2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Hud/HudArtillery.cpp $
17 * Revision 1.4 2002/06/09 04:41:21 relnev
18 * added copyright header
20 * Revision 1.3 2002/05/07 03:16:45 theoddone33
21 * The Great Newline Fix
23 * Revision 1.2 2002/05/03 13:34:33 theoddone33
26 * Revision 1.1.1.1 2002/05/03 03:28:09 root
30 * 5 6/01/99 8:35p Dave
31 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
32 * awacs-set-radius sexpression.
34 * 4 4/28/99 11:36p Dave
35 * Tweaked up subspace missile strike a bit,
37 * 3 4/28/99 11:13p Dave
38 * Temporary checkin of artillery code.
40 * 2 4/20/99 6:39p Dave
41 * Almost done with artillery targeting. Added support for downloading
42 * images on the PXO screen.
44 * 1 4/20/99 12:00a Dave
50 #include "hudartillery.h"
54 #include "alphacolors.h"
56 // -----------------------------------------------------------------------------------------------------------------------
57 // ARTILLERY DEFINES/VARS
61 // -----------------------------------------------------------------------------------------------------------------------
62 // ARTILLERY FUNCTIONS
69 #include "fireballs.h"
70 #include "freespace.h"
72 // test code for subspace missile strike -------------------------------------------
75 int Ssm_info_count = 0;
76 ssm_info Ssm_info[MAX_SSM_TYPES];
78 // list of active/free strikes
79 ssm_strike Ssm_strikes[MAX_SSM_STRIKES];
80 ssm_strike Ssm_free_list;
81 ssm_strike Ssm_used_list;
82 int Num_ssm_strikes = 0;
88 char weapon_name[NAME_LENGTH+1] = "";
90 read_file_text("ssm.tbl");
95 while(!optional_string("#end")){
96 // another ssm definition
97 if(optional_string("$SSM:")){
98 // pointer to info struct
99 if(Ssm_info_count >= MAX_SSM_TYPES){
102 s = &Ssm_info[Ssm_info_count];
106 stuff_string(s->name, F_NAME, NULL);
109 required_string("+Weapon:");
110 stuff_string(weapon_name, F_NAME, NULL);
111 required_string("+Count:");
112 stuff_int(&s->count);
113 required_string("+WarpRadius:");
114 stuff_float(&s->warp_radius);
115 required_string("+WarpTime:");
116 stuff_float(&s->warp_time);
117 required_string("+Radius:");
118 stuff_float(&s->radius);
119 required_string("+Offset:");
120 stuff_float(&s->offset);
122 // see if we have a valid weapon
123 s->weapon_info_index = -1;
124 s->weapon_info_index = weapon_name_lookup(weapon_name);
125 if(s->weapon_info_index >= 0){
133 void ssm_get_random_start_pos(vector *out, vector *start, matrix *orient, int ssm_index)
136 ssm_info *s = &Ssm_info[ssm_index];
138 // get a random vector in the circle of the firing plane
139 vm_vec_random_in_circle(&temp, start, orient, s->radius, 1);
142 vm_vec_scale_add(out, &temp, &orient->fvec, s->offset);
146 void ssm_level_init()
151 list_init( &Ssm_free_list );
152 list_init( &Ssm_used_list );
154 // Link all object slots into the free list
155 for (i=0; i<MAX_SSM_STRIKES; i++) {
156 list_append(&Ssm_free_list, &Ssm_strikes[i] );
160 // start a subspace missile effect
161 void ssm_create(vector *target, vector *start, int ssm_index, ssm_firing_info *override)
167 if (Num_ssm_strikes >= MAX_SSM_STRIKES ) {
169 mprintf(("Ssm creation failed - too many ssms!\n" ));
175 Assert(target != NULL);
179 Assert(start != NULL);
183 if((ssm_index < 0) || (ssm_index >= MAX_SSM_TYPES)){
187 // Find next available trail
188 ssm = GET_FIRST(&Ssm_free_list);
189 Assert( ssm != &Ssm_free_list ); // shouldn't have the dummy element
191 // remove trailp from the free list
192 list_remove( &Ssm_free_list, ssm );
194 // insert trailp onto the end of used list
195 list_append( &Ssm_used_list, ssm );
202 // override in multiplayer
203 if(override != NULL){
204 ssm->sinfo = *override;
206 // single player or the server
208 // forward orientation
210 vm_vec_sub(&temp, target, start);
211 vm_vec_normalize(&temp);
212 vm_vector_2_matrix(&dir, &temp, NULL, NULL);
215 ssm->sinfo.ssm_index = ssm_index;
216 ssm->sinfo.target = *target;
217 for(idx=0; idx<Ssm_info[ssm_index].count; idx++){
218 ssm->sinfo.delay_stamp[idx] = timestamp(200 + (int)frand_range(-199.0f, 1000.0f));
219 ssm_get_random_start_pos(&ssm->sinfo.start_pos[idx], start, &dir, ssm_index);
222 // if we're the server, send a packet
223 if(MULTIPLAYER_MASTER){
228 // clear timestamps, handles, etc
229 for(idx=0; idx<MAX_SSM_COUNT; idx++){
230 ssm->done_flags[idx] = 0;
231 ssm->fireballs[idx] = -1;
235 // delete a finished ssm effect
236 void ssm_delete(ssm_strike *ssm)
238 // remove objp from the used list
239 list_remove( &Ssm_used_list, ssm );
241 // add objp to the end of the free
242 list_append( &Ssm_free_list, ssm );
247 nprintf(("General", "Recycling SSM, %d left", Num_ssm_strikes));
250 // process subspace missile stuff
254 ssm_strike *moveup, *next_one;
257 // process all strikes
258 moveup=GET_FIRST(&Ssm_used_list);
259 while ( moveup!=END_OF_LIST(&Ssm_used_list) ) {
261 if(moveup->sinfo.ssm_index < 0){
264 si = &Ssm_info[moveup->sinfo.ssm_index];
266 // check all the individual missiles
268 for(idx=0; idx<si->count; idx++){
269 // if this guy is not marked as done
270 if(!moveup->done_flags[idx]){
273 // if he already has the fireball effect
274 if(moveup->fireballs[idx] >= 0){
275 // if the warp effect is half done, fire the missile
276 if((1.0f - fireball_lifeleft_percent(&Objects[moveup->fireballs[idx]])) >= 0.5f){
277 // get an orientation
281 vm_vec_sub(&temp, &moveup->sinfo.target, &moveup->sinfo.start_pos[idx]);
282 vm_vec_normalize(&temp);
283 vm_vector_2_matrix(&orient, &temp, NULL, NULL);
285 // fire the missile and flash the screen
286 weapon_create(&moveup->sinfo.start_pos[idx], &orient, si->weapon_info_index, -1, 1, -1, 1);
288 // this makes this particular missile done
289 moveup->done_flags[idx] = 1;
292 // maybe create his warpin effect
293 else if((moveup->sinfo.delay_stamp[idx] >= 0) && timestamp_elapsed(moveup->sinfo.delay_stamp[idx])){
294 // get an orientation
298 vm_vec_sub(&temp, &moveup->sinfo.target, &moveup->sinfo.start_pos[idx]);
299 vm_vec_normalize(&temp);
300 vm_vector_2_matrix(&orient, &temp, NULL, NULL);
301 moveup->fireballs[idx] = fireball_create(&moveup->sinfo.start_pos[idx], FIREBALL_WARP_EFFECT, -1, si->warp_radius, 0, &vmd_zero_vector, si->warp_time, 0, &orient);
306 next_one = GET_NEXT(moveup);
312 moveup=GET_NEXT(moveup);
317 // test code for subspace missile strike -------------------------------------------
320 void hud_init_artillery()
324 // update all hud artillery related stuff
325 void hud_artillery_update()
329 // render all hud artillery related stuff
330 void hud_artillery_render()
332 // render how long the player has been painting his target
333 if((Player_ai != NULL) && (Player_ai->artillery_objnum >= 0)){
334 gr_set_color_fast(&Color_bright_blue);
335 gr_printf(10, 50, "%f", Player_ai->artillery_lock_time);