File: swarm.cpp

package info (click to toggle)
freespace2 24.2.0%2Brepack-1
  • links: PTS, VCS
  • area: non-free
  • in suites: forky, sid
  • size: 43,716 kB
  • sloc: cpp: 595,001; ansic: 21,741; python: 1,174; sh: 457; makefile: 248; xml: 181
file content (548 lines) | stat: -rw-r--r-- 17,569 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
/*
 * 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 "globalincs/linklist.h"
#include "io/timer.h"
#include "object/object.h"
#include "ship/ship.h"
#include "weapon/swarm.h"
#include "weapon/weapon.h"



#define SWARM_DIST_OFFSET			2.0f		// distance swarm missile should vary from original path
#define SWARM_CONE_LENGTH			10000.0f	// used to pick a target point far in the distance
#define SWARM_CHANGE_DIR_TIME		400		// time to force change in direction of swarm missile
#define SWARM_ANGLE_CHANGE			(4*PI/180)			// in rad


// *No longer need this  -Et1
//#define SWARM_MISSILE_DELAY		150		// time delay between each swarm missile that is fired


#define SWARM_TIME_VARIANCE		100		// max time variance when deciding when to change swarm missile course

#define SWARM_FRAME_STOP_SWARMING	4			// Estimated number of zigzag frames BEFORE impact to stop zig-zagging and instead home in straight to the target

#define TURRET_SWARM_VALIDITY_CHECKTIME	5000	// number of ms between checks on turret_swam_info checks

#define SWARM_USED						(1<<0)


turret_swarm_info Turret_swarm_info[MAX_TURRET_SWARM_INFO];

int Turret_swarm_validity_next_check_time;

// ------------------------------------------------------------------
// swarm_level_init()
//
// Called at the start of each new mission
//
void swarm_level_init()
{
	int					i;
	turret_swarm_info	*tswarmp;

	for (i=0; i<MAX_TURRET_SWARM_INFO; i++) {
		tswarmp = &Turret_swarm_info[i];
		tswarmp->flags = 0;
		tswarmp->weapon_class = -1;
		tswarmp->num_to_launch = 0;
		tswarmp->parent_objnum = -1;
		tswarmp->parent_sig	  = -1;
		tswarmp->target_objnum = -1;
		tswarmp->target_sig	  = -1;
		tswarmp->turret		  = NULL;
		tswarmp->target_subsys = NULL;
		tswarmp->time_to_fire  = 0;
	}

	Turret_swarm_validity_next_check_time = timestamp(TURRET_SWARM_VALIDITY_CHECKTIME);
}

// ------------------------------------------------------------------
// swarm_maybe_fire_missile()
//
// Check if there are any swarm missiles to fire, and if enough time
// has elapsed since last one fired, go ahead and fire it.
//
// This is called once per ship frame in ship_move()
//
void swarm_maybe_fire_missile(int shipnum)
{
	ship			*sp;
	ship_weapon *swp;
	int			weapon_info_index;

	Assert(shipnum >= 0 && shipnum < MAX_SHIPS );
	sp = &Ships[shipnum];

	if ( sp->num_swarm_missiles_to_fire <= 0 ) {
		sp->swarm_missile_bank = -1;
		return;
	}

	swp = &sp->weapons;
	if ( sp->swarm_missile_bank == -1 ) {
		sp->num_swarm_missiles_to_fire = 0;
		return;
	}

	weapon_info_index = swp->secondary_bank_weapons[sp->swarm_missile_bank];
	Assert( weapon_info_index >= 0 && weapon_info_index < weapon_info_size() );

	// if swarm secondary bank is not a swarm missile, return
	if ( !(Weapon_info[weapon_info_index].wi_flags[Weapon::Info_Flags::Swarm]) ) {
		sp->num_swarm_missiles_to_fire = 0;
		sp->swarm_missile_bank = -1;
		return;
	}

	if ( timestamp_elapsed(sp->next_swarm_fire) )
    {

        // *Get timestamp from weapon info's -Et1
		sp->next_swarm_fire = timestamp(Weapon_info[weapon_info_index].SwarmWait );

		ship_fire_secondary( &Objects[sp->objnum], 1 );
		sp->num_swarm_missiles_to_fire--;
	}
}

// if it can't home on something, just set target dead ahead
void swarm_set_default_target_pos(object* objp, swarm_info* swarmp) {
	vm_vec_scale_add(&swarmp->current_target, &objp->pos, &objp->orient.vec.fvec, SWARM_CONE_LENGTH);
}

// ------------------------------------------------------------------
// swarm_create()
//
//	Set up all the basic info for a swarm missile
//
void swarm_create(object* objp, swarm_info* swarmp)
{
	swarmp->change_timestamp = 1;
	swarmp->homing_objnum = -1;
	swarmp->zig_direction = golden_ratio_rand() * PI2;

	vm_vec_zero(&swarmp->offset);

	swarm_set_default_target_pos(objp, swarmp);
}

// ------------------------------------------------------------------
// swarm_update_direction()
//
//	Check if we want to update the direction of a swarm missile.
//
void swarm_update_direction(object *objp, swarm_info* swarmp)
{
	weapon_info	*wip;
	weapon		*wp;
	object		*hobjp;
	vec3d		obj_to_target;	// Vector pointing from the swarm missile to its target
	float			vel, target_dist, radius;
	physics_info	*pi;

	Assert(objp->instance >= 0 && objp->instance < MAX_WEAPONS);

	wp = &Weapons[objp->instance];

	wip = &Weapon_info[wp->weapon_info_index];
	hobjp = wp->homing_object;
	pi = &Objects[wp->objnum].phys_info;

	// check if homing is lost.. if it is then set the target point dead ahead
	if ( swarmp->homing_objnum != -1 && hobjp == &obj_used_list ) {
		swarmp->change_timestamp = 1;
		swarmp->homing_objnum = -1;
		swarm_set_default_target_pos(objp, swarmp);
	}

	if ( hobjp != &obj_used_list ) {
		swarmp->homing_objnum = OBJ_INDEX(hobjp);
	}

	if ( timestamp_elapsed(swarmp->change_timestamp) ) {
		
		// Time to (maybe) zig-zag!
		int zig_zag_time = fl2i(SWARM_CHANGE_DIR_TIME + SWARM_TIME_VARIANCE * (frand() - 0.5f) * 2);
		swarmp->change_timestamp = timestamp(zig_zag_time);

		float missile_age = f2fl(Missiontime - wp->creation_time);

		if (hobjp != &obj_used_list && missile_age > 0.5f && missile_age > wip->free_flight_time)
		{
			// This is a copy of the relevant bits near the end of weapon_home() to make missiles lead their targets
			// note that if the swarm missile has a target_lead_scaler of 0 this is equivalent to retail behavior (no leading)
			if (Swarmers_lead_targets) {
				vec3d target_pos = wp->homing_pos;
				vec3d vec_to_goal;
				float dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &objp->pos);
				float time_to_target = dist_to_target / wip->max_speed;

				vec3d tvec;
				tvec = objp->phys_info.vel;
				vm_vec_normalize(&tvec);

				float old_dot = vm_vec_dot(&tvec, &vec_to_goal);

				if ((old_dot > 0.1f) && (time_to_target > 0.1f)) {
					if (wip->wi_flags[Weapon::Info_Flags::Variable_lead_homing]) {
						target_pos += hobjp->phys_info.vel * (0.33f * wip->target_lead_scaler * MIN(time_to_target, 6.0f));
					}
					else if (wip->is_locked_homing()) {
						target_pos += hobjp->phys_info.vel * MIN(time_to_target, 2.0f);
					}
				}
				swarmp->current_target = target_pos;
			} else { // Else, retail behavior (usually simply the target's position)
				swarmp->current_target = wp->homing_pos;
			}
		}

		obj_to_target = swarmp->current_target - objp->pos;
		target_dist = vm_vec_mag_quick(&obj_to_target);

		// If homing swarm missile is close to target, let missile home in on original target
		if ((target_dist / pi->speed) <= ((zig_zag_time / 1000.0f) * SWARM_FRAME_STOP_SWARMING)) {
			vm_vec_zero(&swarmp->offset);
		} else {
			
			// calculate a radius around our target such that it would be the same angular offset
			// as SWARM_DIST_OFFSET (2 meters) at our next zig distance
			
			float missile_dist;     // straight-line distance the missile will travel between now and next check
			float missile_speed;    // current speed of the missile

			missile_speed = pi->speed;
			missile_dist = missile_speed * zig_zag_time / 1000.0f;
			if (missile_dist < SWARM_DIST_OFFSET)
				missile_dist = SWARM_DIST_OFFSET;
			float angle_offset = asinf_safe(SWARM_DIST_OFFSET / missile_dist);
			Assert(!fl_is_nan(angle_offset));

			// Radius around the target pos. Shortens as the missiles get closer to the target.
			radius = tanf(angle_offset) * target_dist;

			// maybe zig zag to a different angle
			int zigs_zagged = (int)(missile_age * (1 / (SWARM_CHANGE_DIR_TIME / 1000.0f)));
			int mod_signature = (Game_mode & GM_MULTIPLAYER ? objp->net_signature : objp->signature) % 3;
			// depending on the signature, switch every 3, 4, or 5 zig zags
			if (zigs_zagged % (mod_signature + 3)) { 
				// angle change!
				swarmp->zig_direction = golden_ratio_rand() * PI2;
			} else // otherwise go 180 degrees off of what you were before
				swarmp->zig_direction += PI;

			// then rotate by it 
			swarmp->offset = objp->orient.vec.uvec * radius;
			vm_rot_point_around_line(&swarmp->offset, &swarmp->offset, swarmp->zig_direction, &vmd_zero_vector, &objp->orient.vec.fvec);
		}
	}

	vec3d actual_target = swarmp->current_target + swarmp->offset;
	ai_turn_towards_vector(&actual_target, objp, nullptr, nullptr, 0.0f, 0);
	vel = vm_vec_mag(&objp->phys_info.desired_vel);
	vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, vel);
}

// ------------------------------------------------------------------
// turret_swarm_create()
//
//	Get a free swarm missile entry, and initialize the struct members
//
int turret_swarm_create()
{
	int i;
	turret_swarm_info	*tswarmp = NULL;

	for (i=0; i<MAX_TURRET_SWARM_INFO; i++) {
		tswarmp = &Turret_swarm_info[i];
		if ( !(tswarmp->flags & SWARM_USED) ) 
			break;		
	}

	if ( i >= MAX_TURRET_SWARM_INFO ) {
		nprintf(("Warning","No more turret swarm info slots are available\n"));
		return -1;
	}

	tswarmp->flags = 0;
	tswarmp->weapon_class = -1;
	tswarmp->num_to_launch = 0;
	tswarmp->parent_objnum = -1;
	tswarmp->parent_sig = -1;
	tswarmp->target_objnum = -1;
	tswarmp->target_sig = -1;
	tswarmp->turret = NULL;
	tswarmp->target_subsys = NULL;
	tswarmp->time_to_fire = 0;

	tswarmp->flags |= SWARM_USED;
	return i;
}

// ------------------------------------------------------------------
// turret_swarm_delete()
//
void turret_swarm_delete(int i)
{
	turret_swarm_info		*tswarmp;

	Assert(i >= 0 && i < MAX_TURRET_SWARM_INFO);
	tswarmp = &Turret_swarm_info[i];

	if ( !(tswarmp->flags & SWARM_USED) ) {
		Int3();	// tried to delete a swarm missile that didn't exist, get DaveA
	}

	tswarmp->flags = 0;
}

// Set up turret swarm info struct
void turret_swarm_set_up_info(int parent_objnum, ship_subsys *turret, const weapon_info *wip, int weapon_num)
{
	turret_swarm_info	*tsi;
	object *parent_obj, *target_obj;
	ship *shipp;
	int tsi_index;

	// weapon info pointer
	//Removed check in the interests of speed -WMC
	/*
	Assert((turret_weapon_class >= 0) && (turret_weapon_class < weapon_info_size()));
	if((turret_weapon_class < 0) || (turret_weapon_class >= weapon_info_size())){
		return;
	}
	*/

	// get ship pointer	
	Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
	if((parent_objnum < 0) || (parent_objnum >= MAX_OBJECTS)){
		return;
	}
	parent_obj = &Objects[parent_objnum];
	Assert(parent_obj->type == OBJ_SHIP);
	shipp = &Ships[parent_obj->instance];
	Assert(turret->turret_enemy_objnum < MAX_OBJECTS);
	if((turret->turret_enemy_objnum < 0) || (turret->turret_enemy_objnum >= MAX_OBJECTS)){
		return;
	}
	target_obj = &Objects[turret->turret_enemy_objnum];

	// valid swarm weapon
	Assert(((wip->wi_flags[Weapon::Info_Flags::Swarm]) && (wip->swarm_count > 0)) || ((wip->wi_flags[Weapon::Info_Flags::Corkscrew]) && (wip->cs_num_fired > 0)));

	if(!((wip->wi_flags[Weapon::Info_Flags::Swarm]) || (wip->wi_flags[Weapon::Info_Flags::Corkscrew])) || ((wip->wi_flags[Weapon::Info_Flags::Swarm]) && (wip->swarm_count <= 0)) || ((wip->wi_flags[Weapon::Info_Flags::Corkscrew]) && (wip->cs_num_fired <= 0)))
		return;

	// get turret_swarm_info
	tsi_index = turret_swarm_create();
	if (tsi_index == -1) {
		return;
	}	

	// set turret to point to tsi
	tsi = &Turret_swarm_info[tsi_index];

	if (turret->turret_swarm_num == MAX_TFP)
	{
		mprintf(("Overlapping turret swarm firing intervals\n"));
		turret_swarm_delete(turret->turret_swarm_info_index[0]);
		int old_s;
		for (old_s = 0; old_s < (MAX_TFP - 1); old_s++)
		{
			turret->turret_swarm_info_index[old_s] = turret->turret_swarm_info_index[old_s + 1];
		}
		turret->turret_swarm_info_index[MAX_TFP - 1] = -1;
		turret->turret_swarm_num--;
		shipp->num_turret_swarm_info--;
	}
	turret->turret_swarm_info_index[turret->turret_swarm_num] = tsi_index;
	turret->turret_swarm_num++;

	// increment ship tsi counter
	shipp->num_turret_swarm_info++;

    // *Unnecessary check, now done on startup   -Et1
    /*

	// make sure time is sufficient to launch all the missiles before next volley
#ifndef NDEBUG	
	Assert(wip->swarm_count * SWARM_MISSILE_DELAY < wip->fire_wait * 1000.0f);
#endif

    */

	ship_weapon *swp = &turret->weapons;
	int bank_fired = swp->current_secondary_bank;

	// initialize tsi
	tsi->weapon_class = weapon_info_get_index(wip);
	if (wip->wi_flags[Weapon::Info_Flags::Swarm]) {
		tsi->num_to_launch = wip->swarm_count;
	} else {
		tsi->num_to_launch = wip->cs_num_fired;
	}
	if (turret->system_info->flags[Model::Subsystem_Flags::Turret_use_ammo] && !Weapon_info[swp->secondary_bank_weapons[bank_fired]].wi_flags[Weapon::Info_Flags::SecondaryNoAmmo]) {
		swp->secondary_bank_ammo[bank_fired] -= tsi->num_to_launch;
	}
	tsi->parent_objnum = parent_objnum;
	tsi->parent_sig    = parent_obj->signature;
	tsi->target_objnum = turret->turret_enemy_objnum;
	tsi->target_sig    = target_obj->signature;
	tsi->turret = turret;
	tsi->target_subsys = turret->targeted_subsys;
	tsi->time_to_fire = 1;	// first missile next frame
	tsi->weapon_num = weapon_num;
}

void turret_swarm_fire_from_turret(turret_swarm_info *tsi);
// check if ship has turret ready to fire swarm type missiles
void turret_swarm_maybe_fire_missile(int shipnum)
{
	ship *shipp = &Ships[shipnum];
	ship_subsys *subsys;
	turret_swarm_info *tsi;
	object *parent_obj, *target_obj;
	int num_turret_swarm_turrets_left;
	int k, j;
	weapon_info *wip;

	// check if ship has any turrets ready to fire
	if (shipp->num_turret_swarm_info <= 0) {
		Assert(shipp->num_turret_swarm_info == 0);
		return;
	}

	// ship obj which has fired turret swarm missiles
	parent_obj = &Objects[shipp->objnum];
	num_turret_swarm_turrets_left = shipp->num_turret_swarm_info;

	// search ship subsystems for turrets with valid turret_swarm_info_index
	for (subsys = GET_FIRST(&shipp->subsys_list); subsys != END_OF_LIST(&shipp->subsys_list); subsys = GET_NEXT(subsys)) {
 		if (subsys->turret_swarm_num > 0) {

			int swarms_per_turret = subsys->turret_swarm_num;

			for (k = 0; k < swarms_per_turret; k++)
			{
				int turret_tsi = subsys->turret_swarm_info_index[k];
				num_turret_swarm_turrets_left--;
				Assert(num_turret_swarm_turrets_left >= 0);

				// get turret_swarm_info
				Assert( (turret_tsi >= 0) && (turret_tsi < MAX_TURRET_SWARM_INFO) );
				tsi = &Turret_swarm_info[turret_tsi];
				wip = &Weapon_info[tsi->weapon_class];

				// check if parent ship is valid (via signature)
				if ( tsi->parent_sig == parent_obj->signature ) {

					// make sure we have the right turret.
					Assert(tsi->turret == subsys);
	
					// check if time to fire
					if (timestamp_elapsed(tsi->time_to_fire)) {
						Assert(tsi->num_to_launch > 0);
	
						// check target still alive
						if (tsi->target_objnum > -1) {
							target_obj= &Objects[tsi->target_objnum];

							if (target_obj->signature != tsi->target_sig) {
								// poor target, it died
								tsi->target_objnum = -1;
							}
						}

						// make sure turret is still alive and fire swarmer
						if (subsys->current_hits > 0) {
							turret_swarm_fire_from_turret(tsi);
						}

	                    // *Get timestamp from weapon info's -Et1
						if (wip->wi_flags[Weapon::Info_Flags::Swarm]) {
							tsi->time_to_fire = timestamp( wip->SwarmWait );
						} else {
							tsi->time_to_fire = timestamp( wip->cs_delay );
						}

						// do book keeping
						tsi->num_to_launch--;

						if (tsi->num_to_launch == 0) {
							// we are done firing, so see about resetting any animation timestamps for reversal (closing)...
							// (I figure that a good estimate is to trigger a close after three additional swarms had fired - taylor)
							if (subsys->turret_animation_position == MA_POS_READY)
								subsys->turret_animation_done_time = timestamp( Weapon_info[tsi->weapon_class].SwarmWait * 3);

							shipp->num_turret_swarm_info--;
							subsys->turret_swarm_num--;
							turret_swarm_delete(subsys->turret_swarm_info_index[k]);
							subsys->turret_swarm_info_index[k] = -1;
						}
					}
				} else {
					Warning(LOCATION,	"Found turret swarm info on ship: %s with turret: %s, but signature does not match.", shipp->ship_name, subsys->system_info->subobj_name);
					shipp->num_turret_swarm_info--;
					subsys->turret_swarm_num--;
					turret_swarm_delete(subsys->turret_swarm_info_index[k]);
					subsys->turret_swarm_info_index[k] = -1;
				}
			}
			//swarm reset stuff
			for (k = 0; k < (MAX_TFP - 1); k++)
			{
				for (j = (k + 1); j < MAX_TFP; j++)
				{
					if ((subsys->turret_swarm_info_index[k] == -1) && (subsys->turret_swarm_info_index[j] != -1))
					{
						subsys->turret_swarm_info_index[k] = subsys->turret_swarm_info_index[j];
						subsys->turret_swarm_info_index[j] = -1;
					}
				}
			}
		}
	}
	Assert(num_turret_swarm_turrets_left == 0);
}

// check Turret_swarm_info for info that are invalid - ie, ships died while firing.
void turret_swarm_check_validity()
{
	int i;
	turret_swarm_info *tswarmp;
	object *ship_objp;

	if (timestamp_elapsed(Turret_swarm_validity_next_check_time)) {

		// reset timestamp
		Turret_swarm_validity_next_check_time = timestamp(TURRET_SWARM_VALIDITY_CHECKTIME);

		// go through all Turret_swarm_info, check obj and obj->signature
		for (i=0; i<MAX_TURRET_SWARM_INFO; i++) {
			tswarmp = &Turret_swarm_info[i];

			if (tswarmp->flags & SWARM_USED) {
				ship_objp = &Objects[tswarmp->parent_objnum];
				if (ship_objp->type == OBJ_SHIP) {
					if (ship_objp->signature == tswarmp->parent_sig) {
						continue;
					}
				}

				turret_swarm_delete(i);
			}
		}
	}
}