From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- Stars45/Sim.cpp | 3814 ------------------------------------------------------- 1 file changed, 3814 deletions(-) delete mode 100644 Stars45/Sim.cpp (limited to 'Stars45/Sim.cpp') diff --git a/Stars45/Sim.cpp b/Stars45/Sim.cpp deleted file mode 100644 index 36d5356..0000000 --- a/Stars45/Sim.cpp +++ /dev/null @@ -1,3814 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Simulation Universe and Region classes -*/ - -#include "Sim.h" -#include "SimEvent.h" -#include "SimObject.h" -#include "Starshatter.h" -#include "StarSystem.h" -#include "Contact.h" -#include "Ship.h" -#include "ShipDesign.h" -#include "Element.h" -#include "Instruction.h" -#include "RadioTraffic.h" -#include "Shot.h" -#include "Drone.h" -#include "Explosion.h" -#include "Debris.h" -#include "Asteroid.h" -#include "Drive.h" -#include "QuantumDrive.h" -#include "Sensor.h" -#include "NavLight.h" -#include "Shield.h" -#include "Weapon.h" -#include "WeaponGroup.h" -#include "Hangar.h" -#include "FlightDeck.h" -#include "Sky.h" -#include "Grid.h" -#include "Mfd.h" -#include "AudioConfig.h" -#include "Mission.h" -#include "MissionEvent.h" -#include "CameraDirector.h" -#include "MusicDirector.h" -#include "Combatant.h" -#include "CombatGroup.h" -#include "CombatUnit.h" -#include "HUDView.h" -#include "SeekerAI.h" -#include "ShipAI.h" -#include "Power.h" -#include "Callsign.h" -#include "GameScreen.h" -#include "Terrain.h" -#include "TerrainPatch.h" - -#include "NetGame.h" -#include "NetClientConfig.h" -#include "NetServerConfig.h" -#include "NetPlayer.h" -#include "NetUtil.h" -#include "NetData.h" - -#include "Game.h" -#include "Clock.h" -#include "ContentBundle.h" -#include "Sound.h" -#include "Bolt.h" -#include "Solid.h" -#include "Sprite.h" -#include "Light.h" -#include "Bitmap.h" -#include "DataLoader.h" -#include "ParseUtil.h" -#include "MouseController.h" -#include "Player.h" -#include "Random.h" -#include "Video.h" - -const char* FormatGameTime(); - -// +--------------------------------------------------------------------+ - -class SimHyper -{ -public: - SimHyper(Ship* o, SimRegion* r, const Point& l, int t, bool h, Ship* fc1, Ship* fc2) - : ship(o), rgn(r), loc(l), type(t), hyperdrive(h), fc_src(fc1), fc_dst(fc2) { } - - Ship* ship; - SimRegion* rgn; - Point loc; - int type; - bool hyperdrive; - Ship* fc_src; - Ship* fc_dst; -}; - -// +--------------------------------------------------------------------+ - -class SimSplash -{ -public: - SimSplash(SimRegion* r, const Point& l, double d, double n) - : rgn(r), loc(l), damage(d), range(n), - owner_name("Collateral Damage"), missile(false) { } - - Text owner_name; - Point loc; - double damage; - double range; - SimRegion* rgn; - bool missile; -}; - -// +--------------------------------------------------------------------+ - -static bool first_frame = true; -Sim* Sim::sim = 0; - -Sim::Sim(MotionController* c) - : ctrl(c), test_mode(false), grid_shown(false), dust(0), - star_system(0), active_region(0), mission(0), netgame(0), - start_time(0) -{ - Drive::Initialize(); - Explosion::Initialize(); - FlightDeck::Initialize(); - NavLight::Initialize(); - Shot::Initialize(); - MFD::Initialize(); - Asteroid::Initialize(); - - if (!sim) - sim = this; - - cam_dir = CameraDirector::GetInstance(); -} - -Sim::~Sim() -{ - UnloadMission(); - - Shot::Close(); - FlightDeck::Close(); - NavLight::Close(); - Token::close(); - Asteroid::Close(); - - if (sim == this) - sim = 0; -} - -// +--------------------------------------------------------------------+ - -void -Sim::CommitMission() -{ - for (int i = 0; i < regions.size(); i++) - regions[i]->CommitMission(); - - if (ShipStats::NumStats() > 0) { - Print("\n\nFINAL SCORE '%s'\n", (const char*) mission->Name()); - Print("Name Kill1 Kill2 Died Colls Points Cmd Pts\n"); - Print("---------------- ----- ----- ----- ----- ------ ------\n"); - - int tk1 = 0; - int tk2 = 0; - int td = 0; - int tc = 0; - - for (int i = 0; i < ShipStats::NumStats(); i++) { - ShipStats* s = ShipStats::GetStats(i); - s->Summarize(); - - Print("%-16s %5d %5d %5d %5d %6d %6d\n", - s->GetName(), - s->GetGunKills(), - s->GetMissileKills(), - s->GetDeaths(), - s->GetColls(), - s->GetPoints(), - s->GetCommandPoints()); - - tk1 += s->GetGunKills(); - tk2 += s->GetMissileKills(); - td += s->GetDeaths(); - tc += s->GetColls(); - - CombatGroup* group = s->GetCombatGroup(); - - if (group) { - Combatant* c = group->GetCombatant(); - - if (c) - c->AddScore(s->GetPoints()); - - if (s->GetElementIndex() == 1) - group->SetSorties(group->Sorties() + 1); - - group->SetKills(group->Kills() + s->GetGunKills() + s->GetMissileKills()); - group->SetPoints(group->Points() + s->GetPoints()); - } - - if (s->IsPlayer()) { - Player* p = Player::GetCurrentPlayer(); - p->ProcessStats(s, start_time); - - if (mission && mission->Type() == Mission::TRAINING && - s->GetDeaths() == 0 && s->GetColls() == 0) - p->SetTrained(mission->Identity()); - - Player::Save(); // save training state right now before we forget! - } - } - - Print("--------------------------------------------\n"); - Print("TOTAL %5d %5d %5d %5d\n\n", tk1, tk2, td, tc); - - ShipStats::Initialize(); - } -} - -// +--------------------------------------------------------------------+ - -void -Sim::UnloadMission() -{ - if (netgame) { - delete netgame; - netgame = 0; - } - - HUDView* hud = HUDView::GetInstance(); - if (hud) - hud->HideAll(); - - ShipStats::Initialize(); - - events.destroy(); - mission_elements.destroy(); - elements.destroy(); - finished.destroy(); - - if (active_region) - active_region->Deactivate(); - - if (star_system) - star_system->Deactivate(); - - if (mission) { - mission->SetActive(false); - mission->SetComplete(true); - } - - regions.destroy(); - scene.Collect(); - - GRAPHIC_DESTROY(dust); - - star_system = 0; - active_region = 0; - mission = 0; - - // reclaim memory used by radio traffic: - RadioTraffic::DiscardMessages(); - - // release texture memory for 2D screens: - Video* video = Video::GetInstance(); - if (video) - video->InvalidateCache(); - - cam_dir = CameraDirector::GetInstance(); - if (cam_dir) - cam_dir->SetShip(0); - - AudioConfig::SetTraining(false); -} - -bool -Sim::IsActive() const -{ - return mission && mission->IsActive(); -} - -bool -Sim::IsComplete() const -{ - return mission && mission->IsComplete(); -} - -// +--------------------------------------------------------------------+ - -void -Sim::LoadMission(Mission* m, bool preload_textures) -{ - cam_dir = CameraDirector::GetInstance(); - - if (!mission) { - mission = m; - mission->SetActive(true); - - if (preload_textures) { - Video* video = Video::GetInstance(); - List all_models; - //List all_textures; - - ListIter elem_iter = mission->GetElements(); - while (++elem_iter) { - MissionElement* elem = elem_iter.value(); - const ShipDesign* design = elem->GetDesign(); - - if (design) { - for (int i = 0; i < 4; i++) { - List& models = (List&) design->models[i]; // cast-away const - - ListIter model_iter = models; - while (++model_iter) { - Model* model = model_iter.value(); - if (!all_models.contains(model)) { - all_models.append(model); - //model->GetAllTextures(all_textures); - - ListIter surf_iter = model->GetSurfaces(); - while (++surf_iter) { - Surface* surface = surf_iter.value(); - video->PreloadSurface(surface); - } - } - } - } - } - } - - /* - if (video && all_textures.size() > 0) { - ::Print("Preloading %d textures into video texture cache\n", all_textures.size()); - ListIter bmp_iter = all_textures; - while (++bmp_iter) { - Bitmap* bmp = bmp_iter.value(); - video->PreloadTexture(bmp); - } - } - */ - } - } -} - -void -Sim::ExecMission() -{ - cam_dir = CameraDirector::GetInstance(); - - if (!mission) { - Print("Sim::ExecMission() - No mission to execute.\n"); - return; - } - - if (elements.size() || finished.size()) { - Print("Sim::ExecMission(%s) mission is already executing.\n", mission->Name()); - return; - } - - Print("\nExec Mission: '%s'\n", (const char*) mission->Name()); - - if (cam_dir) - cam_dir->Reset(); - - if (mission->Stardate() > 0) - StarSystem::SetBaseTime(mission->Stardate(), true); - - star_system = mission->GetStarSystem(); - star_system->Activate(scene); - - int dust_factor = 0; - - if (Starshatter::GetInstance()) - dust_factor = Starshatter::GetInstance()->Dust(); - - if (star_system->NumDust() * dust_factor) { - dust = new Dust(star_system->NumDust() * 2*(dust_factor+1), dust_factor > 1); - scene.AddGraphic(dust); - } - - CreateRegions(); - BuildLinks(); - CreateElements(); - CopyEvents(); - - if (netgame) { - delete netgame; - netgame = 0; - } - - first_frame = true; - start_time = Clock::GetInstance()->GameTime(); - - AudioConfig::SetTraining(mission->Type() == Mission::TRAINING); -} - -// +--------------------------------------------------------------------+ - -void -Sim::CreateRegions() -{ - const char* active_region_name = 0; - - if (mission) - active_region_name = mission->GetRegion(); - else return; - - ListIter iter = mission->GetSystemList(); - while (++iter) { - StarSystem* sys = iter.value(); - - // insert objects from star system: - ListIter star = sys->Bodies(); - while (++star) { - ListIter planet = star->Satellites(); - while (++planet) { - ListIter moon = planet->Satellites(); - while (++moon) { - ListIter rgn = moon->Regions(); - while (++rgn) { - SimRegion* sim_region = new SimRegion(this, rgn.value()); - regions.append(sim_region); - if (!strcmp(active_region_name, sim_region->Name())) { - ActivateRegion(sim_region); - } - } - } - - ListIter rgn = planet->Regions(); - while (++rgn) { - SimRegion* sim_region = new SimRegion(this, rgn.value()); - regions.append(sim_region); - if (!strcmp(active_region_name, sim_region->Name())) { - ActivateRegion(sim_region); - } - } - } - - ListIter rgn = star->Regions(); - while (++rgn) { - SimRegion* sim_region = new SimRegion(this, rgn.value()); - regions.append(sim_region); - if (!strcmp(active_region_name, sim_region->Name())) { - ActivateRegion(sim_region); - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -Sim::BuildLinks() -{ - ListIter iter = regions; - while (++iter) { - SimRegion* rgn = iter.value(); - OrbitalRegion* orb = rgn->GetOrbitalRegion(); - - if (orb) { - ListIter lnk_iter = orb->Links(); - while (++lnk_iter) { - Text* t = lnk_iter.value(); - - SimRegion* tgt = FindRegion(*t); - - if (tgt && !rgn->Links().contains(tgt)) - rgn->Links().append(tgt); - } - } - } -} - -void -Sim::CreateElements() -{ - ListIter e_iter = mission->GetElements(); - while (++e_iter) { - MissionElement* msn_elem = e_iter.value(); - - // add element to a carrier? - if (msn_elem->IsSquadron()) { - Ship* carrier = FindShip(msn_elem->Carrier()); - if (carrier) { - Hangar* hangar = carrier->GetHangar(); - - if (hangar) { - int* def_load = 0; - - if (msn_elem->Loadouts().size()) { - MissionLoad* m = msn_elem->Loadouts().at(0); - - if (m->GetName().length()) { - ShipDesign* dsn = (ShipDesign*) msn_elem->GetDesign(); - ListIter sl_iter = dsn->loadouts; - while (++sl_iter) { - ShipLoad* sl = sl_iter.value(); - - if (m->GetName() == sl->name) - def_load = sl->load; - } - } - - if (!def_load) { - def_load = m->GetStations(); - } - } - - hangar->CreateSquadron(msn_elem->Name(), msn_elem->GetCombatGroup(), - msn_elem->GetDesign(), msn_elem->Count(), - msn_elem->GetIFF(), - def_load, msn_elem->MaintCount(), msn_elem->DeadCount()); - - Element* element = CreateElement(msn_elem->Name(), - msn_elem->GetIFF(), - msn_elem->MissionRole()); - - element->SetCarrier(carrier); - element->SetCombatGroup(msn_elem->GetCombatGroup()); - element->SetCombatUnit(msn_elem->GetCombatUnit()); - element->SetCount(msn_elem->Count()); - element->SetRogue(false); - element->SetPlayable(false); - element->SetLoadout(def_load); - } - } - } - - // create the element in space: - else { - Ship* carrier = 0; - Hangar* hangar = 0; - int squadron = -1; - int slot = 0; - - // first create the package element: - Element* element = CreateElement(msn_elem->Name(), - msn_elem->GetIFF(), - msn_elem->MissionRole()); - - element->SetPlayer(msn_elem->Player()); - element->SetCombatGroup(msn_elem->GetCombatGroup()); - element->SetCombatUnit(msn_elem->GetCombatUnit()); - element->SetCommandAILevel(msn_elem->CommandAI()); - element->SetHoldTime(msn_elem->HoldTime()); - element->SetZoneLock(msn_elem->ZoneLock() ? true : false); - element->SetRogue(msn_elem->IsRogue()); - element->SetPlayable(msn_elem->IsPlayable()); - element->SetIntelLevel(msn_elem->IntelLevel()); - - // if this is the player's element, make sure to activate the region: - if (msn_elem->Player()) { - SimRegion* rgn = FindRegion(msn_elem->Region()); - - if (rgn && rgn != active_region) - ActivateRegion(rgn); - } - - // if element belongs to a squadron, - // find the carrier, squadron, flight deck, etc.: - if (msn_elem->Squadron().length() > 0) { - MissionElement* squadron_elem = mission->FindElement(msn_elem->Squadron()); - - if (squadron_elem) { - element->SetSquadron(msn_elem->Squadron()); - - Element* cmdr = FindElement(squadron_elem->Carrier()); - - if (cmdr) { - element->SetCommander(cmdr); - carrier = cmdr->GetShip(1); - - if (carrier) { - element->SetCarrier(carrier); - hangar = carrier->GetHangar(); - - for (int s = 0; s < hangar->NumSquadrons(); s++) { - if (hangar->SquadronName(s) == msn_elem->Squadron()) { - squadron = s; - break; - } - } - } - } - } - } - - else if (msn_elem->Commander().length() > 0) { - Element* cmdr = FindElement(msn_elem->Commander()); - - if (cmdr) { - element->SetCommander(cmdr); - } - } - - ListIter obj = msn_elem->Objectives(); - while (++obj) { - Instruction* o = obj.value(); - Instruction* instr = 0; - - instr = new Instruction(*o); - - element->AddObjective(instr); - } - - if (msn_elem->Instructions().size() > 0) { - ListIter instr = msn_elem->Instructions(); - while (++instr) { - element->AddInstruction(*instr); - } - } - - ListIter nav = msn_elem->NavList(); - while (++nav) { - SimRegion* rgn = FindRegion(nav->RegionName()); - - if (!rgn) - rgn = FindRegion(msn_elem->Region()); - - if (rgn) { - Instruction* npt = new - Instruction(rgn, nav->Location(), nav->Action()); - - npt->SetStatus(nav->Status()); - npt->SetEMCON(nav->EMCON()); - npt->SetFormation(nav->Formation()); - npt->SetSpeed(nav->Speed()); - npt->SetTarget(nav->TargetName()); - npt->SetHoldTime(nav->HoldTime()); - npt->SetFarcast(nav->Farcast()); - - element->AddNavPoint(npt); - } - } - - bool alertPrep = false; - int* loadout = 0; - int respawns = msn_elem->RespawnCount(); - - // if ships are to start on alert, - // spot them onto the appropriate launch deck: - if (hangar && element && msn_elem->Count() > 0 && msn_elem->IsAlert()) { - FlightDeck* deck = 0; - int queue = 1000; - const ShipDesign* dsn = msn_elem->GetDesign(); - - if (dsn) { - for (int i = 0; i < carrier->NumFlightDecks(); i++) { - FlightDeck* d = carrier->GetFlightDeck(i); - int dq = hangar->PreflightQueue(d); - - if (d && d->IsLaunchDeck() && d->SpaceLeft(dsn->type) && dq < queue) { - queue = dq; - deck = d; - } - } - } - - if (deck) { - alertPrep = true; - - // choose best loadout: - if (msn_elem->Loadouts().size()) { - MissionLoad* l = msn_elem->Loadouts().at(0); - if (l->GetName().length()) { - ListIter sl = ((ShipDesign*) dsn)->loadouts; - while (++sl) { - if (!_stricmp(sl->name, l->GetName())) - loadout = sl->load; - } - } - - else { - loadout = l->GetStations(); - } - } - - element->SetLoadout(loadout); - - for (int i = 0; i < msn_elem->Count(); i++) { - int squadron = -1; - int slot = -1; - - if (hangar->FindAvailSlot(msn_elem->GetDesign(), squadron, slot)) { - alertPrep = alertPrep && - hangar->GotoAlert(squadron, - slot, - deck, - element, - loadout, - true, // package for launch - true); // expedite - - HangarSlot* s = (HangarSlot*) hangar->GetSlot(squadron, slot); - Ship* alertShip = hangar->GetShip(s); - - if (alertShip) { - alertShip->SetRespawnCount(respawns); - - if (msn_elem->Player() == i+1) { - if (alertShip->GetRegion()) { - alertShip->GetRegion()->SetPlayerShip(alertShip); - } - else { - ::Print("WARNING: alert ship '%s' region is null\n", alertShip->Name()); - } - } - } - } - } - } - } - - if (!alertPrep) { - // then, create the ships: - for (int i = 0; i < msn_elem->Count(); i++) { - MissionShip* msn_ship = 0; - Text sname = msn_elem->GetShipName(i); - Text rnum = msn_elem->GetRegistry(i); - Text rgn_name = msn_elem->Region(); - - if (msn_elem->Ships().size() > i) { - msn_ship = msn_elem->Ships()[i]; - sname = msn_ship->Name(); - rnum = msn_ship->RegNum(); - rgn_name = msn_ship->Region(); - } - - Point l2 = msn_elem->Location(); - - if (msn_ship && fabs(msn_ship->Location().x) < 1e9) { - l2 = msn_ship->Location(); - } - else if (i) { - Point offset = RandomPoint(); - offset.z = Random(-1e3, 1e3); - - if (msn_elem->Count() < 5) - offset *= 0.3; - - l2 += offset; - } - - // choose best loadout: - ListIter l = msn_elem->Loadouts(); - while (++l) { - if ((l->GetShip() == i) || (l->GetShip() < 0 && loadout == 0)) { - if (l->GetName().length()) { - ListIter sl = ((ShipDesign*) msn_elem->GetDesign())->loadouts; - while (++sl) { - if (!_stricmp(sl->name, l->GetName())) - loadout = sl->load; - } - } - - else { - loadout = l->GetStations(); - } - } - } - - element->SetLoadout(loadout); - - Ship* ship = CreateShip(sname, rnum, - (ShipDesign*) msn_elem->GetDesign(), - rgn_name, l2, - msn_elem->GetIFF(), - msn_elem->CommandAI(), - loadout); - - if (ship) { - double heading = msn_elem->Heading(); - const Skin* skin = msn_elem->GetSkin(); - - if (msn_ship) { - heading = msn_ship->Heading(); - - if (msn_ship->GetSkin()) - skin = msn_ship->GetSkin(); - } - - ship->SetRogue(msn_elem->IsRogue()); - ship->SetInvulnerable(msn_elem->IsInvulnerable()); - ship->SetHeading(0, 0, heading + PI); - ship->SetRespawnCount(respawns); - ship->UseSkin(skin); - - if (!netgame) - ship->SetRespawnLoc(RandomPoint() * 2); - - if (ship->IsStarship()) - ship->SetHelmHeading(heading); - - else if (ship->IsAirborne() && ship->AltitudeAGL() > 25) - ship->SetVelocity(ship->Heading() * 250); - - if (element) - element->AddShip(ship); - - if (hangar) - hangar->FindSlot(ship, squadron, slot, Hangar::ACTIVE); - - if (ship->GetRegion() && msn_elem->Player() == i+1) - ship->GetRegion()->SetPlayerShip(ship); - - if (ship->NumFlightDecks()) { - for (int i = 0; i < ship->NumFlightDecks(); i++) { - FlightDeck* deck = ship->GetFlightDeck(i); - if (deck) - deck->Orient(ship); - } - } - - if (msn_ship) { - ship->SetVelocity(msn_ship->Velocity().OtherHand()); - ship->SetIntegrity((float) msn_ship->Integrity()); - ship->SetRespawnCount(msn_ship->Respawns()); - - if (msn_ship->Ammo()[0] > -10) { - for (int i = 0; i < 64; i++) { - Weapon* w = ship->GetWeaponByIndex(i+1); - if (w) - w->SetAmmo(msn_ship->Ammo()[i]); - else - break; - } - } - - if (msn_ship->Fuel()[0] > -10) { - for (int i = 0; i < 4; i++) { - if (ship->Reactors().size() > i) { - PowerSource* p = ship->Reactors()[i]; - p->SetCapacity(msn_ship->Fuel()[i]); - } - } - } - - if (msn_ship->Decoys() > -10) { - Weapon* w = ship->GetDecoy(); - if (w) - w->SetAmmo(msn_ship->Decoys()); - } - - if (msn_ship->Probes() > -10) { - Weapon* w = ship->GetProbeLauncher(); - if (w) - w->SetAmmo(msn_ship->Probes()); - } - } - - Shield* shield = ship->GetShield(); - - if (shield) { - shield->SetPowerLevel(50); - } - - if (ship->Class() > Ship::FRIGATE) { - ListIter iter = ship->Weapons(); - while (++iter) { - WeaponGroup* weapon = iter.value(); - - // anti-air weapon? - if (weapon->GetDesign()->target_type & Ship::DRONE) { - weapon->SetFiringOrders(Weapon::POINT_DEFENSE); - } - else { - weapon->SetFiringOrders(Weapon::MANUAL); - } - } - } - - if (ship->Class() > Ship::DRONE && ship->Class() < Ship::STATION) { - ShipStats* stats = ShipStats::Find(sname); - if (stats) { - char design[64]; - sprintf_s(design, "%s %s", ship->Abbreviation(), ship->Design()->display_name); - stats->SetType(design); - stats->SetShipClass(ship->Class()); - stats->SetRole(Mission::RoleName(msn_elem->MissionRole())); - stats->SetIFF(ship->GetIFF()); - stats->SetRegion(msn_elem->Region()); - stats->SetCombatGroup(msn_elem->GetCombatGroup()); - stats->SetCombatUnit(msn_elem->GetCombatUnit()); - stats->SetPlayer(msn_elem->Player() == i+1); - stats->SetElementIndex(ship->GetElementIndex()); - } - } - } // ship - } // count - } - } - } -} - -void -Sim::CopyEvents() -{ - events.destroy(); - - if (mission) { - ListIter iter = mission->GetEvents(); - while (++iter) { - MissionEvent* orig = iter.value(); - MissionEvent* event = new MissionEvent(*orig); - events.append(event); - } - } -} - -// +--------------------------------------------------------------------+ - -const char* -Sim::FindAvailCallsign(int IFF) -{ - const char* call = "Unidentified"; - - for (int i = 0; i < 32; i++) { - call = Callsign::GetCallsign(IFF); - - if (!FindElement(call)) - break; - } - - return call; -} - -Element* -Sim::CreateElement(const char* callsign, int IFF, int type) -{ - Element* elem = new Element(callsign, IFF, type); - elements.append(elem); - return elem; -} - -void -Sim::DestroyElement(Element* elem) -{ - if (elements.contains(elem)) - elements.remove(elem); - - delete elem; -} - -Element* -Sim::FindElement(const char* name) -{ - ListIter iter = elements; - - while (++iter) { - Element* elem = iter.value(); - Text ename = elem->Name(); - - if (ename == name) - return elem; - } - - return 0; -} - -// +--------------------------------------------------------------------+ - -int -Sim::GetAssignedElements(Element* elem, List& assigned) -{ - assigned.clear(); - - if (elem) { - for (int i = 0; i < elements.size(); i++) { - Element* e = elements.at(i); - if (!e->IsSquadron() && e->GetAssignment() == elem) - assigned.append(e); - } - } - - return assigned.size(); -} - -// +--------------------------------------------------------------------+ - -Ship* -Sim::CreateShip(const char* name, const char* reg_num, ShipDesign* design, const char* rgn_name, const Point& loc, int IFF, int cmd_ai, const int* loadout) -{ - if (!design) { - Print("WARNING: CreateShip(%s): invalid design\n", name); - return 0; - } - - SimRegion* rgn = FindRegion(rgn_name); - - if (!rgn) { - return 0; - } - - Ship* ship = new Ship(name, reg_num, design, IFF, cmd_ai, loadout); - ship->MoveTo(loc.OtherHand()); - - if (rgn) { - Print("Inserting Ship(%s) into Region(%s) (%s)\n", ship->Name(), rgn->Name(), FormatGameTime()); - rgn->InsertObject(ship); - - if (ship->IsAirborne() && ship->AltitudeAGL() > 25) - ship->SetVelocity(ship->Heading() * 250); - } - - return ship; -} - -Ship* -Sim::FindShip(const char* name, const char* rgn_name) -{ - Ship* ship = 0; - - if (rgn_name) { - SimRegion* rgn = FindRegion(rgn_name); - if (rgn) - ship = rgn->FindShip(name); - } - - if (!ship) { - ListIter rgn = regions; - while (++rgn && !ship) - ship = rgn->FindShip(name); - } - - return ship; -} - -void -Sim::DestroyShip(Ship* ship) -{ - SimRegion* rgn = ship->GetRegion(); - if (rgn) - rgn->DestroyShip(ship); -} - -void -Sim::NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck) -{ - SimRegion* rgn = ship->GetRegion(); - if (rgn) - rgn->NetDockShip(ship, carrier, deck); -} - -Ship* -Sim::FindShipByObjID(DWORD objid) -{ - Ship* ship = 0; - - ListIter rgn = regions; - while (++rgn && !ship) - ship = rgn->FindShipByObjID(objid); - - return ship; -} - -Shot* -Sim::FindShotByObjID(DWORD objid) -{ - Shot* shot = 0; - - ListIter rgn = regions; - while (++rgn && !shot) - shot = rgn->FindShotByObjID(objid); - - return shot; -} - -// +--------------------------------------------------------------------+ - -Orbital* -Sim::FindOrbitalBody(const char* name) -{ - Orbital* body = 0; - - if (mission) { - ListIter iter = mission->GetSystemList(); - while (++iter && !body) { - StarSystem* sys = iter.value(); - body = sys->FindOrbital(name); - } - } - - return body; -} - - -// +--------------------------------------------------------------------+ - -Shot* -Sim::CreateShot(const Point& pos, const Camera& shot_cam, WeaponDesign* design, const Ship* ship, SimRegion* rgn) -{ - Shot* shot = 0; - - if (design->drone) - shot = new Drone(pos, shot_cam, design, ship); - else - shot = new Shot( pos, shot_cam, design, ship); - - if (rgn) - rgn->InsertObject(shot); - - else if (active_region) - active_region->InsertObject(shot); - - return shot; -} - -// +--------------------------------------------------------------------+ - -Explosion* -Sim::CreateExplosion(const Point& pos, const Point& vel, int type, float exp_scale, float part_scale, SimRegion* rgn, SimObject* source, System* sys) -{ - // don't bother creating explosions that can't be seen: - if (!rgn || !active_region || rgn != active_region) - return 0; - - Explosion* exp = new Explosion(type, pos, vel, exp_scale, part_scale, rgn, source); - - if (rgn) - rgn->InsertObject(exp); - - else if (active_region) - active_region->InsertObject(exp); - - return exp; -} - -// +--------------------------------------------------------------------+ - -Debris* -Sim::CreateDebris(const Point& pos, const Point& vel, Model* model, double mass, SimRegion* rgn) -{ - Debris* debris = new Debris(model, pos, vel, mass); - - if (rgn) - rgn->InsertObject(debris); - - else if (active_region) - active_region->InsertObject(debris); - - return debris; -} - -// +--------------------------------------------------------------------+ - -Asteroid* -Sim::CreateAsteroid(const Point& pos, int t, double mass, SimRegion* rgn) -{ - Asteroid* asteroid = new Asteroid(t, pos, mass); - - if (rgn) - rgn->InsertObject(asteroid); - - else if (active_region) - active_region->InsertObject(asteroid); - - return asteroid; -} - -// +--------------------------------------------------------------------+ - -void -Sim::CreateSplashDamage(Ship* ship) -{ - if (ship && ship->GetRegion() && ship->Design()->splash_radius > 1) { - SimSplash* splash = new - SimSplash(ship->GetRegion(), - ship->Location(), - ship->Design()->integrity / 4, - ship->Design()->splash_radius); - - splash->owner_name = ship->Name(); - splashlist.append(splash); - } -} - -// +--------------------------------------------------------------------+ - -void -Sim::CreateSplashDamage(Shot* shot) -{ - if (shot && shot->GetRegion()) { - double damage = shot->Damage(); - if (damage < shot->Design()->damage) - damage = shot->Design()->damage; - - SimSplash* splash = new - SimSplash(shot->GetRegion(), - shot->Location(), - damage, - shot->Design()->lethal_radius); - - if (shot->Owner()) - splash->owner_name = shot->Owner()->Name(); - - splash->missile = shot->IsMissile(); - - splashlist.append(splash); - CreateExplosion(shot->Location(), Point(), Explosion::SHOT_BLAST, 20.0f, 1.0f, shot->GetRegion()); - } -} - -// +--------------------------------------------------------------------+ - -void -Sim::ShowGrid(int show) -{ - Player* player = Player::GetCurrentPlayer(); - - if (player && player->GridMode() == 0) { - show = 0; - grid_shown = false; - } - - ListIter rgn = regions; - while (++rgn) { - rgn->ShowGrid(show); - } - - grid_shown = show?true:false; -} - -bool -Sim::GridShown() const -{ - return grid_shown; -} - -// +--------------------------------------------------------------------+ - -List& -Sim::GetSystemList() -{ - if (mission) - return mission->GetSystemList(); - - static List dummy_system_list; - return dummy_system_list; -} - -// +--------------------------------------------------------------------+ - -void -Sim::NextView() -{ - if (active_region) - active_region->NextView(); -} - -Ship* -Sim::GetPlayerShip() -{ - if (active_region) - return active_region->GetPlayerShip(); - - Starshatter* stars = Starshatter::GetInstance(); - if (stars && stars->InCutscene()) { - Ship* player = 0; - - ListIter rgn = regions; - while (++rgn && !player) { - player = rgn->GetPlayerShip(); - } - - return player; - } - - return 0; -} - -Element* -Sim::GetPlayerElement() -{ - Element* elem = 0; - - for (int i = 0; i < elements.size(); i++) { - Element* e = elements[i]; - - if (e->Player() > 0) - elem = e; - } - - return elem; -} - -bool -Sim::IsSelected(Ship* s) -{ - if (active_region) - return active_region->IsSelected(s); - - return false; -} - -ListIter -Sim::GetSelection() -{ - if (active_region) - return active_region->GetSelection(); - - static List empty; - return empty; -} - -void -Sim::ClearSelection() -{ - if (active_region) - active_region->ClearSelection(); -} - -void -Sim::AddSelection(Ship* s) -{ - if (active_region) - active_region->AddSelection(s); -} - -void -Sim::SetSelection(Ship* newsel) -{ - if (active_region) - active_region->SetSelection(newsel); -} - -// +--------------------------------------------------------------------+ - -void -Sim::SetTestMode(bool t) -{ - test_mode = t; - Ship* pship = GetPlayerShip(); - - if (pship) - if (IsTestMode()) - pship->SetControls(0); - else - pship->SetControls(ctrl); -} - -// +--------------------------------------------------------------------+ - -SimRegion* -Sim::FindRegion(const char* name) -{ - ListIter rgn = regions; - while (++rgn) - if (rgn->name == name) - return rgn.value(); - - return 0; -} - -SimRegion* -Sim::FindRegion(OrbitalRegion* orgn) -{ - ListIter rgn = regions; - while (++rgn) - if (rgn->orbital_region == orgn) - return rgn.value(); - - return 0; -} - -// +--------------------------------------------------------------------+ - -SimRegion* -Sim::FindNearestSpaceRegion(SimObject* object) -{ - return FindNearestRegion(object, REAL_SPACE); -} - -SimRegion* -Sim::FindNearestTerrainRegion(SimObject* object) -{ - return FindNearestRegion(object, AIR_SPACE); -} - -SimRegion* -Sim::FindNearestRegion(SimObject* object, int type) -{ - if (!object) return 0; - - SimRegion* result = 0; - double distance = 1.0e40; - Point objloc = object->Location(); - - objloc = objloc.OtherHand(); - - if (object->GetRegion()) - objloc += object->GetRegion()->Location(); - - ListIter rgn = regions; - while (++rgn) { - if (rgn->Type() == type) { - OrbitalRegion* orgn = rgn->GetOrbitalRegion(); - if (orgn) { - double test = fabs((orgn->Location() - objloc).length()); - if (test < distance) { - result = rgn.value(); - distance = test; - } - } - } - } - - return result; -} - -SimRegion* -Sim::FindNearestSpaceRegion(Orbital* body) -{ - SimRegion* result = 0; - - if (!body) - return result; - - ListIter rgn = regions; - while (++rgn && !result) { - if (rgn->IsOrbital()) { - OrbitalRegion* orgn = rgn->GetOrbitalRegion(); - if (orgn) { - ListIter iter = body->Regions(); - while (++iter) { - if (iter.value() == orgn) - result = rgn.value(); - } - } - } - } - - return result; -} - -// +--------------------------------------------------------------------+ - -bool -Sim::ActivateRegion(SimRegion* rgn) -{ - if (rgn && active_region != rgn && regions.contains(rgn)) { - if (active_region) - active_region->Deactivate(); - - if (!active_region || active_region->System() != rgn->System()) { - if (active_region) - active_region->System()->Deactivate(); - rgn->System()->Activate(scene); - } - - active_region = rgn; - star_system = active_region->System(); - - if (star_system) { - star_system->SetActiveRegion(active_region->orbital_region); - } - else { - ::Print("WARNING: Sim::ActivateRegion() No star system found for rgn '%s'", rgn->Name()); - } - - active_region->Activate(); - return true; - } - - return false; -} - -// +--------------------------------------------------------------------+ - -void -Sim::RequestHyperJump(Ship* obj, SimRegion* rgn, const Point& loc, -int type, Ship* fc1, Ship* fc2) -{ - bool hyperdrive = false; - - if (obj->GetQuantumDrive() && obj->GetQuantumDrive()->Subtype() == QuantumDrive::HYPER) - hyperdrive = true; - - jumplist.append(new SimHyper(obj, rgn, loc, type, hyperdrive, fc1, fc2)); -} - -// +--------------------------------------------------------------------+ - -void -Sim::ExecFrame(double seconds) -{ - if (first_frame) { - first_frame = false; - netgame = NetGame::Create(); - } - - if (netgame) - netgame->ExecFrame(); - - if (regions.isEmpty()) { - active_region = 0; - rgn_queue.clear(); - jumplist.destroy(); - scene.Collect(); - return; - } - - ListIter elem = elements; - while (++elem) - if (!elem->IsSquadron()) - elem->ExecFrame(seconds); - - ListIter rgn = regions; - while (++rgn) - if (rgn.value() != active_region && rgn->NumShips() && !rgn_queue.contains(rgn.value())) - rgn_queue.append(rgn.value()); - - // execframe for one inactive sim region: - if (rgn_queue.size()) { - SimRegion* exec_rgn = rgn_queue.removeIndex(0); - - while (exec_rgn && (exec_rgn->NumShips() == 0 || exec_rgn == active_region)) - if (rgn_queue.size()) - exec_rgn = rgn_queue.removeIndex(0); - else - exec_rgn = 0; - - if (exec_rgn) - exec_rgn->ExecFrame(seconds); - } - - if (active_region) - active_region->ExecFrame(seconds); - - ExecEvents(seconds); - ResolveHyperList(); - ResolveSplashList(); - - // GC all the dead objects: - scene.Collect(); - - if (!IsTestMode()) { - ListIter e_iter = elements; - while (++e_iter) { - Element* elem = e_iter.value(); - if (!elem->IsSquadron() && elem->IsFinished()) { - finished.append(e_iter.removeItem()); - } - } - } - - // setup music - if (!MusicDirector::IsNoMusic()) { - Starshatter* stars = Starshatter::GetInstance(); - if (stars && stars->GetGameMode() == Starshatter::PLAY_MODE) { - Ship* player_ship = GetPlayerShip(); - if (player_ship) { - int phase = player_ship->GetFlightPhase(); - - if (phase < Ship::ACTIVE) { - MusicDirector::SetMode(MusicDirector::LAUNCH); - } - - else if (phase > Ship::ACTIVE) { - MusicDirector::SetMode(MusicDirector::RECOVERY); - } - - else { - if (player_ship->IsInCombat()) { - MusicDirector::SetMode(MusicDirector::COMBAT); - } - - else { - MusicDirector::SetMode(MusicDirector::FLIGHT); - } - } - } - } - } -} - -void -Sim::ExecEvents(double seconds) -{ - ListIter iter = events; - while (++iter) { - MissionEvent* event = iter.value(); - event->ExecFrame(seconds); - } -} - -void -Sim::ResolveHyperList() -{ - // resolve the hyper space transitions: - if (jumplist.size()) { - Ship* pship = GetPlayerShip(); - - ListIter j_iter = jumplist; - while (++j_iter) { - SimHyper* jump = j_iter.value(); - Ship* jumpship = jump->ship; - - if (jumpship) { - SimRegion* dest = jump->rgn; - - if (!dest) - dest = FindNearestSpaceRegion(jumpship); - - if (dest) { - // bring along fighters on deck: - ListIter deck = jumpship->FlightDecks(); - while (++deck) { - for (int i = 0; i < deck->NumSlots(); i++) { - Ship* s = deck->GetShip(i); - - if (s) { - dest->InsertObject(s); - s->ClearTrack(); - } - } - } - - if (jump->type == 0 && !jump->hyperdrive) { - // bring along nearby ships: - // have to do it in two parts, because inserting the ships - // into the destination corrupts the iter over the current - // region's list of ships... - - // part one: gather the ships that will be jumping: - List riders; - ListIter neighbor = jumpship->GetRegion()->Ships(); - while (++neighbor) { - if (neighbor->IsDropship()) { - Ship* s = neighbor.value(); - if (s == jumpship) continue; - - Point delta = s->Location() - jumpship->Location(); - - if (delta.length() < 5e3) { - riders.append(s); - } - } - } - - // part two: now transfer the list to the destination: - for (int i = 0; i < riders.size(); i++) { - Ship* s = riders[i]; - Point delta = s->Location() - jumpship->Location(); - dest->InsertObject(s); - s->MoveTo(jump->loc.OtherHand() + delta); - s->ClearTrack(); - - if (jump->fc_dst) { - double r = jump->fc_dst->Roll(); - double p = jump->fc_dst->Pitch(); - double w = jump->fc_dst->Yaw(); - - s->SetAbsoluteOrientation(r, p, w); - s->SetVelocity(jump->fc_dst->Heading() * 500); - } - - ProcessEventTrigger(MissionEvent::TRIGGER_JUMP, 0, s->Name()); - } - } - - // now it is safe to move the main jump ship: - dest->InsertObject(jumpship); - jumpship->MoveTo(jump->loc.OtherHand()); - jumpship->ClearTrack(); - - ProcessEventTrigger(MissionEvent::TRIGGER_JUMP, 0, jumpship->Name()); - NetUtil::SendObjHyper(jumpship, dest->Name(), jump->loc, jump->fc_src, jump->fc_dst, jump->type); - - // if using farcaster: - if (jump->fc_src) { - ::Print("Ship '%s' farcast to '%s'\n", jumpship->Name(), dest->Name()); - CreateExplosion(jumpship->Location(), Point(0,0,0), Explosion::QUANTUM_FLASH, 1.0f, 0, dest); - - if (jump->fc_dst) { - double r = jump->fc_dst->Roll(); - double p = jump->fc_dst->Pitch(); - double w = jump->fc_dst->Yaw(); - - jumpship->SetAbsoluteOrientation(r, p, w); - jumpship->SetVelocity(jump->fc_dst->Heading() * 500); - } - - jumpship->SetHelmHeading(jumpship->CompassHeading()); - jumpship->SetHelmPitch(0); - } - - // break orbit: - else if (jump->type == Ship::TRANSITION_DROP_ORBIT) { - ::Print("Ship '%s' broke orbit to '%s'\n", jumpship->Name(), dest->Name()); - jumpship->SetAbsoluteOrientation(0,PI/4,0); - jumpship->SetVelocity(jumpship->Heading() * 1.0e3); - } - - // make orbit: - else if (jump->type == Ship::TRANSITION_MAKE_ORBIT) { - ::Print("Ship '%s' achieved orbit '%s'\n", jumpship->Name(), dest->Name()); - jumpship->LookAt(Point(0,0,0)); - jumpship->SetVelocity(jumpship->Heading() * 500.0); - } - - // hyper jump: - else { - ::Print("Ship '%s' quantum to '%s'\n", jumpship->Name(), dest->Name()); - - if (jump->hyperdrive) - CreateExplosion(jumpship->Location(), Point(0,0,0), Explosion::HYPER_FLASH, 1, 1, dest); - else - CreateExplosion(jumpship->Location(), Point(0,0,0), Explosion::QUANTUM_FLASH, 1, 0, dest); - - jumpship->LookAt(Point(0,0,0)); - jumpship->SetVelocity(jumpship->Heading() * 500.0); - jumpship->SetHelmHeading(jumpship->CompassHeading()); - jumpship->SetHelmPitch(0); - } - } - - else if (regions.size() > 1) { - ::Print("Warning: Unusual jump request for ship '%s'\n", jumpship->Name()); - regions[1]->InsertObject(jumpship); - } - - Sensor* sensor = jumpship->GetSensor(); - if (sensor) - sensor->ClearAllContacts(); - } - } - - jumplist.destroy(); - - if (pship && pship->GetRegion()) { - if (active_region != pship->GetRegion()) { - pship->GetRegion()->SetPlayerShip(pship); - } - } - } -} - -void -Sim::ResolveSplashList() -{ - if (splashlist.size()) { - ListIter iter = splashlist; - while (++iter) { - SimSplash* splash = iter.value(); - - if (!splash->rgn) - continue; - - // damage ships: - ListIter s_iter = splash->rgn->Ships(); - while (++s_iter) { - Ship* ship = s_iter.value(); - - double distance = (ship->Location() - splash->loc).length(); - - if (distance > 1 && distance < splash->range) { - double damage = splash->damage * (1 - distance/splash->range); - if (!NetGame::IsNetGameClient()) { - ship->InflictDamage(damage); - } - - int ship_destroyed = (!ship->InTransition() && ship->Integrity() < 1.0f); - - // then delete the ship: - if (ship_destroyed) { - NetUtil::SendObjKill(ship, 0, NetObjKill::KILL_MISC); - Print(" %s Killed %s (%s)\n", (const char*) splash->owner_name, ship->Name(), FormatGameTime()); - - // record the kill - ShipStats* killer = ShipStats::Find(splash->owner_name); - if (killer) { - if (splash->missile) - killer->AddEvent(SimEvent::MISSILE_KILL, ship->Name()); - else - killer->AddEvent(SimEvent::GUNS_KILL, ship->Name()); - } - - Ship* owner = FindShip(splash->owner_name, splash->rgn->Name()); - if (owner && owner->GetIFF() != ship->GetIFF()) { - if (ship->GetIFF() > 0 || owner->GetIFF() > 1) { - killer->AddPoints(ship->Value()); - - Element* elem = owner->GetElement(); - if (elem) { - if (owner->GetElementIndex() > 1) { - Ship* s = elem->GetShip(1); - - if (s) { - ShipStats* cmdr_stats = ShipStats::Find(s->Name()); - if (cmdr_stats) { - cmdr_stats->AddCommandPoints(ship->Value()/2); - } - } - } - - Element* cmdr = elem->GetCommander(); - if (cmdr) { - Ship* s = cmdr->GetShip(1); - - if (s) { - ShipStats* cmdr_stats = ShipStats::Find(s->Name()); - if (cmdr_stats) { - cmdr_stats->AddCommandPoints(ship->Value()/2); - } - } - } - } - } - } - - ShipStats* killee = ShipStats::Find(ship->Name()); - if (killee) - killee->AddEvent(SimEvent::DESTROYED, splash->owner_name); - - ship->DeathSpiral(); - } - } - } - - // damage drones: - ListIter drone_iter = splash->rgn->Drones(); - while (++drone_iter) { - Drone* drone = drone_iter.value(); - - double distance = (drone->Location() - splash->loc).length(); - - if (distance > 1 && distance < splash->range) { - double damage = splash->damage * (1 - distance/splash->range); - drone->InflictDamage(damage); - - int destroyed = (drone->Integrity() < 1.0f); - - // then mark the drone for deletion: - if (destroyed) { - NetUtil::SendWepDestroy(drone); - sim->CreateExplosion(drone->Location(), drone->Velocity(), 21 /* was LARGE_EXP */, 1.0f, 1.0f, splash->rgn); - drone->SetLife(0); - } - } - } - } - - splashlist.destroy(); - } -} - -// +--------------------------------------------------------------------+ - -void -Sim::ProcessEventTrigger(int type, int event_id, const char* ship, int param) -{ - Text ship_name = ship; - - ListIter iter = events; - while (++iter) { - MissionEvent* event = iter.value(); - - if (event->IsPending() && event->Trigger() == type) { - switch (type) { - case MissionEvent::TRIGGER_DAMAGE: - case MissionEvent::TRIGGER_DESTROYED: - case MissionEvent::TRIGGER_JUMP: - case MissionEvent::TRIGGER_LAUNCH: - case MissionEvent::TRIGGER_DOCK: - case MissionEvent::TRIGGER_TARGET: - if (event->TriggerParam() <= param) { - if (ship_name.indexOf(event->TriggerShip()) == 0) - event->Activate(); - } - break; - - case MissionEvent::TRIGGER_NAVPT: - if (event->TriggerParam() == param) { - if (ship_name.indexOf(event->TriggerShip()) == 0) - event->Activate(); - } - break; - - case MissionEvent::TRIGGER_EVENT: - case MissionEvent::TRIGGER_SKIPPED: - if (event->TriggerParam() == event_id) - event->Activate(); - break; - } - } - } -} - -double -Sim::MissionClock() const -{ - return (Clock::GetInstance()->GameTime() - start_time) / 1000.0; -} - -// +--------------------------------------------------------------------+ - -void -Sim::SkipCutscene() -{ - Starshatter* stars = Starshatter::GetInstance(); - if (stars && stars->InCutscene()) { - ListIter iter = events; - bool end = false; - double end_time = 0; - - while (++iter && !end) { - MissionEvent* event = iter.value(); - - if (event->IsPending() || event->IsActive()) { - if (event->Event() == MissionEvent::END_SCENE || - event->Event() == MissionEvent::END_MISSION) { - end = true; - end_time = event->Time(); - } - - if (event->Event() == MissionEvent::FIRE_WEAPON) { - event->Skip(); - } - - else { - event->Activate(); - event->Execute(true); - } - } - } - - double skip_time = end_time - MissionClock(); - if (skip_time > 0) { - Clock::GetInstance()->SkipGameTime(skip_time); - } - } -} - -// +--------------------------------------------------------------------+ - -void -Sim::ResolveTimeSkip(double seconds) -{ - double skipped = 0; - - // allow elements to process hold time, and release as needed: - ListIter elem = elements; - while (++elem) - elem->ExecFrame(seconds); - - // step through the skip, ten seconds at a time: - if (active_region) { - double total_skip = seconds; - double frame_skip = 10; - Ship* player = GetPlayerShip(); - - while (total_skip > frame_skip) { - if (active_region->CanTimeSkip()) { - active_region->ResolveTimeSkip(frame_skip); - total_skip -= frame_skip; - skipped += frame_skip; - } - // break out early if player runs into bad guys... - else { - total_skip = 0; - } - } - - if (total_skip > 0) - active_region->ResolveTimeSkip(total_skip); - skipped += total_skip; - } - - // give player control after time skip: - Ship* player_ship = GetPlayerShip(); - if (player_ship) { - player_ship->SetAutoNav(false); - player_ship->SetThrottle(75); - - HUDView* hud = HUDView::GetInstance(); - if (hud) - hud->SetHUDMode(HUDView::HUD_MODE_TAC); - - if (IsTestMode()) - player_ship->SetControls(0); - } - - Clock::GetInstance()->SkipGameTime(skipped); - CameraDirector::SetCameraMode(CameraDirector::MODE_COCKPIT); -} - -// +--------------------------------------------------------------------+ - -ListIter -Sim::GetMissionElements() -{ - mission_elements.destroy(); - - ListIter iter = elements; - while (++iter) { - Element* elem = iter.value(); - - int num_live_ships = 0; - - for (int i = 0; i < elem->NumShips(); i++) { - Ship* s = elem->GetShip(i+1); - - if (s && !s->IsDying() && !s->IsDead()) - num_live_ships++; - } - - if (elem->IsSquadron() || num_live_ships > 0) { - MissionElement* msn_elem = CreateMissionElement(elem); - - if (msn_elem) - mission_elements.append(msn_elem); - } - } - - return mission_elements; -} - -MissionElement* -Sim::CreateMissionElement(Element* elem) -{ - MissionElement* msn_elem = 0; - - if (elem->IsSquadron()) { - if (!elem->GetCarrier() || elem->GetCarrier()->Integrity() < 1) - return msn_elem; - } - - if (elem && !elem->IsNetObserver()) { - msn_elem = new MissionElement; - - msn_elem->SetName(elem->Name()); - msn_elem->SetIFF(elem->GetIFF()); - msn_elem->SetMissionRole(elem->Type()); - - if (elem->IsSquadron() && elem->GetCarrier()) { - Ship* carrier = elem->GetCarrier(); - - msn_elem->SetCarrier(carrier->Name()); - msn_elem->SetCount(elem->GetCount()); - msn_elem->SetLocation(carrier->Location().OtherHand()); - - if (carrier->GetRegion()) - msn_elem->SetRegion(carrier->GetRegion()->Name()); - - int squadron_index = 0; - Hangar* hangar = FindSquadron(elem->Name(), squadron_index); - - if (hangar) { - msn_elem->SetDeadCount(hangar->NumShipsDead(squadron_index)); - msn_elem->SetMaintCount(hangar->NumShipsMaint(squadron_index)); - - const ShipDesign* design = hangar->SquadronDesign(squadron_index); - msn_elem->SetDesign(design); - - Text design_path = design->path_name; - design_path.setSensitive(false); - - if (design_path.indexOf("/Mods/Ships") == 0) { - design_path = design_path.substring(11, 1000); - msn_elem->SetPath(design_path); - } - } - } - - else { - msn_elem->SetSquadron(elem->GetSquadron()); - msn_elem->SetCount(elem->NumShips()); - } - - if (elem->GetCommander()) - msn_elem->SetCommander(elem->GetCommander()->Name()); - - msn_elem->SetCombatGroup(elem->GetCombatGroup()); - msn_elem->SetCombatUnit(elem->GetCombatUnit()); - - Ship* ship = elem->GetShip(1); - if (ship) { - if (ship->GetRegion()) - msn_elem->SetRegion(ship->GetRegion()->Name()); - - msn_elem->SetLocation(ship->Location().OtherHand()); - msn_elem->SetDesign(ship->Design()); - - msn_elem->SetPlayer(elem->Player()); - msn_elem->SetCommandAI(elem->GetCommandAILevel()); - msn_elem->SetHoldTime((int) elem->GetHoldTime()); - msn_elem->SetZoneLock(elem->GetZoneLock()); - msn_elem->SetHeading(ship->CompassHeading()); - - msn_elem->SetPlayable(elem->IsPlayable()); - msn_elem->SetRogue(elem->IsRogue()); - msn_elem->SetIntelLevel(elem->IntelLevel()); - - Text design_path = ship->Design()->path_name; - design_path.setSensitive(false); - - if (design_path.indexOf("/Mods/Ships") == 0) { - design_path = design_path.substring(11, 1000); - msn_elem->SetPath(design_path); - } - - msn_elem->SetRespawnCount(ship->RespawnCount()); - } - - MissionLoad* loadout = new MissionLoad; - CopyMemory(loadout->GetStations(), elem->Loadout(), 16 * sizeof(int)); - - msn_elem->Loadouts().append(loadout); - - int num_obj = elem->NumObjectives(); - for (int i = 0; i < num_obj; i++) { - Instruction* o = elem->GetObjective(i); - Instruction* instr = 0; - - instr = new Instruction(*o); - - msn_elem->AddObjective(instr); - } - - int num_inst = elem->NumInstructions(); - for (int i = 0; i < num_inst; i++) { - Text instr = elem->GetInstruction(i); - msn_elem->AddInstruction(instr); - } - - ListIter nav_iter = elem->GetFlightPlan(); - while (++nav_iter) { - Instruction* nav = nav_iter.value(); - Instruction* npt = new - Instruction(nav->RegionName(), nav->Location(), nav->Action()); - - npt->SetFormation(nav->Formation()); - npt->SetSpeed(nav->Speed()); - npt->SetTarget(nav->TargetName()); - npt->SetHoldTime(nav->HoldTime()); - npt->SetFarcast(nav->Farcast()); - npt->SetStatus(nav->Status()); - - msn_elem->AddNavPoint(npt); - } - - for (int i = 0; i < elem->NumShips(); i++) { - ship = elem->GetShip(i+1); - - if (ship) { - MissionShip* s = new MissionShip; - - s->SetName(ship->Name()); - s->SetRegNum(ship->Registry()); - s->SetRegion(ship->GetRegion()->Name()); - s->SetLocation(ship->Location().OtherHand()); - s->SetVelocity(ship->Velocity().OtherHand()); - - s->SetRespawns(ship->RespawnCount()); - s->SetHeading(ship->CompassHeading()); - s->SetIntegrity(ship->Integrity()); - - if (ship->GetDecoy()) - s->SetDecoys(ship->GetDecoy()->Ammo()); - - if (ship->GetProbeLauncher()) - s->SetProbes(ship->GetProbeLauncher()->Ammo()); - - int n; - int ammo[16]; - int fuel[4]; - - for (n = 0; n < 16; n++) { - Weapon* w = ship->GetWeaponByIndex(n+1); - - if (w) - ammo[n] = w->Ammo(); - else - ammo[n] = -10; - } - - for (n = 0; n < 4; n++) { - if (ship->Reactors().size() > n) - fuel[n] = ship->Reactors()[n]->Charge(); - else - fuel[n] = -10; - } - - s->SetAmmo(ammo); - s->SetFuel(fuel); - - msn_elem->Ships().append(s); - } - } - } - - return msn_elem; -} - -Hangar* -Sim::FindSquadron(const char* name, int& index) -{ - Hangar* hangar = 0; - - ListIter iter = regions; - while (++iter && !hangar) { - SimRegion* rgn = iter.value(); - - ListIter s_iter = rgn->Carriers(); - while (++s_iter && !hangar) { - Ship* carrier = s_iter.value(); - Hangar* h = carrier->GetHangar(); - - for (int i = 0; i < h->NumSquadrons() && !hangar; i++) { - if (h->SquadronName(i) == name) { - hangar = h; - index = i; - } - } - } - } - - return hangar; -} - -// +===================================================================-+ - -SimRegion::SimRegion(Sim* s, const char* n, int t) - : sim(s), name(n), type(t), orbital_region(0), star_system(0), player_ship(0), - grid(0), active(false), current_view(0), sim_time(0), ai_index(0), terrain(0) -{ - if (sim) { - star_system = sim->GetStarSystem(); - } -} - -SimRegion::SimRegion(Sim* s, OrbitalRegion* r) - : sim(s), orbital_region(r), type(REAL_SPACE), star_system(0), player_ship(0), - grid(0), active(false), current_view(0), sim_time(0), ai_index(0), terrain(0) -{ - if (r) { - star_system = r->System(); - } - - if (orbital_region) { - name = orbital_region->Name(); - grid = new Grid((int) orbital_region->Radius(), - (int) orbital_region->GridSpace()); - - - if (orbital_region->Type() == Orbital::TERRAIN) { - TerrainRegion* trgn = (TerrainRegion*) orbital_region; - terrain = new Terrain(trgn); - - type = AIR_SPACE; - } - - else if (orbital_region->Asteroids() > 0) { - int asteroids = orbital_region->Asteroids(); - - for (int i = 0; i < asteroids; i++) { - Point init_loc((rand()-16384.0f) * 30, - (rand()-16384.0f) * 3, - (rand()-16384.0f) * 30); - sim->CreateAsteroid(init_loc, i, Random(1e7, 1e8), this); - } - } - } - else { - name = ContentBundle::GetInstance()->GetText("Unknown"); - } -} - -SimRegion::~SimRegion() -{ - GRAPHIC_DESTROY(grid); - delete terrain; - explosions.destroy(); - shots.destroy(); - ships.destroy(); - debris.destroy(); - asteroids.destroy(); - dead_ships.destroy(); - - for (int i = 0; i < 5; i++) - track_database[i].destroy(); -} - -int -SimRegion::operator < (const SimRegion& r) const -{ - return (orbital_region && r.orbital_region && *orbital_region < *r.orbital_region); -} - -int -SimRegion::operator <= (const SimRegion& r) const -{ - return (orbital_region && r.orbital_region && *orbital_region <= *r.orbital_region); -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::SetPlayerShip(Ship* ship) -{ - // there can only be a player ship when playing the game locally - if (Starshatter::GetInstance()) { - int player_index = ships.index(ship); - - if (player_index >= 0) { - if (sim->GetActiveRegion() != this) - sim->ActivateRegion(this); - - AttachPlayerShip(player_index); - } - - else { - Print("SimRegion %s could not set player ship '%s' - not in region\n", - name.data(), ship ? ship->Name() : "(null)"); - } - } - - // if this is a stand-alone server, set player ship to null - else { - if (player_ship) - player_ship->SetControls(0); - - current_view = -1; - player_ship = 0; - } -} - -void -SimRegion::AttachPlayerShip(int index) -{ - if (player_ship) - player_ship->SetControls(0); - - current_view = index; - player_ship = ships[current_view]; - - CameraDirector* cam_dir = CameraDirector::GetInstance(); - if (cam_dir) - cam_dir->SetShip(player_ship); - - if (sim->dust) - sim->dust->Reset(player_ship->Location()); - - if (!sim->IsTestMode()) - player_ship->SetControls(sim->ctrl); - - MouseController* mouse_con = MouseController::GetInstance(); - if (mouse_con) - mouse_con->SetActive(false); -} - -void -SimRegion::NextView() -{ - if (ships.size()) { - int original_view = current_view; - - do { - current_view++; - if (current_view >= ships.size()) { - current_view = 0; - } - } - while (ships[current_view]->Life() == 0 && current_view != original_view); - - if (current_view != original_view) { - ClearSelection(); - - if (!sim->IsTestMode()) - player_ship->SetControls(0); - - if (player_ship->Rep()) - player_ship->Rep()->Show(); - - AttachPlayerShip(current_view); - } - } -} - -bool -SimRegion::IsSelected(Ship* s) -{ - return selection.contains(s); -} - -ListIter -SimRegion::GetSelection() -{ - return selection; -} - -void -SimRegion::SetSelection(Ship* newsel) -{ - selection.clear(); - selection.append(newsel); -} - -void -SimRegion::ClearSelection() -{ - selection.clear(); -} - -void -SimRegion::AddSelection(Ship* newsel) -{ - if (!newsel || - newsel->GetFlightPhase() < Ship::ACTIVE || - newsel->GetFlightPhase() >= Ship::RECOVERY) - return; - - if (!selection.contains(newsel)) - selection.append(newsel); -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::Activate() -{ - if (!sim) return; - - ListIter ship = ships; - while (++ship) - ship->Activate(sim->scene); - - ListIter shot = shots; - while (++shot) - shot->Activate(sim->scene); - - ListIter exp = explosions; - while (++exp) - exp->Activate(sim->scene); - - ListIter deb = debris; - while (++deb) - deb->Activate(sim->scene); - - ListIter a = asteroids; - while (++a) - a->Activate(sim->scene); - - if (grid) - sim->scene.AddGraphic(grid); - - if (terrain) - terrain->Activate(sim->scene); - - player_ship = 0; - active = true; -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::Deactivate() -{ - if (!sim) return; - - ListIter ship = ships; - while (++ship) - ship->Deactivate(sim->scene); - - ListIter shot = shots; - while (++shot) - shot->Deactivate(sim->scene); - - ListIter exp = explosions; - while (++exp) - exp->Deactivate(sim->scene); - - ListIter deb = debris; - while (++deb) - deb->Deactivate(sim->scene); - - ListIter a = asteroids; - while (++a) - a->Deactivate(sim->scene); - - if (grid) - sim->scene.DelGraphic(grid); - - if (terrain) - terrain->Deactivate(sim->scene); - - player_ship = 0; - active = false; - - for (int i = 0; i < 5; i++) - track_database[i].destroy(); -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::ExecFrame(double secs) -{ - if (!sim) return; - - double seconds = secs; - - // DON'T REALLY KNOW WHAT PURPOSE THIS SERVES.... - if (!active) { - double max_frame = 3 * Game::GetInstance()->GetMaxFrameLength(); - long new_time = Clock::GetInstance()->GameTime(); - double delta = new_time - sim_time; - seconds = delta / 1000.0; - - if (seconds > max_frame) - seconds = max_frame; - } - - sim_time = Clock::GetInstance()->GameTime(); - - if (orbital_region) - location = orbital_region->Location(); - - CameraDirector* cam_dir = CameraDirector::GetInstance(); - - Point ref; - - if (active && cam_dir) { - ref = cam_dir->GetCamera()->Pos(); - UpdateSky(seconds, ref); - } - - if (terrain) - terrain->ExecFrame(seconds); - - UpdateTracks(seconds); - UpdateShips(seconds); - UpdateShots(seconds); - UpdateExplosions(seconds); - - if (!Game::GetInstance()->Paused()) { - DamageShips(); - DockShips(); - - if (active) { - CollideShips(); - CrashShips(); - } - - DestroyShips(); - } - - if (active && cam_dir && player_ship) { - Sound::SetListener(*(cam_dir->GetCamera()), player_ship->Velocity()); - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::ShowGrid(int show) -{ - if (grid) { - if (show) - grid->Show(); - else - grid->Hide(); - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::UpdateSky(double seconds, const Point& ref) -{ - Dust* dust = sim->dust; - - if (dust) { - if (orbital_region && orbital_region->Type() == Orbital::TERRAIN) { - dust->Hide(); - } - else { - dust->Show(); - - dust->ExecFrame(seconds, ref); - - if (player_ship && dust->Hidden()) { - dust->Reset(player_ship->Location()); - dust->Show(); - } - } - } - - ListIter a = asteroids; - while (++a) { - a->ExecFrame(seconds); - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::UpdateShips(double seconds) -{ - int ship_index = 0; - if (ai_index > ships.size()) - ai_index = 0; - - ListIter ship_iter = ships; - Ship* ship = 0; - - while (++ship_iter) { - ship = ship_iter.value(); - - if (ship_index == ai_index || ship == player_ship) - ship->SetAIMode(2); - else - ship->SetAIMode(1); - - ship->ExecFrame(seconds); - ship_index++; - } - - ai_index++; -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::UpdateShots(double seconds) -{ - ListIter shot_iter = shots; - while (++shot_iter) { - Shot* shot = shot_iter.value(); - shot->ExecFrame(seconds); - - if (shot->Design()->flak) { - SeekerAI* seeker = (SeekerAI*) shot->GetDirector(); - - if (shot->Life() < 0.02 || seeker && seeker->Overshot()) { - shot->SetFuse(0.001); // set lifetime to ~zero - sim->CreateSplashDamage(shot); - } - } - - if (shot->Life() < 0.01) { // died of old age - NetUtil::SendWepDestroy(shot); - - if (shot->IsDrone()) - drones.remove((Drone*) shot); - - shot_iter.removeItem(); - delete shot; - shot = 0; - } - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::UpdateExplosions(double seconds) -{ - ListIter exp_iter = explosions; - while (++exp_iter) { - Explosion* exp = exp_iter.value(); - exp->ExecFrame(seconds); - - if (exp->Life() < 0.01) { // died of old age - exp_iter.removeItem(); - delete exp; - } - } - - ListIter debris_iter = debris; - while (++debris_iter) { - Debris* d = debris_iter.value(); - d->ExecFrame(seconds); - - if (d->Life() < 0.01) { // died of old age - debris_iter.removeItem(); - delete d; - } - } -} - -// +--------------------------------------------------------------------+ -// Check for collisions between ships and shots, and apply damage. -// Also look for damage to drones and debris. - -void -SimRegion::DamageShips() -{ - if (ships.size() == 0 || shots.size() == 0) - return; - - Point impact; - - // FOR EACH SHOT IN THE REGION: - ListIter shot_iter = shots; - while (++shot_iter) { - Shot* shot = shot_iter.value(); - const Ship* owner = shot->Owner(); - const char* owner_name; - - if (owner) - owner_name = owner->Name(); - else - owner_name = "[KIA]"; - - // CHECK FOR COLLISION WITH A SHIP: - ListIter ship_iter = ships; - while (shot && ++ship_iter) { - Ship* ship = ship_iter.value(); - int hit = ship->HitBy(shot, impact); - - if (hit) { - // recon imager: - if (shot->Damage() < 0) { - ShipStats* shooter = ShipStats::Find(owner_name); - if (shooter) { - shooter->AddEvent(SimEvent::SCAN_TARGET, ship->Name()); - } - } - - // live round: - else if (shot->Damage() > 0) { - int ship_destroyed = (!ship->InTransition() && ship->Integrity() < 1.0f); - - // then delete the ship: - if (ship_destroyed) { - NetUtil::SendObjKill(ship, owner, shot->IsMissile() ? NetObjKill::KILL_SECONDARY : NetObjKill::KILL_PRIMARY); - Director* director; - - Print(" %s Killed %s (%s)\n", owner_name, ship->Name(), FormatGameTime()); - - if (owner) - director = owner->GetDirector(); - - // alert the killer - if (director && director->Type() > SteerAI::SEEKER && director->Type() < SteerAI::GROUND) { - ShipAI* shipAI = (ShipAI*) director; - shipAI->Splash(ship); - } - - // record the kill - ShipStats* killer = ShipStats::Find(owner_name); - if (killer) { - if (shot->IsMissile()) - killer->AddEvent(SimEvent::MISSILE_KILL, ship->Name()); - else - killer->AddEvent(SimEvent::GUNS_KILL, ship->Name()); - } - - if (owner && owner->GetIFF() != ship->GetIFF()) { - if (ship->GetIFF() > 0 || owner->GetIFF() > 1) { - killer->AddPoints(ship->Value()); - - Element* elem = owner->GetElement(); - if (elem) { - if (owner->GetElementIndex() > 1) { - Ship* s = elem->GetShip(1); - - if (s) { - ShipStats* cmdr_stats = ShipStats::Find(s->Name()); - if (cmdr_stats) { - cmdr_stats->AddCommandPoints(ship->Value()/2); - } - } - } - - Element* cmdr = elem->GetCommander(); - if (cmdr) { - Ship* s = cmdr->GetShip(1); - - if (s) { - ShipStats* cmdr_stats = ShipStats::Find(s->Name()); - if (cmdr_stats) { - cmdr_stats->AddCommandPoints(ship->Value()/2); - } - } - } - } - } - } - - ShipStats* killee = ShipStats::Find(ship->Name()); - if (killee) - killee->AddEvent(SimEvent::DESTROYED, owner_name); - - ship->DeathSpiral(); - } - } - - // finally, consume the shot: - if (!shot->IsBeam()) { - if (owner) { - ShipStats* stats = ShipStats::Find(owner_name); - if (shot->Design()->primary) - stats->AddGunHit(); - else if (shot->Damage() > 0) - stats->AddMissileHit(); - } - - NetUtil::SendWepDestroy(shot); - - if (shot->IsDrone()) - drones.remove((Drone*) shot); - - shot_iter.removeItem(); - delete shot; - shot = 0; - } - else if (!shot->HitTarget()) { - shot->SetHitTarget(true); - - if (owner) { - ShipStats* stats = ShipStats::Find(owner_name); - if (shot->Design()->primary) - stats->AddGunHit(); - } - } - } - } - - // CHECK FOR COLLISION WITH A DRONE: - if (shot && shot->Design()->target_type & Ship::DRONE) { - ListIter drone_iter = drones; - while (shot && ++drone_iter) { - Drone* d = drone_iter.value(); - - if (d == shot || d->Owner() == owner) - continue; - - int hit = d->HitBy(shot, impact); - if (hit) { - int destroyed = (d->Integrity() < 1.0f); - - // then mark the drone for deletion: - if (destroyed) { - NetUtil::SendWepDestroy(d); - sim->CreateExplosion(d->Location(), d->Velocity(), 21, 1.0f, 1.0f, this); - d->SetLife(0); - } - - // finally, consume the shot: - if (!shot->IsBeam()) { - if (owner) { - ShipStats* stats = ShipStats::Find(owner_name); - if (shot->Design()->primary) - stats->AddGunHit(); - else - stats->AddMissileHit(); - } - - NetUtil::SendWepDestroy(shot); - - if (shot->IsDrone()) - drones.remove((Drone*) shot); - - shot_iter.removeItem(); - delete shot; - shot = 0; - } - } - } - } - - // CHECK FOR COLLISION WITH DEBRIS: - ListIter debris_iter = debris; - while (shot && ++debris_iter) { - Debris* d = debris_iter.value(); - - if (d->Radius() < 50) - continue; - - int hit = d->HitBy(shot, impact); - if (hit) { - int destroyed = (d->Integrity() < 1.0f); - - // then delete the debris: - if (destroyed) { - sim->CreateExplosion(d->Location(), d->Velocity(), Explosion::LARGE_EXPLOSION, 1.0f, 1.0f, this); - debris_iter.removeItem(); - delete d; - } - - // finally, consume the shot: - if (!shot->IsBeam()) { - NetUtil::SendWepDestroy(shot); - if (shot->IsDrone()) - drones.remove((Drone*) shot); - - shot_iter.removeItem(); - delete shot; - shot = 0; - } - } - } - - // CHECK FOR COLLISION WITH ASTEROIDS: - ListIter a_iter = asteroids; - while (shot && ++a_iter) { - Asteroid* a = a_iter.value(); - - int hit = a->HitBy(shot, impact); - if (hit) { - if (!shot->IsBeam()) { - if (shot->IsDrone()) - drones.remove((Drone*) shot); - - shot_iter.removeItem(); - delete shot; - shot = 0; - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::CollideShips() -{ - if (ships.size() < 2 && debris.size() < 1) - return; - - List kill_list; - - int s_index = 0; - - ListIter ship_iter = ships; - while (++ship_iter) { - Ship* ship = ship_iter.value(); - - if (ship->InTransition() || - ship->GetFlightPhase() < Ship::ACTIVE || - ship->MissionClock() < 10000 || - ship->IsNetObserver()) - continue; - - int t_index = 0; - ListIter targ_iter = ships; - while (++targ_iter) { - Ship* targ = targ_iter.value(); - - if (t_index++ <= s_index) continue; - - if (targ == ship) continue; - - if (targ->InTransition() || - targ->GetFlightPhase() < Ship::ACTIVE || - targ->MissionClock() < 10000 || - targ->IsNetObserver()) - continue; - - // ignore AI fighter collisions: - if (ship->IsDropship() && - ship != player_ship && - targ->IsDropship() && - targ != player_ship) - continue; - - // don't collide with own runway! - if (ship->IsAirborne() && ship->GetCarrier() == targ) - continue; - if (targ->IsAirborne() && targ->GetCarrier() == ship) - continue; - - // impact: - if (ship->CollidesWith(*targ)) { - Vec3 tv1 = targ->Velocity(); - Vec3 sv1 = ship->Velocity(); - - Physical::SemiElasticCollision(*ship, *targ); - - Vec3 tv2 = targ->Velocity(); - Vec3 sv2 = ship->Velocity(); - - double dvs = (sv2-sv1).length(); - double dvt = (tv2-tv1).length(); - - if (dvs > 20) dvs *= dvs; - if (dvt > 20) dvt *= dvt; - - if (!NetGame::IsNetGameClient()) { - double old_integrity = ship->Integrity(); - ship->InflictDamage(dvs); - double hull_damage = old_integrity - ship->Integrity(); - NetUtil::SendObjDamage(ship, hull_damage); - - old_integrity = targ->Integrity(); - targ->InflictDamage(dvt); - hull_damage = old_integrity - targ->Integrity(); - NetUtil::SendObjDamage(targ, hull_damage); - } - - // then delete the ship: - if (targ->Integrity() < 1.0f) { - NetUtil::SendObjKill(targ, ship, NetObjKill::KILL_COLLISION); - Print(" ship %s died in collision with %s (%s)\n", targ->Name(), ship->Name(), FormatGameTime()); - if (!kill_list.contains(targ)) { - ShipStats* r = ShipStats::Find(targ->Name()); - if (r) r->AddEvent(SimEvent::COLLIDE, ship->Name()); - - if (targ->GetIFF() > 0 && ship->GetIFF() != targ->GetIFF()) { - r = ShipStats::Find(ship->Name()); - if (r) r->AddPoints(targ->Value()); - } - - kill_list.insert(targ); - } - } - - if (ship->Integrity() < 1.0f) { - NetUtil::SendObjKill(ship, targ, NetObjKill::KILL_COLLISION); - Print(" ship %s died in collision with %s (%s)\n", ship->Name(), targ->Name(), FormatGameTime()); - if (!kill_list.contains(ship)) { - ShipStats* r = ShipStats::Find(ship->Name()); - if (r) r->AddEvent(SimEvent::COLLIDE, targ->Name()); - - if (ship->GetIFF() > 0 && ship->GetIFF() != targ->GetIFF()) { - r = ShipStats::Find(targ->Name()); - if (r) r->AddPoints(ship->Value()); - } - - kill_list.insert(ship); - } - } - } - } - - ListIter debris_iter = debris; - while (++debris_iter) { - Debris* d = debris_iter.value(); - - if (d->Radius() < 50) - continue; - - if (ship->CollidesWith(*d)) { - Vec3 tv1 = d->Velocity(); - Vec3 sv1 = ship->Velocity(); - - Physical::SemiElasticCollision(*ship, *d); - - Vec3 tv2 = d->Velocity(); - Vec3 sv2 = ship->Velocity(); - - if (!NetGame::IsNetGameClient()) { - ship->InflictDamage((sv2-sv1).length()); - } - - d->InflictDamage((tv2-tv1).length()); - - // then delete the debris: - if (d->Integrity() < 1.0f) { - sim->CreateExplosion(d->Location(), d->Velocity(), Explosion::LARGE_EXPLOSION, 1.0f, 1.0f, this); - debris_iter.removeItem(); - delete d; - } - - if (ship->Integrity() < 1.0f) { - if (!kill_list.contains(ship)) { - ShipStats* r = ShipStats::Find(ship->Name()); - if (r) r->AddEvent(SimEvent::COLLIDE, ContentBundle::GetInstance()->GetText("DEBRIS")); - - kill_list.insert(ship); - } - } - } - } - - ListIter a_iter = asteroids; - while (++a_iter) { - Asteroid* a = a_iter.value(); - - if (ship->CollidesWith(*a)) { - Vec3 sv1 = ship->Velocity(); - Physical::SemiElasticCollision(*ship, *a); - Vec3 sv2 = ship->Velocity(); - - if (!NetGame::IsNetGameClient()) { - ship->InflictDamage((sv2-sv1).length() * 10); - } - - if (ship->Integrity() < 1.0f) { - if (!kill_list.contains(ship)) { - ShipStats* r = ShipStats::Find(ship->Name()); - if (r) r->AddEvent(SimEvent::COLLIDE, ContentBundle::GetInstance()->GetText("ASTEROID")); - - kill_list.insert(ship); - } - } - } - } - - s_index++; - } - - ListIter killed(kill_list); - while (++killed) { - Ship* kill = killed.value(); - kill->DeathSpiral(); - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::CrashShips() -{ - if (type != AIR_SPACE || NetGame::IsNetGameClient()) - return; - - ListIter ship_iter = ships; - while (++ship_iter) { - Ship* ship = ship_iter.value(); - - if (!ship->IsGroundUnit() && - !ship->InTransition() && - ship->Class() != Ship::LCA && - ship->AltitudeAGL() < ship->Radius()/2) { - if (ship->GetFlightPhase() == Ship::ACTIVE || ship->GetFlightPhase() == Ship::APPROACH) { - ship->InflictDamage(1e6); - - if (ship->Integrity() < 1.0f) { - Print(" ship destroyed by crash: %s (%s)\n", ship->Name(), FormatGameTime()); - ShipStats* r = ShipStats::Find(ship->Name()); - if (r) r->AddEvent(SimEvent::CRASH); - - ship->DeathSpiral(); - } - } - } - } - - ListIter shot_iter = shots; - while (++shot_iter) { - Shot* shot = shot_iter.value(); - - if (shot->IsBeam() || shot->IsDecoy()) - continue; - - if (shot->AltitudeMSL() < 5e3 && - shot->AltitudeAGL() < 5) { - - // shot hit the ground, destroy it: - NetUtil::SendWepDestroy(shot); - - if (shot->IsDrone()) - drones.remove((Drone*) shot); - - shot_iter.removeItem(); - delete shot; - } - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::DestroyShips() -{ - ListIter ship_iter = ships; - while (++ship_iter) { - Ship* ship = ship_iter.value(); - - if (ship->IsDead()) { - // must use the iterator to remove the current - // item from the container: - ship_iter.removeItem(); - DestroyShip(ship); - } - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::DestroyShip(Ship* ship) -{ - if (!ship) return; - - Ship* spawn = 0; - - ships.remove(ship); - carriers.remove(ship); - selection.remove(ship); - - Text rgn_name; - if (ship->GetRegion()) - rgn_name = ship->GetRegion()->Name(); - - bool player_destroyed = (player_ship == ship); - - char ship_name[64]; - char ship_reg[64]; - strcpy_s(ship_name, ship->Name()); - strcpy_s(ship_reg, ship->Registry()); - - ShipDesign* ship_design = (ShipDesign*) ship->Design(); - int ship_iff = ship->GetIFF(); - int cmd_ai = ship->GetCommandAILevel(); - bool respawn = sim->IsTestMode() && !ship->IsGroundUnit(); - bool observe = false; - - if (!respawn) - respawn = ship->RespawnCount() > 0; - - if (sim->netgame) { - if (!respawn) - observe = player_destroyed; - } - - if (respawn || observe) { - if (!sim->netgame || !respawn) - ship->SetRespawnLoc(RandomPoint() * 2); - - Point spawn_loc = ship->RespawnLoc(); - - if (ship->IsAirborne() && spawn_loc.z < 5e3) - spawn_loc.z = Random(8e3, 10e3); - - spawn = sim->CreateShip(ship_name, ship_reg, ship_design, rgn_name, spawn_loc, ship_iff, cmd_ai, observe ? 0 : ship->GetLoadout()); - spawn->SetRespawnCount(ship->RespawnCount() - 1); - spawn->SetNetObserver(observe); - - if (sim->netgame && respawn) - sim->netgame->Respawn(ship->GetObjID(), spawn); - - int n = strlen(ship_name); - if (n > 2) { - if (ship_name[n-2] == ' ' && isdigit(ship_name[n-1])) - ship_name[n-2] = 0; - } - - Element* elem = sim->FindElement(ship_name); - if (elem) - elem->AddShip(spawn, ship->GetOrigElementIndex()); - else - Print("Warning: No Element found for '%s' on respawn.\n", ship_name); - - if (player_destroyed) - SetPlayerShip(spawn); - } - else { - // close mission, return to menu: - if (player_destroyed) { - Starshatter* stars = Starshatter::GetInstance(); - if (stars) - stars->SetGameMode(Starshatter::PLAN_MODE); - } - } - - sim->ProcessEventTrigger(MissionEvent::TRIGGER_DESTROYED, 0, ship->Name()); - - dead_ships.insert(ship); - ship->Destroy(); -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::NetDockShip(Ship* ship, Ship* carrier, FlightDeck* deck) -{ - if (!ship || !carrier || !deck) return; - - deck->Dock(ship); -} - -// +--------------------------------------------------------------------+ - -Ship* -SimRegion::FindShip(const char* ship_name) -{ - Ship* ship = 0; - - if (ship_name && *ship_name) { - int name_len = strlen(ship_name); - - ListIter ship_iter = ships; - while (++ship_iter && !ship) { - Ship* test = ship_iter.value(); - if (!strncmp(test->Name(), ship_name, name_len)) { - int test_len = strlen(test->Name()); - - // The only fuzzy match is for element indices. - // The desired name "Alpha" matches "Alpha 1" and "Alpha 2" - // but not "Alpha-Centauri" - - if (test_len > name_len && test->Name()[name_len] != ' ') - continue; - - ship = test; - } - } - } - - return ship; -} - -Ship* -SimRegion::FindShipByObjID(DWORD objid) -{ - Ship* ship = 0; - - ListIter ship_iter = ships; - while (++ship_iter && !ship) { - Ship* test = ship_iter.value(); - if (test->GetObjID() == objid) - ship = test; - } - - return ship; -} - -Shot* -SimRegion::FindShotByObjID(DWORD objid) -{ - Shot* shot = 0; - - ListIter shot_iter = shots; - while (++shot_iter && !shot) { - Shot* test = shot_iter.value(); - if (test->GetObjID() == objid) - shot = test; - } - - if (!shot) { - ListIter drone_iter = drones; - while (++drone_iter && !shot) { - Drone* test = drone_iter.value(); - if (test->GetObjID() == objid) - shot = test; - } - } - - return shot; -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::DockShips() -{ - if (ships.size() == 0) - return; - - ListIter ship_iter = ships; - while (++ship_iter) { - Ship* ship = ship_iter.value(); - int docked = (ship->GetFlightPhase() == Ship::DOCKED); - - if (docked) { - sim->ProcessEventTrigger(MissionEvent::TRIGGER_DOCK, 0, ship->Name()); - - // who did this ship dock with? - Ship* carrier = ship->GetCarrier(); - - if (carrier) { - ShipStats* s = ShipStats::Find(ship->Name()); - if (s) { - if (ship->IsAirborne()) - s->AddEvent(SimEvent::LAND, carrier->Name()); - else - s->AddEvent(SimEvent::DOCK, carrier->Name()); - } - - ShipStats* c = ShipStats::Find(carrier->Name()); - if (c) c->AddEvent(SimEvent::RECOVER_SHIP, ship->Name()); - } - - // then delete the ship: - int player_docked = (player_ship == ship); - char ship_name[33]; - strcpy_s(ship_name, ship->Name()); - - selection.remove(ship); - dead_ships.insert(ship_iter.removeItem()); - ship->Destroy(); - - if (player_docked) { - // close mission, return to menu: - Starshatter* stars = Starshatter::GetInstance(); - if (stars) - stars->SetGameMode(Starshatter::PLAN_MODE); - } - - if (carrier) - Print(" %s Docked with %s\n", ship_name, carrier->Name()); - } - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::InsertObject(Ship* ship) -{ - if (!ship) return; - - SimRegion* orig = ship->GetRegion(); - - if (orig != this) { - if (orig != 0) { - if (orig->active) - ship->Deactivate(sim->scene); - - orig->ships.remove(ship); - orig->carriers.remove(ship); - orig->selection.remove(ship); - } - - ships.append(ship); - - if (ship->NumFlightDecks()) - carriers.append(ship); - - TranslateObject(ship); - ship->SetRegion(this); - - if (active) - ship->Activate(sim->scene); - } -} - -void -SimRegion::InsertObject(Shot* shot) -{ - if (!shot) return; - - SimRegion* orig = shot->GetRegion(); - - if (orig != this) { - if (orig != 0) - orig->shots.remove(shot); - - shots.append(shot); - if (shot->IsDrone()) - drones.append((Drone*) shot); - - TranslateObject(shot); - shot->SetRegion(this); - - if (active) - shot->Activate(sim->scene); - } -} - -void -SimRegion::InsertObject(Explosion* exp) -{ - if (!exp) return; - - SimRegion* orig = exp->GetRegion(); - - if (orig != this) { - if (orig != 0) - orig->explosions.remove(exp); - - explosions.append(exp); - TranslateObject(exp); - exp->SetRegion(this); - - if (active) - exp->Activate(sim->scene); - } -} - -void -SimRegion::InsertObject(Debris* d) -{ - if (!d) return; - - SimRegion* orig = d->GetRegion(); - - if (orig != this) { - if (orig != 0) - orig->debris.remove(d); - - debris.append(d); - TranslateObject(d); - d->SetRegion(this); - - if (active) - d->Activate(sim->scene); - } -} - -void -SimRegion::InsertObject(Asteroid* a) -{ - if (!a) return; - - SimRegion* orig = a->GetRegion(); - - if (orig != this) { - if (orig != 0) - orig->asteroids.remove(a); - - asteroids.append(a); - TranslateObject(a); - a->SetRegion(this); - - if (active) - a->Activate(sim->scene); - } -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::TranslateObject(SimObject* object) -{ - if (orbital_region) - location = orbital_region->Location(); - - if (object) { - SimRegion* orig = object->GetRegion(); - if (orig) { - Point delta = Location() - orig->Location(); - delta = delta.OtherHand(); - object->TranslateBy(delta); - } - } -} - -// +--------------------------------------------------------------------+ - -List& -SimRegion::TrackList(int iff) -{ - if (iff >= 0 && iff < 5) - return track_database[iff]; - - static List empty; - return empty; -} - -void -SimRegion::UpdateTracks(double seconds) -{ - for (int i = 0; i < 5; i++) { - ListIter track_iter = track_database[i]; - - while (++track_iter) { - Contact* t = track_iter.value(); - Ship* c_ship = t->GetShip(); - Shot* c_shot = t->GetShot(); - double c_life = 0; - - if (c_ship) { - c_life = c_ship->Life(); - - // look for quantum jumps and orbit transitions: - if (c_ship->GetRegion() != this || c_ship->IsNetObserver()) - c_life = 0; - } - - else if (c_shot) - c_life = c_shot->Life(); - - if (t->Age() < 0 || c_life == 0) { - track_iter.removeItem(); - delete t; - } - - else { - t->Reset(); - } - } - } -} - -// +--------------------------------------------------------------------+ - -bool -SimRegion::CanTimeSkip() const -{ - bool ok = false; - - if (player_ship) { - ok = true; - - for (int i = 0; ok && i < ships.size(); i++) { - Ship* s = ships[i]; - - if (s != player_ship && s->GetIFF() && s->GetIFF() != player_ship->GetIFF()) { - double dist = Point(s->Location() - player_ship->Location()).length(); - - if (s->IsStarship()) - ok = dist > 60e3; - else - ok = dist > 30e3; - } - } - } - - return ok; -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::ResolveTimeSkip(double seconds) -{ - for (int i = 0; i < ships.size(); i++) { - Ship* ship = ships[i]; - Ship* ward = ship->GetWard(); - - // remember to burn fuel and fix stuff... - ship->ExecSystems(seconds); - ship->ExecMaintFrame(seconds); - - ship->ClearTrack(); - ListIter contact = ship->ContactList(); - while (++contact) - contact->ClearTrack(); - - if (ship->IsStatic()) - continue; - - // if ship is cleared inbound, land him: - InboundSlot* inbound = ship->GetInbound(); - if (inbound) { - if (inbound->Cleared()) { - FlightDeck* deck = inbound->GetDeck(); - - if (deck) { - ship->SetCarrier((Ship*) deck->GetCarrier(), deck); - ship->SetFlightPhase(Ship::DOCKED); - ship->Stow(); - deck->Clear(inbound->Index()); - } - } - - // cleared or not, once you're inbound, don't seek navpoints: - continue; - } - - if (ship->GetHangar()) { - ship->GetHangar()->ExecFrame(seconds); - - List& flight_decks = ship->FlightDecks(); - for (int n = 0; n < flight_decks.size(); n++) - flight_decks[n]->ExecFrame(seconds); - } - - Instruction* navpt = ship->GetNextNavPoint(); - Point dest = ship->Location(); - double speed = 500; - double space = 2.0e3 * (ship->GetElementIndex() - 1); - - if (ship->IsStarship()) - space *= 5; - - if (navpt && navpt->Action() == Instruction::LAUNCH) { - ship->SetNavptStatus(navpt, Instruction::COMPLETE); - navpt = ship->GetNextNavPoint(); - } - - if (navpt) { - dest = navpt->Location().OtherHand(); - speed = navpt->Speed(); - } - - else if (ward) { - Point delta = ship->Location() - ward->Location(); - delta.y = 0; - - if (delta.length() > 25e3) { - delta.Normalize(); - dest = ward->Location() + delta * 25e3; - } - } - - Point delta = dest - ship->Location(); - Point unit = delta; - double dist = unit.Normalize() - space; - - if (dist > 1e3) { - if (speed < 50) - speed = 500; - - double etr = dist / speed; - - if (etr > seconds) - etr = seconds; - - Point trans = unit * (speed * etr); - - if (ship->GetFuelLevel() > 1) { - ship->MoveTo(ship->Location() + trans); - ship->SetVelocity(unit * speed); - } - ship->LookAt(dest); - - if (ship->IsStarship()) { - ship->SetFLCSMode(Ship::FLCS_HELM); - ship->SetHelmHeading(ship->CompassHeading()); - ship->SetHelmPitch(ship->CompassPitch()); - } - } - - else if (navpt && navpt->Status() <= Instruction::ACTIVE) { - ship->SetNavptStatus(navpt, Instruction::COMPLETE); - } - - if (ward) { - Point ward_heading = ward->Heading(); - ward_heading.y = 0; - ward_heading.Normalize(); - - if (ship->GetFuelLevel() > 1) { - ship->SetVelocity(ward->Velocity()); - } - ship->LookAt(ship->Location() + ward_heading * 1e6); - - if (ship->IsStarship()) { - ship->SetFLCSMode(Ship::FLCS_HELM); - ship->SetHelmHeading(ship->CompassHeading()); - ship->SetHelmPitch(ship->CompassPitch()); - } - } - - if (dist > 1 || ward) { - for (int j = 0; j < ships.size(); j++) { - Ship* test = ships[j]; - - if (ship != test && test->Mass() >= ship->Mass()) { - Point delta = ship->Location() - test->Location(); - - if (delta.length() < ship->Radius() * 2 + test->Radius() * 2) { - ship->MoveTo(test->Location() + RandomPoint().OtherHand()); - } - } - } - } - } - - DockShips(); -} - -// +--------------------------------------------------------------------+ - -void -SimRegion::CommitMission() -{ - for (int i = 0; i < dead_ships.size(); i++) { - Ship* s = dead_ships[i]; - - if (s->GetCombatUnit() && s->GetFlightPhase() != Ship::DOCKED) - s->GetCombatUnit()->Kill(1); - } - - for (int i = 0; i < ships.size(); i++) { - Ship* s = ships[i]; - CombatUnit* u = s->GetCombatUnit(); - - if (u) { - Point u_loc = s->Location().OtherHand(); - if (u_loc.z > 20e3) - u_loc.z = 20e3; - else if (u_loc.z < -20e3) - u_loc.z = -20e3; - - if (u->IsStarship()) { - u->SetRegion(s->GetRegion()->Name()); - u->MoveTo(u_loc); - } - - if (!u->IsDropship()) { - if (s->Integrity() < 1) - u->Kill(1); - else - u->SetSustainedDamage(s->Design()->integrity - s->Integrity()); - } - - CombatGroup* g = u->GetCombatGroup(); - if (g && g->Type() > CombatGroup::FLEET && g->GetFirstUnit() == u) { - if (!g->IsZoneLocked()) - g->SetRegion(s->GetRegion()->Name()); - else - u->SetRegion(g->GetRegion()); - - g->MoveTo(u_loc); - } - } - } -} - -// +--------------------------------------------------------------------+ - -const char* FormatGameTime() -{ - static char txt[64]; - - int t = Clock::GetInstance()->GameTime(); - - int h = ( t / 3600000); - int m = ((t - h*3600000) / 60000); - int s = ((t - h*3600000 - m*60000) / 1000); - int e = ( t - h*3600000 - m*60000 - s*1000); - - if (h > 0) - sprintf_s(txt, "%02d:%02d:%02d.%03d", h,m,s,e); - else - sprintf_s(txt, "%02d:%02d.%03d", m,s,e); - - return txt; -} -- cgit v1.1