list_size; i++) {
Assert( ras->secondary_weapons[i].index >= 0 );
swp->secondary_bank_weapons[i] = ras->secondary_weapons[i].index;
swp->secondary_bank_ammo[i] = ras->secondary_weapons[i].count;
}
swp->num_secondary_banks = list_size;
}
void red_alert_bash_weapons(const red_alert_ship_status *ras, p_object *pobjp)
{
int i, list_size = 0;
ship_info *sip;
subsys_status *sssp = NULL;
// restore from ship_exited
if ( (ras->ship_class == RED_ALERT_DESTROYED_SHIP_CLASS) || (ras->ship_class == RED_ALERT_PLAYER_DEL_SHIP_CLASS) )
return;
sip = &Ship_info[ras->ship_class];
// parse objects use the "pilot" subsystem
for (i = 0; i < pobjp->subsys_count; i++)
{
if (!stricmp(Subsys_status[pobjp->subsys_index + i].name, "pilot"))
{
sssp = &Subsys_status[pobjp->subsys_index + i];
break;
}
}
if (sssp == NULL)
{
Warning(LOCATION, "Parse object data for ship '%s' doesn't contain the 'Pilot' subsystem!", pobjp->name);
return;
}
// bash primary weapons
list_size = (int)ras->primary_weapons.size();
CLAMP(list_size, 0, MAX_SHIP_PRIMARY_BANKS);
for (i = 0; i < list_size; i++)
{
Assert( ras->primary_weapons[i].index >= 0 );
sssp->primary_banks[i] = ras->primary_weapons[i].index;
if (Weapon_info[sssp->primary_banks[i]].wi_flags[Weapon::Info_Flags::Ballistic])
{
float max_count = sip->primary_bank_ammo_capacity[i] / Weapon_info[sssp->primary_banks[i]].cargo_size;
sssp->primary_ammo[i] = (int)std::lround(100.0f * (ras->primary_weapons[i].count - 2) / max_count);
}
else
sssp->primary_ammo[i] = 100;
}
// bash secondary weapons
list_size = (int)ras->secondary_weapons.size();
CLAMP(list_size, 0, MAX_SHIP_SECONDARY_BANKS);
for (i = 0; i < list_size; i++)
{
Assert( ras->secondary_weapons[i].index >= 0 );
sssp->secondary_banks[i] = ras->secondary_weapons[i].index;
float max_count = sip->secondary_bank_ammo_capacity[i] / Weapon_info[sssp->secondary_banks[i]].cargo_size;
sssp->secondary_ammo[i] = (int)std::lround(100.0f * ras->secondary_weapons[i].count / max_count);
}
}
void red_alert_bash_subsys_status(const red_alert_ship_status *ras, ship *shipp)
{
ship_subsys *ss;
int i, count = 0;
int list_size;
// restore from ship_exited
if ( (ras->ship_class == RED_ALERT_DESTROYED_SHIP_CLASS) || (ras->ship_class == RED_ALERT_PLAYER_DEL_SHIP_CLASS) ) {
return;
}
ss = GET_FIRST(&shipp->subsys_list);
while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
// using at() here for the bounds check, although out-of-bounds should
// probably never happen here
try {
ss->current_hits = ras->subsys_current_hits.at(count);
} catch (const std::out_of_range&) {
break;
}
if (ss->current_hits <= 0 && ss->submodel_instance_1 != nullptr) {
ss->submodel_instance_1->blown_off = true;
}
ss = GET_NEXT( ss );
count++;
}
list_size = (int)ras->subsys_aggregate_current_hits.size();
CLAMP(list_size, 0, SUBSYSTEM_MAX);
for (i = 0; i < list_size; i++) {
shipp->subsys_info[i].aggregate_current_hits = ras->subsys_aggregate_current_hits[i];
}
}
extern int insert_subsys_status(p_object *pobjp);
void red_alert_bash_subsys_status(const red_alert_ship_status *ras, p_object *pobjp)
{
int i, j;
ship_info *sip;
model_subsystem *psub = NULL;
subsys_status *sssp = NULL;
// restore from ship_exited
if ( (ras->ship_class == RED_ALERT_DESTROYED_SHIP_CLASS) || (ras->ship_class == RED_ALERT_PLAYER_DEL_SHIP_CLASS) )
return;
sip = &Ship_info[ras->ship_class];
// do this differently than the other bash_subsys_status... since the p_object may not contain
// all the subsystems, iterate on the red_alert_ship_status entries rather than the p_object's
// and create missing subsystems where necessary
for (i = 0; i < (int) ras->subsys_current_hits.size(); i++)
{
psub = &sip->subsystems[i];
// in the p_object, subsystem 0 is the pilot, and afterwards the subsystems go in order
j = i + 1;
// this subsystem is in the p_object
if (j < pobjp->subsys_count)
{
sssp = &Subsys_status[pobjp->subsys_index + j];
}
// must create subsystem (same technique as in parse_copy_damage)
else
{
// jam in the new subsystem at the end of the existing list for this parse object
int new_idx = insert_subsys_status(pobjp);
Assert(new_idx == pobjp->subsys_index + j);
sssp = &Subsys_status[new_idx];
strcpy_s(sssp->name, psub->subobj_name);
}
float max_hits = psub->max_subsys_strength * (pobjp->ship_max_hull_strength / sip->max_hull_strength);
float current_hits = ras->subsys_current_hits[i];
sssp->percent = 100.0f * (max_hits - current_hits) / max_hits;
}
}
void red_alert_store_subsys_status(red_alert_ship_status *ras, ship *shipp)
{
ship_subsys *ss;
int i;
// Make sure there isn't any data from the previous ship.
ras->subsys_current_hits.clear();
ras->subsys_aggregate_current_hits.clear();
if (shipp == NULL) {
return;
}
ss = GET_FIRST(&shipp->subsys_list);
while ( ss != END_OF_LIST( &shipp->subsys_list ) ) {
ras->subsys_current_hits.push_back( ss->current_hits );
ss = GET_NEXT( ss );
}
for (i = 0; i < SUBSYSTEM_MAX; i++)
// Pyro3d - Fixes AP8 Based RA crashes
ras->subsys_aggregate_current_hits.push_back(shipp->subsys_info[i].aggregate_current_hits);
}
/*
* Record the current state of the players wingman & ships with the "red-alert-carry" flag
* Wingmen without the red-alert-carry flag are only stored if they survive
* dead wingmen must still be handled in red_alert_bash_ship_status
*/
void red_alert_store_ship_status()
{
SCP_set<int> needed_wingnums;
// store the mission filename for the red alert precursor mission
Red_alert_precursor_mission = Game_current_mission_filename;
// Pyro3d - Clear stored red alert data
// Probably not the best solution, but it prevents an assertion in change_ship_type()
red_alert_clear();
// store status for all existing ships
for (const auto so : list_range(&Ship_obj_list)) {
auto ship_objp = &Objects[so->objnum];
if (ship_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
Assert(ship_objp->type == OBJ_SHIP);
auto shipp = &Ships[ship_objp->instance];
if ( shipp->flags[Ship::Ship_Flags::Dying] ) {
continue;
}
if ( !(shipp->flags[Ship::Ship_Flags::From_player_wing]) && !(shipp->flags[Ship::Ship_Flags::Red_alert_store_status]) ) {
continue;
}
red_alert_ship_status ras;
ras.name = shipp->ship_name;
ras.hull = Objects[shipp->objnum].hull_strength;
ras.ship_class = shipp->ship_info_index;
red_alert_store_weapons(&ras, &shipp->weapons);
red_alert_store_subsys_status(&ras, shipp);
Red_alert_ship_status.push_back( ras );
// niffiwan: trying to track down red alert bug creating HUGE pilot files
Assert( (Red_alert_ship_status.size() <= MAX_SHIPS) );
if (shipp->wingnum >= 0) {
needed_wingnums.insert(shipp->wingnum);
}
}
// store exited ships that did not die
for (const auto &exited : Ships_exited) {
if ( !(exited.flags[Ship::Exit_Flags::From_player_wing]) && !(exited.flags[Ship::Exit_Flags::Red_alert_carry]) ) {
continue;
}
red_alert_ship_status ras;
ras.name = exited.ship_name;
ras.hull = float(exited.hull_strength);
// if a ship has been destroyed or removed manually by the player, then mark it as such ...
if ( exited.flags[Ship::Exit_Flags::Destroyed]) {
ras.ship_class = RED_ALERT_DESTROYED_SHIP_CLASS;
}
else if (exited.flags[Ship::Exit_Flags::Player_deleted]) {
ras.ship_class = RED_ALERT_PLAYER_DEL_SHIP_CLASS;
}
// ... otherwise we want to make sure and carry over the ship class
else {
Assert( exited.ship_class >= 0 );
ras.ship_class = exited.ship_class;
}
red_alert_store_weapons(&ras, NULL);
red_alert_store_subsys_status(&ras, NULL);
Red_alert_ship_status.push_back( ras );
// niffiwan: trying to track down red alert bug creating HUGE pilot files
Assert( (Red_alert_ship_status.size() <= MAX_SHIPS) );
if (exited.wingnum >= 0) {
needed_wingnums.insert(exited.wingnum);
}
}
Assert( !Red_alert_ship_status.empty() );
// store status for all wings related to a stored ship
for (int wingnum : needed_wingnums) {
auto wingp = &Wings[wingnum];
red_alert_wing_status rws;
rws.name = wingp->name;
rws.latest_wave = wingp->current_wave;
rws.wave_count = wingp->wave_count;
rws.total_arrived_count = wingp->total_arrived_count;
rws.total_departed = wingp->total_departed;
rws.total_destroyed = wingp->total_destroyed;
rws.total_vanished = wingp->total_vanished;
Red_alert_wing_status.push_back( rws );
// see comments from niffiwan above
Assert( (Red_alert_wing_status.size() <= MAX_WINGS) );
}
}
// Delete a ship in a red alert mission (since it must have died/departed in the previous mission)
void red_alert_delete_ship(int shipnum, int ship_state)
{
ship* shipp = &Ships[shipnum];
int cleanup_mode; // See ship.h for cleanup mode defines. SHIP_VANISHED etc.
switch (ship_state) {
case RED_ALERT_DESTROYED_SHIP_CLASS:
cleanup_mode = SHIP_DESTROYED_REDALERT;
break;
case RED_ALERT_PLAYER_DEL_SHIP_CLASS:
cleanup_mode = SHIP_DEPARTED_REDALERT;
break;
default:
UNREACHABLE("Red-alert: Unknown delete state '%i'\n", ship_state);
cleanup_mode = SHIP_VANISHED;
break;
}
Objects[shipp->objnum].flags.set(Object::Object_Flags::Should_be_dead);
dock_undock_all(&Objects[shipp->objnum]);
ship_cleanup(shipnum, cleanup_mode);
}
// just mark the parse object as never going to arrive
void red_alert_delete_ship(p_object *pobjp, int ship_state)
{
if (ship_state == RED_ALERT_DESTROYED_SHIP_CLASS || ship_state == RED_ALERT_PLAYER_DEL_SHIP_CLASS)
{
pobjp->flags.set(Mission::Parse_Object_Flags::Red_alert_deleted);
if (pobjp->wingnum < 0)
pobjp->flags.set(Mission::Parse_Object_Flags::SF_Cannot_arrive);
}
else
Error(LOCATION, "Red Alert: asked to delete ship (%s) with invalid ship state (%d)", pobjp->name, ship_state);
}
/*
* Take the red alert status information, and adjust the red alert ships accordingly
* "red alert ships" are wingmen and any ship with the red-alert-carry flag
* Wingmen without red alert data still need to be handled / removed
*/
void red_alert_bash_ship_status()
{
SCP_unordered_map<int, int> Wing_pobjects_marked_for_deletion;
SCP_unordered_map<SCP_string, const red_alert_ship_status*, SCP_string_lcase_hash, SCP_string_lcase_equal_to> red_alert_ship_map;
SCP_unordered_map<SCP_string, const red_alert_wing_status*, SCP_string_lcase_hash, SCP_string_lcase_equal_to> red_alert_wing_map;
if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
return;
}
if ( Red_alert_ship_status.empty() ) {
return;
}
// if there is no wing status, that's ok; the code will just behave as if there was one wave in the previous mission's wing
// create maps for data lookup
for (const auto& ras : Red_alert_ship_status) {
red_alert_ship_map[ras.name] = &ras;
}
for (const auto& rws : Red_alert_wing_status) {
red_alert_wing_map[rws.name] = &rws;
}
// first, go through all wings and see if we need to skip any ships
for (int wingnum = 0; wingnum < Num_wings; ++wingnum)
{
auto wingp = &Wings[wingnum];
auto rws_iter = red_alert_wing_map.find(wingp->name);
if (rws_iter != red_alert_wing_map.end())
{
auto rws = rws_iter->second;
// if this wing has been stored, we need to skip based on the previous mission's latest wave, but *this mission's* wave count
if (rws->latest_wave > 1)
wingp->red_alert_skipped_ships += (rws->latest_wave - 1) * wingp->wave_count;
}
}
// go through all ships in the game, and see if there is red alert status data for any
auto so = GET_FIRST(&Ship_obj_list);
for ( ; so != END_OF_LIST(&Ship_obj_list); )
{
object *ship_objp = &Objects[so->objnum];
if (ship_objp->flags[Object::Object_Flags::Should_be_dead]) {
so = GET_NEXT(so);
continue;
}
Assert(ship_objp->type == OBJ_SHIP);
ship *shipp = &Ships[ship_objp->instance];
if ( !(shipp->flags[Ship::Ship_Flags::From_player_wing]) && !(shipp->flags[Ship::Ship_Flags::Red_alert_store_status]) ) {
so = GET_NEXT(so);
continue;
}
// see if this ship belongs to a wing that was stored
if (shipp->wingnum >= 0)
{
auto wingp = &Wings[shipp->wingnum];
auto rws_iter = red_alert_wing_map.find(wingp->name);
if (rws_iter != red_alert_wing_map.end())
{
auto rws = rws_iter->second;
// assign the wave number to the wing
wingp->current_wave = rws->latest_wave;
// make sure that num_waves can accommodate the new value of current_wave.
// this would happen if the mission we are entering has too few waves.
if (wingp->num_waves < wingp->current_wave)
{
mprintf(("Red alert warning: wing %s in the current mission has fewer waves than in the last mission. Bashing the number of waves from %i to %i.\n", wingp->name, wingp->num_waves, wingp->current_wave));
wingp->num_waves = wingp->current_wave;
}
if (rws->latest_wave > 1)
{
// find this ship's position in the wing
int ship_entry_index = ship_registry_get_index(shipp->ship_name);
Assertion(Ship_registry[ship_entry_index].has_p_objp(), "Ship %s must have a parse object!", shipp->ship_name);
int pos_in_wing = Ship_registry[ship_entry_index].p_objp()->pos_in_wing;
// give the ship its name from the latest wave
// (this will make the ship match to the correct red-alert data)
wing_bash_ship_name(shipp->ship_name, wingp->name, ((rws->latest_wave - 1) * wingp->wave_count) + 1 + pos_in_wing);
// need to update the ship registry too
strcpy_s(Ship_registry[ship_entry_index].name, shipp->ship_name);
Ship_registry_map[shipp->ship_name] = ship_entry_index;
}
}
}
bool ship_data_restored = false;
int ship_state = RED_ALERT_DESTROYED_SHIP_CLASS;
auto ras_iter = red_alert_ship_map.find(shipp->ship_name);
// red-alert data matches this ship!
if (ras_iter != red_alert_ship_map.end())
{
auto ras = ras_iter->second;
// we only want to restore ships which haven't been destroyed, or were removed by the player
if ( (ras->ship_class != RED_ALERT_DESTROYED_SHIP_CLASS) && (ras->ship_class != RED_ALERT_PLAYER_DEL_SHIP_CLASS) )
{
// if necessary, restore correct ship class
if ( ras->ship_class != shipp->ship_info_index )
{
if (ras->ship_class >= 0 && ras->ship_class < ship_info_size())
change_ship_type(SHIP_INDEX(shipp), ras->ship_class);
else
mprintf(("Invalid ship class specified in red alert data for ship %s. Using mission default class.\n", shipp->ship_name));
}
float max_hull;
if (shipp->special_hitpoints)
max_hull = shipp->ship_max_hull_strength;
else
max_hull = Ship_info[shipp->ship_info_index].max_hull_strength;
// restore hull (but not shields)
if (ras->hull >= 0.0f && ras->hull <= max_hull)
ship_objp->hull_strength = ras->hull;
else
mprintf(("Invalid hull strength in red alert data for ship %s. Using mission default hull.\n", shipp->ship_name));
// restore weapons and subsys
red_alert_bash_weapons(ras, &shipp->weapons);
red_alert_bash_subsys_status(ras, shipp);
ship_data_restored = true;
}
// must be destroyed or deleted
else
{
ship_state = ras->ship_class;
}
}
// remove ship if it was destroyed, or if there's no red-alert data for it
if ( !ship_data_restored ) {
// we need to be a little tricky here because deletion invalidates the ship_obj
ship_obj *next_so = GET_NEXT(so);
red_alert_delete_ship(ship_objp->instance, ship_state);
so = next_so;
} else {
so = GET_NEXT(so);
}
}
// NOTE: in retail, red alert data was not loaded for ships that arrived later in the mission
if (!Red_alert_applies_to_delayed_ships)
return;
// go through all ships yet to arrive, and see if there is red alert status data for any
for (auto &pobj : Parse_objects)
{
auto pobjp = &pobj;
// objects that have already arrived would have been handled in the above loop
if ( pobjp->created_object != NULL )
continue;
// same condition as in ship_obj loop
if ( !(pobjp->flags[Mission::Parse_Object_Flags::SF_From_player_wing]) && !(pobjp->flags[Mission::Parse_Object_Flags::SF_Red_alert_store_status]) ) {
continue;
}
char pobjp_name_to_check[NAME_LENGTH];
strcpy_s(pobjp_name_to_check, pobjp->name);
// see if this parse object belongs to a wing that was stored
if (pobjp->wingnum >= 0)
{
auto wingp = &Wings[pobjp->wingnum];
auto rws_iter = red_alert_wing_map.find(wingp->name);
if (rws_iter != red_alert_wing_map.end())
{
auto rws = rws_iter->second;
// assign the wave number to the wing
// note that since the wing hasn't arrived yet, and the wave is incremented upon arrival, we need to subtract 1
wingp->current_wave = rws->latest_wave - 1;
if (rws->latest_wave > 1)
{
// use the name from the latest wave for the purposes of matching
// (this will make the pobjp match to the correct red-alert data)
wing_bash_ship_name(pobjp_name_to_check, wingp->name, ((rws->latest_wave - 1) * wingp->wave_count) + 1 + pobjp->pos_in_wing);
}
}
}
bool ship_data_restored = false;
int ship_state = RED_ALERT_DESTROYED_SHIP_CLASS;
auto ras_iter = red_alert_ship_map.find(pobjp_name_to_check);
// red-alert data matches this ship!
if (ras_iter != red_alert_ship_map.end())
{
auto ras = ras_iter->second;
// we only want to restore ships which haven't been destroyed, or were removed by the player
if ( (ras->ship_class != RED_ALERT_DESTROYED_SHIP_CLASS) && (ras->ship_class != RED_ALERT_PLAYER_DEL_SHIP_CLASS) )
{
// if necessary, restore correct ship class
if ( ras->ship_class != pobjp->ship_class )
{
if (ras->ship_class >= 0 && ras->ship_class < ship_info_size())
swap_parse_object(pobjp, ras->ship_class);
else
mprintf(("Invalid ship class specified in red alert data for ship %s. Using mission default class.\n", pobjp->name));
}
float max_hull;
if (pobjp->special_hitpoints)
max_hull = pobjp->ship_max_hull_strength;
else
max_hull = Ship_info[pobjp->ship_class].max_hull_strength;
// restore hull (but not shields)
if (ras->hull >= 0.0f && ras->hull <= max_hull)
pobjp->initial_hull = (int) (ras->hull * 100.0f / max_hull);
else
mprintf(("Invalid hull strength in red alert data for ship %s. Using mission default hull.\n", pobjp->name));
// restore weapons and subsys
red_alert_bash_weapons(ras, pobjp);
red_alert_bash_subsys_status(ras, pobjp);
ship_data_restored = true;
}
// must be destroyed or deleted
else
{
ship_state = ras->ship_class;
}
}
// remove ship if it was destroyed, or if there's no red-alert data for it
if ( !ship_data_restored )
{
red_alert_delete_ship(pobjp, ship_state);
if (pobjp->wingnum >= 0)
++Wing_pobjects_marked_for_deletion[pobjp->wingnum];
}
}
// if all parse objects in a wing have been removed, clear the count for that wing so the next wave can arrive, if applicable
for (const auto &ii: Wing_pobjects_marked_for_deletion)
{
wing *wingp = &Wings[ii.first];
if (wingp->num_waves > 0 && wingp->wave_count == ii.second)
{
// skip over this wave
wingp->red_alert_skipped_ships += wingp->wave_count;
wingp->current_wave++;
bool waves_spent = wingp->current_wave >= wingp->num_waves;
if (waves_spent)
wingp->flags.set(Ship::Wing_Flags::Gone);
// look through all ships yet to arrive...
for (auto pobjp : list_range(&Ship_arrival_list))
{
// ...and mark the ones in this wing
if (pobjp->wingnum == ii.first)
{
// no waves left to arrive, so mark ships accordingly
if (waves_spent)
pobjp->flags.set(Mission::Parse_Object_Flags::SF_Cannot_arrive);
// we skipped a complete wave, so clear the flag so the next wave creates all ships
else
pobjp->flags.remove(Mission::Parse_Object_Flags::Red_alert_deleted);
}
}
}
}
}
// return !0 if this is a red alert mission, otherwise return 0
int red_alert_mission()
{
return (The_mission.flags[Mission::Mission_Flags::Red_alert]);
}
// called from sexpression code to start a red alert mission
void red_alert_start_mission()
{
// if we are not in campaign mode, go to debriefing
// if ( !(Game_mode & GM_CAMPAIGN_MODE) ) {
// gameseq_post_event( GS_EVENT_DEBRIEF ); // proceed to debriefing
// return;
// }
// check player health here, but only in single-player
// if we're dead (or about to die), don't start red alert mission.
if ( (Game_mode & GM_MULTIPLAYER) ||
((Player_obj->type == OBJ_SHIP) && !Player_ship->flags[Ship::Ship_Flags::Dying] && (Player_obj->hull_strength > 0)) )
{
if (Player_obj->type == OBJ_SHIP)
{
// make sure we don't die
Player_ship->ship_guardian_threshold = SHIP_GUARDIAN_THRESHOLD_DEFAULT;
}
// do normal red alert stuff
Red_alert_new_mission_timestamp = _timestamp(RED_ALERT_WARN_TIME);
// throw down a sound here to make the warning seem ultra-important
// gamesnd_play_iface(SND_USER_SELECT);
snd_play(gamesnd_get_game_sound(GameSounds::DIRECTIVE_COMPLETE));
}
}
// called from HUD code to see if we're red-alerting
int red_alert_in_progress()
{
// it is specifically a question of whether the timestamp is running
return Red_alert_new_mission_timestamp.isValid();
}
// called from the game loop to check if we should actually do the red-alert
void red_alert_maybe_move_to_next_mission()
{
// if the timestamp is invalid, do nothing.
if ( !Red_alert_new_mission_timestamp.isValid() )
return;
// return if the timestamp hasn't elapsed yet
if ( !timestamp_elapsed(Red_alert_new_mission_timestamp) )
return;
// basic premise here is to stop the current mission, and then set the next mission in the campaign
// which better be a red alert mission
if ( Game_mode & GM_CAMPAIGN_MODE ) {
red_alert_store_ship_status();
mission_goal_fail_incomplete();
if (Game_mode & GM_MULTIPLAYER) {
// this should handle close-out and moving to next mission
gameseq_post_event(GS_EVENT_DEBRIEF);
} else {
mission_campaign_store_goals_and_events_and_variables();
scoring_level_close();
mission_campaign_eval_next_mission();
mission_campaign_mission_over();
// CD CHECK
gameseq_post_event(GS_EVENT_START_GAME);
}
} else {
if (Game_mode & GM_MULTIPLAYER) {
gameseq_post_event(GS_EVENT_DEBRIEF);
} else {
gameseq_post_event(GS_EVENT_END_GAME);
}
}
}
/*
* red_alert_clear()
*
* clear all red alert "wingman" data
* Allows data to be cleared from outside REDALERT_INTERNAL code
*/
void red_alert_clear()
{
Red_alert_ship_status.clear();
Red_alert_wing_status.clear();
}
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