From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/Sim.cpp | 3810 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 3810 insertions(+) create mode 100644 Stars45/Sim.cpp (limited to 'Stars45/Sim.cpp') diff --git a/Stars45/Sim.cpp b/Stars45/Sim.cpp new file mode 100644 index 0000000..90986a4 --- /dev/null +++ b/Stars45/Sim.cpp @@ -0,0 +1,3810 @@ +/* Project Starshatter 5.0 + Destroyer Studios LLC + Copyright © 1997-2007. All Rights Reserved. + + SUBSYSTEM: Stars.exe + FILE: Sim.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Simulation Universe and Region classes +*/ + +#include "MemDebug.h" +#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 "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) { } + + SimRegion* rgn; + Point loc; + double damage; + double range; + Text owner_name; + 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: + Starshatter* stars = Starshatter::GetInstance(); + if (stars) + stars->InvalidateTextureCache(); + + 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 = Game::GetVideo(); + 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(__FILE__,__LINE__) 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 = Game::GameTime(); + + AudioConfig::SetTraining(mission->Type() == Mission::TRAINING); +} + +// +--------------------------------------------------------------------+ + +void +Sim::CreateRegions() +{ + const char* active_region_name = 0; + + if (mission) + active_region_name = mission->GetRegion(); + + 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) + 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(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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) Drone(pos, shot_cam, design, ship); + else + shot = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) + 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(__FILE__,__LINE__) + 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(__FILE__,__LINE__) 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 (Game::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) { + Game::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); + } + + Game::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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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(__FILE__,__LINE__) Instruction(*o); + + msn_elem->AddObjective(instr); + } + + int num_inst = elem->NumInstructions(); + for (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(__FILE__,__LINE__) + 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 (i = 0; i < elem->NumShips(); i++) { + ship = elem->GetShip(i+1); + + if (ship) { + MissionShip* s = new(__FILE__,__LINE__) 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(__FILE__,__LINE__) Grid((int) orbital_region->Radius(), + (int) orbital_region->GridSpace()); + + + if (orbital_region->Type() == Orbital::TERRAIN) { + TerrainRegion* trgn = (TerrainRegion*) orbital_region; + terrain = new(__FILE__,__LINE__) 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 = Game::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::GetMaxFrameLength(); + long new_time = Game::GameTime(); + double delta = new_time - sim_time; + seconds = delta / 1000.0; + + if (seconds > max_frame) + seconds = max_frame; + } + + sim_time = Game::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::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); + + Print(" %s Killed %s (%s)\n", owner_name, ship->Name(), FormatGameTime()); + + // alert the killer + Director* director = owner->GetDirector(); + 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, Game::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, Game::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(ship_name, ship->Name()); + strcpy(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 (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(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 (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 = Game::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(txt, "%02d:%02d:%02d.%03d", h,m,s,e); + else + sprintf(txt, "%02d:%02d.%03d", m,s,e); + + return txt; +} -- cgit v1.1