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57 Commits
Author SHA1 Message Date
phreak 8e99b93116 Missed some merge errors 2009-02-09 22:27:40 +00:00
phreak a269a7e2b2 Sync with trunk. Haven't tried to compile yet. Will do that later... 2009-02-09 05:26:56 +00:00
phreak 06d2194350 Sync with trunk. My sanity is gone :( 2008-10-01 23:03:31 +00:00
phreak 683a8031a0 Merge with trunk. 2008-07-20 14:35:43 +00:00
phreak fd1eb91ecf merged with trunk. I want thruster glows \o/ 2008-07-11 00:44:23 +00:00
phreak 7b8b465e33 Lighting changes, add the -glow_factor command line, add AI usage for salvo firing secondaries when the "smart secondary selection" ai profile is set. 2008-07-10 11:27:03 +00:00
phreak 272a406994 Sync with r4694, r4695 2008-07-09 00:54:22 +00:00
phreak 66c9d4c8c5 Replicate r4692 in trunk to my branch. 2008-07-07 23:55:14 +00:00
phreak 7975a65dab initial commit of my code: salvo fire secondaries. 2008-06-27 18:49:39 +00:00
Goober5000 7aa8d59c05 made a copy 2008-06-27 01:55:25 +00:00
Goober5000 b57c41c6f7 fix incompatibility in sexps between retail and SCP 2008-06-26 21:18:46 +00:00
phreak ebc331324d Properly autocenter the missile models in the techroom. 2008-06-26 02:52:51 +00:00
Wanderer ccbdf0ead1 added startMission lua function 2008-06-24 12:27:49 +00:00
phreak 0fff5c7da0 Fix mantis #1710 2008-06-23 22:09:04 +00:00
karajorma 78d512002e Allow capship beams to take full credit for their kills if a flag is set. 2008-06-23 20:47:26 +00:00
karajorma 7ce2d59bce Doh! 2008-06-23 19:01:08 +00:00
karajorma a10ea210b3 Fix a bug that meant players sometimes didn't get an assist is someone had already earned one.
Make it possible to decide what percentage of the damage a ship receives earns you a kill.
2008-06-23 16:27:14 +00:00
WMCoolmon 89f5949071 The new scripting hooks for mouse/keyboard. 2008-06-23 07:50:47 +00:00
Swifty 1746c4ce94 Even more accurate HUD reticle offset calculations. 2008-06-23 07:39:01 +00:00
phreak 4a2b028463 Get rid of my mixed case old username. 2008-06-23 01:58:02 +00:00
phreak 468bcc6441 Fixed filename cases in the code, fred2, and freespace2 project files. The files were originally mixed-case (from fs2-public) and the mixed-case names would be restored when saving the files. This didn't sit too well with SVN. 2008-06-23 01:54:33 +00:00
karajorma 73aaa87bd3 Change No Debrief to Toggle Debrief. It will now turn on debriefings for dogfight missions (Which otherwise get the kills matrix). 2008-06-22 16:57:35 +00:00
karajorma ea02c08748 Add the Hide-ship-name ship flag 2008-06-22 16:55:29 +00:00
Swifty 87b4f5ef8d Fixed inaccurate slewing HUD reticle as pointed out by Goober. 2008-06-22 08:24:57 +00:00
Goober5000 1dcb42aa5d added missing TrackIR offsets in FS1 HUD code
disabled the entire HUD nose offset system until Swifty can fix the centering algorithm
2008-06-22 04:02:07 +00:00
taylor 0c1d218fb4 fix compiling on F9 (per the standard, limits.h isn't implicitly included) 2008-06-19 04:36:26 +00:00
karajorma d9432e7e82 I'm fairly sure FRED shouldn't be calling that function. Certainly not for BtRL at least as it was causing a crash. 2008-06-18 22:24:56 +00:00
phreak 5b45bf9029 Fix for mantis #1691: Ships disappear at stage 2 of knossos warpout. 2008-06-15 21:02:18 +00:00
Wanderer 6f67df5835 fix for the detail box parsing (issue reported by Water) 2008-06-13 13:18:43 +00:00
WMCoolmon 380b3e658e Move gr_reset_clip into draw_model_rotating, and don't assume that if a NULL closeup pos is passed that it's a missile. 2008-06-11 22:38:28 +00:00
phreak ece785dee7 fix mantis #1682 - weapon ship collisions not applying to ships beyond the warpout clip plane. 2008-06-10 01:14:32 +00:00
phreak db2e91478b Shoudln't forgetting a return statement be an error and not a warning? 2008-06-10 01:13:48 +00:00
phreak 90238d4e69 Mantis #1676 - Prevent particles from appearing during warpout and the particle emitter is beyond the clip plane. 2008-06-09 22:27:21 +00:00
Wanderer 939dcaa849 Fix for mantis #1687 (corkscrew missiles and turrets) 2008-06-09 08:11:27 +00:00
phreak 25c0d647bd Added SSE/SSE2 build configurations. These builds are are optional versions of the release builds with SSE/SSE2 instruction support. 2008-06-09 01:10:43 +00:00
phreak b99f4d98a2 Added additional compiler optimizations for release builds. 2008-06-08 23:53:12 +00:00
phreak 81b3aad776 Add Visual Studio 2008 project files.
The release builds have been configured to use Multi-processor support (/MP) when compiling.
2008-06-07 23:59:05 +00:00
phreak 43407479d5 Alpha blending and line widths for radar orb rings when in HTL mode. 2008-06-03 00:18:58 +00:00
Wanderer 2661893a44 fix for cutscene jerkyness (part of mantis #1697) 2008-06-02 20:51:50 +00:00
Wanderer b909ada973 fix for the Mantis #1703 (debris and alt names) 2008-06-02 06:28:13 +00:00
phreak cdffd39097 Render the radar orb using HTL. It still wasn't doing that after all these years. The original rendering method is still in place. 2008-06-01 17:54:02 +00:00
Wanderer 15209a2a5f Fixes beams have migrating firing points (Mantis #1688)
Prevents simultaneously fired weapons from sharing firing points.
2008-06-01 10:50:28 +00:00
phreak 08f606d6fa minor bugfix, readability. 2008-05-30 17:05:11 +00:00
Backslash 8c0bc5ab59 Minor typos. Also an fspeed -> speed change. 2008-05-30 03:33:27 +00:00
Wanderer 197d227183 removed a couple of unreferenced variables 2008-05-29 15:46:09 +00:00
phreak 39c067de07 -Fixed null pointer exception in beam_delete()
-Got Targeting Laser to sort of work, it paints, but does not render.
2008-05-29 03:54:33 +00:00
Swifty b0d5e355f5 Various 'pit bug fixes. Prevent TrackIR users from leaning back. Removed superfluous ApplyViewShake from game_render_frame_setup(). Fixed zbuffer clipping bug for separate cockpit POFs. 2008-05-29 03:31:46 +00:00
Swifty 464fd54392 Modified fireball handling; ship class or type specific explosions. 2008-05-29 03:26:23 +00:00
karajorma eec030d092 Fix a couple of those pesky scoping in for loops problems. 2008-05-26 16:39:59 +00:00
karajorma 2c55d4caeb Blowfish's port of Turey's ship template code. 2008-05-26 15:54:29 +00:00
karajorma 7c71a2d738 Display the pilots score in the barracks. 2008-05-26 13:40:07 +00:00
karajorma 798af8ffe0 Fix the primary weapons won't cycle bug (Mantis 1673) 2008-05-26 13:36:01 +00:00
karajorma 7452c98564 Allow priorities higher than 89 for orders in FRED. Clean up unused parameters from several AI methods. 2008-05-26 13:29:53 +00:00
Backslash cf6cfa6538 Fix to not play the flyby sound repeatedly for a stupid reason when viewing from another ship. (The player is NOT always the center of the universe.) 2008-05-26 06:59:00 +00:00
WMCoolmon 6bdf192fec Scripting:
- Add On Mission Start, On Mission End hooks; swap Warpin and Warpout to Warp In and Warp Out
- Safer handle helper structs
- Improved math, eg matrix interpolation and vector multiply/divide
- Filesystem read AND write support
- Initial scripting orders support
- Better waypoints support
- Assorted requested scripting functions
bmpman:
- Safer bm_get_filename
cfile:
- Support for RW, rather than just R or W, file modes.
model:
- Safer texture_info struct. Taylor, I know we talked about this, but I realized that it was just a lot better for what it does and it shouldn't be too much trouble to replace with the new system (operations tend to be much more concise and clear). Let me know if any unexpected difficulties arise.
2008-05-25 22:52:05 +00:00
WMCoolmon f1d9234d18 Fix signed/unsigned mismatch 2008-05-25 20:13:52 +00:00
WMCoolmon 65bc5b7e5c Don't quit the game when -output_sexps is used, and move the bulk of the code to a more appropriate location. 2008-05-25 20:13:35 +00:00
268 changed files with 37699 additions and 18582 deletions

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+6 -5
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@@ -211,9 +211,6 @@ FS2_SOURCES = \
ai/aiturret.cpp \
ai/ai_profiles.cpp \
ai/ai_profiles.h \
ai/aimodular.h \
ai/aimodular.cpp \
ai/newai/newai.cpp \
anim/animplay.cpp \
anim/animplay.h \
anim/packunpack.cpp \
@@ -309,10 +306,16 @@ FS2_SOURCES = \
graphics/gropengl.h \
graphics/gropenglbmpman.cpp \
graphics/gropenglbmpman.h \
graphics/gropengldraw.cpp \
graphics/gropengldraw.h \
graphics/gropenglextension.cpp \
graphics/gropenglextension.h \
graphics/gropengllight.cpp \
graphics/gropengllight.h \
graphics/gropenglshader.cpp \
graphics/gropenglshader.h \
graphics/gropenglstate.cpp \
graphics/gropenglstate.h \
graphics/gropengltexture.cpp \
graphics/gropengltexture.h \
graphics/gropengltnl.cpp \
@@ -825,8 +828,6 @@ fs2_open_r_SOURCES = \
fs2_open_d_LDADD = libcode.a ../libjpeg/libjpeg.a ../lua/liblua.a
fs2_open_r_LDADD = libcode.a ../libjpeg/libjpeg.a ../lua/liblua.a
fs2_open_d_LDFLAGS = -rdynamic
fs2_open_r_LDFLAGS = -rdynamic
##
## End MAIN binary
+6 -6
View File
@@ -779,11 +779,11 @@ void set_wingnum(int objnum, int wingnum);
char *ai_get_goal_ship_name(char *name, int *index);
extern void init_ai_system(void);
extern void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp);
extern void ai_evade_object(object *evader, object *evaded, int priority);
extern void ai_ignore_object(object *ignorer, object *ignored, int priority, int ignore_new);
extern void ai_attack_object(object *attacker, object *attacked, ship_subsys *ssp);
extern void ai_evade_object(object *evader, object *evaded);
extern void ai_ignore_object(object *ignorer, object *ignored, int ignore_new);
extern void ai_ignore_wing(object *ignorer, int wingnum, int priority);
extern void ai_dock_with_object(object *docker, int docker_index, object *dockee, int dockee_index, int priority, int dock_type);
extern void ai_dock_with_object(object *docker, int docker_index, object *dockee, int dockee_index, int dock_type);
extern void ai_stay_still(object *still_objp, vec3d *view_pos);
extern void ai_set_default_behavior(object *obj, int classnum);
extern void ai_do_default_behavior(object *obj);
@@ -811,7 +811,7 @@ extern void ai_set_guard_object(object *objp, object *other_objp);
extern void ai_set_evade_object(object *objp, object *other_objp);
extern void ai_set_guard_wing(object *objp, int wingnum);
extern void ai_warp_out(object *objp, vec3d *vp);
extern void ai_attack_wing(object *attacker, int wingnum, int priority);
extern void ai_attack_wing(object *attacker, int wingnum);
extern void ai_deathroll_start(object *ship_obj);
extern void ai_fly_in_formation(int wing_num); // Force wing to fly in formation.
extern void ai_disband_formation(int wing_num); // Force wing to disband formation flying.
@@ -819,7 +819,7 @@ extern int set_target_objnum(ai_info *aip, int objnum);
extern void ai_form_on_wing(object *objp, object *goal_objp);
extern void ai_do_stay_near(object *objp, object *other_obj, float dist);
extern ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum);
extern void ai_rearm_repair( object *objp, int docker_index, object *goal_objp, int dockee_index, int priority );
extern void ai_rearm_repair( object *objp, int docker_index, object *goal_objp, int dockee_index );
extern void ai_add_rearm_goal( object *requester_objp, object *support_objp );
extern void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path=0);
+40 -5
View File
@@ -149,7 +149,7 @@ void parse_ai_profiles_tbl(char *filename)
if (filename == NULL)
read_file_text_from_array(defaults_get_file("ai_profiles.tbl"));
else
read_file_text(filename);
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
@@ -235,10 +235,6 @@ void parse_ai_profiles_tbl(char *filename)
// fill in any and all settings; they're all optional and can be in any order
while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
{
strcpy(profile->ai_module, "retail");
if (optional_string("$AI Module:"))
stuff_string(profile->ai_module, F_NAME, NAME_LENGTH);
if (optional_string("$Player Afterburner Recharge Scale:"))
parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);
@@ -305,6 +301,12 @@ void parse_ai_profiles_tbl(char *filename)
if (optional_string("$Hostile AI Fire Delay Scale:"))
parse_float_list(profile->ship_fire_delay_scale_hostile, NUM_SKILL_LEVELS);
if (optional_string("$Friendly AI Secondary Fire Delay Scale:"))
parse_float_list(profile->ship_fire_secondary_delay_scale_friendly, NUM_SKILL_LEVELS);
if (optional_string("$Hostile AI Secondary Fire Delay Scale:"))
parse_float_list(profile->ship_fire_secondary_delay_scale_hostile, NUM_SKILL_LEVELS);
if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);
@@ -320,6 +322,15 @@ void parse_ai_profiles_tbl(char *filename)
if (optional_string("$Max Turret Player Ownage:"))
parse_int_list(profile->max_turret_ownage_player, NUM_SKILL_LEVELS);
if (optional_string("$Percentage Required For Kill Scale:"))
parse_float_list(profile->kill_percentage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Percentage Required For Assist Scale:"))
parse_float_list(profile->assist_percentage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Percentage Awarded For Capship Assist:"))
parse_float_list(profile->assist_award_percentage_scale, NUM_SKILL_LEVELS);
set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS);
set_flag(profile, "$smart primary weapon selection:", AIPF_SMART_PRIMARY_WEAPON_SELECTION);
@@ -328,6 +339,8 @@ void parse_ai_profiles_tbl(char *filename)
set_flag(profile, "$smart shield management:", AIPF_SMART_SHIELD_MANAGEMENT);
set_flag(profile, "$smart afterburner management:", AIPF_SMART_AFTERBURNER_MANAGEMENT);
set_flag(profile, "$allow rapid secondary dumbfire:", AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE);
set_flag(profile, "$huge turret weapons ignore bombs:", AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS);
@@ -350,6 +363,26 @@ void parse_ai_profiles_tbl(char *filename)
set_flag(profile, "$use newtonian dampening:", AIPF_USE_NEWTONIAN_DAMPENING);
set_flag(profile, "$include beams for kills and assists:", AIPF_INCLUDE_BEAMS_IN_STAT_CALCS);
set_flag(profile, "$score kills based on damage caused:", AIPF_KILL_SCORING_SCALES_WITH_DAMAGE);
set_flag(profile, "$score assists based on damage caused:", AIPF_ASSIST_SCORING_SCALES_WITH_DAMAGE);
set_flag(profile, "$allow event and goal scoring in multiplayer:", AIPF_ALLOW_MULTI_EVENT_SCORING);
set_flag(profile, "$fix linked primary weapon decision bug:", AIPF_FIX_LINKED_PRIMARY_BUG);
set_flag(profile, "$prevent turrets targeting too distant bombs:", AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE);
set_flag(profile, "$smart subsystem targeting for turrets:", AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS);
set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AIPF_FIX_HEAT_SEEKER_STEALTH_BUG);
set_flag(profile, "$multi allow empty primaries:", AIPF_MULTI_ALLOW_EMPTY_PRIMARIES);
set_flag(profile, "$multi allow empty secondaries:", AIPF_MULTI_ALLOW_EMPTY_SECONDARIES);
// if we've been through once already and are at the same place, force a move
if ( saved_Mp && (saved_Mp == Mp) )
Mp++;
@@ -396,6 +429,8 @@ void ai_profiles_init()
if (temp >= 0)
Default_ai_profile = temp;
Ai_profiles[Default_ai_profile].flags |= AIPF_SMART_SECONDARY_WEAPON_SELECTION;
Ai_profiles_initted = 1;
}
+22 -2
View File
@@ -73,6 +73,17 @@
#define AIPF_DISABLE_WEAPON_DAMAGE_SCALING (1 << 12)
#define AIPF_USE_ADDITIVE_WEAPON_VELOCITY (1 << 13)
#define AIPF_USE_NEWTONIAN_DAMPENING (1 << 14)
#define AIPF_INCLUDE_BEAMS_IN_STAT_CALCS (1 << 15)
#define AIPF_KILL_SCORING_SCALES_WITH_DAMAGE (1 << 16)
#define AIPF_ASSIST_SCORING_SCALES_WITH_DAMAGE (1 << 17)
#define AIPF_ALLOW_MULTI_EVENT_SCORING (1 << 18)
#define AIPF_SMART_AFTERBURNER_MANAGEMENT (1 << 19)
#define AIPF_FIX_LINKED_PRIMARY_BUG (1 << 20)
#define AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE (1 << 21)
#define AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS (1 << 22)
#define AIPF_FIX_HEAT_SEEKER_STEALTH_BUG (1 << 23)
#define AIPF_MULTI_ALLOW_EMPTY_PRIMARIES (1 << 24)
#define AIPF_MULTI_ALLOW_EMPTY_SECONDARIES (1 << 25)
#define MAX_AI_PROFILES 5
@@ -80,8 +91,6 @@
typedef struct ai_profile_t {
char profile_name[NAME_LENGTH];
char ai_module[NAME_LENGTH];
int flags;
@@ -117,10 +126,21 @@ typedef struct ai_profile_t {
float ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
float ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
// Multiplicative secondary delay factors for increasing skill levels.
float ship_fire_secondary_delay_scale_hostile[NUM_SKILL_LEVELS];
float ship_fire_secondary_delay_scale_friendly[NUM_SKILL_LEVELS];
// Maximum turrets of one ship allowed to shoot the same target
int max_turret_ownage_target[NUM_SKILL_LEVELS];
int max_turret_ownage_player[NUM_SKILL_LEVELS];
// percentage of damage caused required for a kill/assist
float kill_percentage_scale[NUM_SKILL_LEVELS];
float assist_percentage_scale[NUM_SKILL_LEVELS];
// percentage of the capships score given to other team mates on a kill
float assist_award_percentage_scale[NUM_SKILL_LEVELS];
} ai_profile_t;
+24 -179
View File
@@ -482,141 +482,13 @@ extern int model_which_octant_distant_many( vec3d *pnt, int model_num,matrix *mo
extern void compute_desired_rvec(vec3d *rvec, vec3d *goal_pos, vec3d *cur_pos);
extern void big_ship_collide_recover_start(object *objp, object *big_objp, vec3d *collide_pos, vec3d *collision_normal);
// FF 14-06-07
// AI Big Table Wrapper
struct aibig_call_table *aibig_table = &AIBigDefaultTable;
void ai_big_evade_ship ()
{
aibig_table->ai_big_evade_ship();
}
void ai_big_chase_attack (ai_info *aip, ship_info *sip, vec3d *enemy_pos, float dist_to_enemy, int modelnum)
{
aibig_table->ai_big_chase_attack(aip, sip, enemy_pos, dist_to_enemy, modelnum);
}
void ai_big_avoid_ship ()
{
aibig_table->ai_big_avoid_ship();
}
int ai_big_maybe_follow_subsys_path (int do_dot_check)
{
return aibig_table->ai_big_maybe_follow_subsys_path(do_dot_check);
}
void ai_bpap (object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec, vec3d *attack_point, vec3d *local_attack_point, float fov, float weapon_travel_dist, vec3d *surface_normal)
{
aibig_table->ai_bpap(objp, attacker_objp_pos, attacker_objp_fvec, attack_point, local_attack_point, fov, weapon_travel_dist, surface_normal);
}
void ai_big_pick_attack_point_turret (object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, vec3d *attack_point, float fov, float weapon_travel_dist)
{
aibig_table->ai_big_pick_attack_point_turret(objp, ssp, gpos, gvec, attack_point, fov, weapon_travel_dist);
}
void ai_big_pick_attack_point (object *objp, object *attacker_objp, vec3d *attack_point, float fov)
{
aibig_table->ai_big_pick_attack_point(objp, attacker_objp, attack_point, fov);
}
void ai_big_subsys_path_cleanup (ai_info *aip)
{
aibig_table->ai_big_subsys_path_cleanup(aip);
}
int ai_big_maybe_start_strafe (ai_info *aip, ship_info *sip)
{
return aibig_table->ai_big_maybe_start_strafe(aip, sip);
}
void ai_big_chase_ct ()
{
aibig_table->ai_big_chase_ct();
}
void ai_big_maybe_fire_weapons (float dist_to_enemy, float dot_to_enemy, vec3d *firing_pos, vec3d *enemy_pos, vec3d *enemy_vel)
{
aibig_table->ai_big_maybe_fire_weapons(dist_to_enemy, dot_to_enemy, firing_pos, enemy_pos, enemy_vel);
}
void ai_big_switch_to_chase_mode (ai_info *aip)
{
aibig_table->ai_big_switch_to_chase_mode(aip);
}
int ai_big_strafe_maybe_retreat (float dist, vec3d *target_pos)
{
return aibig_table->ai_big_strafe_maybe_retreat(dist, target_pos);
}
void ai_big_chase ()
{
aibig_table->ai_big_chase();
}
void ai_big_ship (object *objp)
{
aibig_table->ai_big_ship(objp);
}
void ai_big_attack_get_data (vec3d *enemy_pos, float *dist_to_enemy, float *dot_to_enemy)
{
aibig_table->ai_big_attack_get_data(enemy_pos, dist_to_enemy, dot_to_enemy);
}
void ai_big_strafe_attack ()
{
aibig_table->ai_big_strafe_attack();
}
void ai_big_strafe_avoid ()
{
aibig_table->ai_big_strafe_avoid();
}
void ai_big_strafe_retreat1 ()
{
aibig_table->ai_big_strafe_retreat1();
}
void ai_big_strafe_retreat2 ()
{
aibig_table->ai_big_strafe_retreat2();
}
void ai_big_strafe_position ()
{
aibig_table->ai_big_strafe_position();
}
void ai_big_strafe ()
{
aibig_table->ai_big_strafe();
}
int ai_big_maybe_enter_strafe_mode (object *pl_objp, int weapon_objnum, int consider_target_only)
{
return aibig_table->ai_big_maybe_enter_strafe_mode(pl_objp, weapon_objnum, consider_target_only);
}
void ai_big_strafe_maybe_attack_turret (object *ship_objp, object *weapon_objp)
{
aibig_table->ai_big_strafe_maybe_attack_turret(ship_objp, weapon_objp);
}
// AI Big Default implementation
// Called by ai_big_pick_attack_point.
// Generates a random attack point.
// If truly_random flag set (haha), then generate a pretty random number. Otherwise, generate a static rand which
// tends to not change from frame to frame.
// Try four times and choose nearest point to increase chance of getting a good point.
void aibig_ai_bpap(object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec, vec3d *attack_point, vec3d *local_attack_point, float fov, float weapon_travel_dist, vec3d *surface_normal)
void ai_bpap(object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec, vec3d *attack_point, vec3d *local_attack_point, float fov, float weapon_travel_dist, vec3d *surface_normal)
{
float nearest_dist;
vec3d result_point, best_point;
@@ -735,7 +607,7 @@ done_1:
//
// Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
// If fov != 1.0f, try up to four times to find a point that's in the field of view.
void aibig_ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, vec3d *attack_point, float fov, float weapon_travel_dist)
void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, vec3d *attack_point, float fov, float weapon_travel_dist)
{
if (!timestamp_elapsed(ssp->turret_pick_big_attack_point_timestamp)) {
vec3d result_point;
@@ -755,7 +627,7 @@ void aibig_ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vec3d
// Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
// If fov != 1.0f, try up to four times to find a point that's in the field of view.
// Note, attacker_objp can be a ship or a weapon.
void aibig_ai_big_pick_attack_point(object *objp, object *attacker_objp, vec3d *attack_point, float fov)
void ai_big_pick_attack_point(object *objp, object *attacker_objp, vec3d *attack_point, float fov)
{
Assert(objp->instance > -1);
Assert(objp->type == OBJ_SHIP);
@@ -824,7 +696,7 @@ void aibig_ai_big_pick_attack_point(object *objp, object *attacker_objp, vec3d *
}
// Handler for SM_EVADE submode ( called from ai_big_chase() )
void aibig_ai_big_evade_ship()
void ai_big_evade_ship()
{
vec3d player_pos, enemy_pos;
float dist;
@@ -872,13 +744,13 @@ void aibig_ai_big_evade_ship()
}
// Handler for SM_AVOID submode ( called from ai_big_chase() )
void aibig_ai_big_avoid_ship()
void ai_big_avoid_ship()
{
ai_big_evade_ship();
}
// reset path following information
void aibig_ai_big_subsys_path_cleanup(ai_info *aip)
void ai_big_subsys_path_cleanup(ai_info *aip)
{
if ( aip->ai_flags & AIF_ON_SUBSYS_PATH ) {
aip->ai_flags &= ~AIF_ON_SUBSYS_PATH;
@@ -893,7 +765,7 @@ void aibig_ai_big_subsys_path_cleanup(ai_info *aip)
// input: do_dot_check => default value 0, flag to indicate whether check should be done to ensure
// subsystem is within certain field of view. We don't want to check fov when
// strafing, since ship is weaving to avoid turret fire
int aibig_ai_big_maybe_follow_subsys_path(int do_dot_check)
int ai_big_maybe_follow_subsys_path(int do_dot_check)
{
ai_info *aip;
float dot = 1.0f, min_dot;
@@ -1027,7 +899,7 @@ int aibig_ai_big_maybe_follow_subsys_path(int do_dot_check)
// 0 => ship should not change ai mode, no fighter/bomber threats are near
//
// NOTE: uses SCAN_FIGHTERS_INTERVAL and ENTER_STRAFE_THREAT_DIST_SQUARED which are defined in AiBig.h
int aibig_ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
int ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
{
// if moving slowly (or stopped), and SIF_SMALL_SHIP, then enter STRAFE mode if enemy fighter/bombers
// are near
@@ -1062,7 +934,7 @@ int aibig_ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
}
// ATTACK submode handler for chase mode.
void aibig_ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float dist_to_enemy, int modelnum)
void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float dist_to_enemy, int modelnum)
{
int start_bank;
float dot_to_enemy, time_to_hit;
@@ -1179,7 +1051,7 @@ void aibig_ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, f
}
// Handler for submode SM_CONTINUOUS_TURN
void aibig_ai_big_chase_ct()
void ai_big_chase_ct()
{
ai_chase_ct();
}
@@ -1196,7 +1068,7 @@ extern void maybe_cheat_fire_synaptic(object *objp, ai_info *aip);
// dist_to_enemy => distance (in m) to attack point on current target
// dot_to_enemy => dot product between fvec of Pl_objp and vector from Pl_objp to attack point
//
void aibig_ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, vec3d *firing_pos, vec3d *enemy_pos, vec3d *enemy_vel)
void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, vec3d *firing_pos, vec3d *enemy_pos, vec3d *enemy_vel)
{
ai_info *aip;
ship_weapon *swp;
@@ -1301,7 +1173,7 @@ void aibig_ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, ve
}
// switch ai ship into chase mode
void aibig_ai_big_switch_to_chase_mode(ai_info *aip)
void ai_big_switch_to_chase_mode(ai_info *aip)
{
aip->previous_mode = aip->mode;
aip->mode = AIM_CHASE;
@@ -1312,7 +1184,7 @@ void aibig_ai_big_switch_to_chase_mode(ai_info *aip)
extern int ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos);
// Make object Pl_objp chase object En_objp, which is a big ship, not a small ship.
void aibig_ai_big_chase()
void ai_big_chase()
{
float dist_to_enemy, dot_to_enemy;
vec3d player_pos, enemy_pos, vec_to_enemy;
@@ -1602,7 +1474,7 @@ void aibig_ai_big_chase()
aip->time_enemy_in_range *= (1.0f - flFrametime);
}
void aibig_ai_big_ship(object *objp)
void ai_big_ship(object *objp)
{
// do nothing
}
@@ -1613,7 +1485,7 @@ void aibig_ai_big_ship(object *objp)
// dist => distance from Pl_objp front to attack point
// dot => dot of Pl_objp fvec and vector to attack point
// fire_pos => world pos from which firing
void aibig_ai_big_attack_get_data(vec3d *enemy_pos, float *dist_to_enemy, float *dot_to_enemy)
void ai_big_attack_get_data(vec3d *enemy_pos, float *dist_to_enemy, float *dot_to_enemy)
{
vec3d player_pos, vec_to_enemy, predicted_enemy_pos;
ship *shipp = &Ships[Pl_objp->instance];
@@ -1672,7 +1544,7 @@ void aibig_ai_big_attack_get_data(vec3d *enemy_pos, float *dist_to_enemy, float
// check to see if Pl_objp has gotten too close to attacking point.. if so, break off by entering
// AIS_STRAFE_RETREAT
int aibig_ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos)
int ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos)
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
@@ -1729,7 +1601,7 @@ int aibig_ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos)
}
// attack directly to the turret and fire weapons
void aibig_ai_big_strafe_attack()
void ai_big_strafe_attack()
{
ai_info *aip;
vec3d target_pos;
@@ -1832,7 +1704,7 @@ void aibig_ai_big_strafe_attack()
}
// pick a new attack point when entering this state, and keep using it
void aibig_ai_big_strafe_avoid()
void ai_big_strafe_avoid()
{
ai_info *aip;
vec3d target_pos;
@@ -1858,7 +1730,7 @@ void aibig_ai_big_strafe_avoid()
}
// move towards aip->goal_point in an evasive manner
void aibig_ai_big_strafe_retreat1()
void ai_big_strafe_retreat1()
{
float dist;
ai_info *aip;
@@ -1904,7 +1776,7 @@ void aibig_ai_big_strafe_retreat1()
accelerate_ship(aip, 1.0f);
}
void aibig_ai_big_strafe_retreat2()
void ai_big_strafe_retreat2()
{
float dist;
ai_info *aip;
@@ -1943,7 +1815,7 @@ void aibig_ai_big_strafe_retreat2()
}
// reposition self to begin another strafing run
void aibig_ai_big_strafe_position()
void ai_big_strafe_position()
{
ai_info *aip;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
@@ -1961,7 +1833,7 @@ void aibig_ai_big_strafe_position()
// #define AIS_STRAFE_RETREAT1 204 // fly away from attack point (on an avoid vector)
// #define AIS_STRAFE_POSITION 205 // re-position to resume strafing attack
//
void aibig_ai_big_strafe()
void ai_big_strafe()
{
ai_info *aip;
@@ -2011,7 +1883,7 @@ void aibig_ai_big_strafe()
//
// Check if weapon_objnum was fired by Pl_objp's target, and whether Pl_objp's target is a big ship, if
// so, enter AIM_STRAFE
int aibig_ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consider_target_only)
int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consider_target_only)
{
ai_info *aip;
ship_info *sip;
@@ -2085,7 +1957,7 @@ int aibig_ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int
// Consider attacking a turret, if a turret actually fired the weapon
// input: ship_objp => ship that will attack the turret
// weapon_objp =>
void aibig_ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp)
void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp)
{
ai_info *aip;
object *parent_objp;
@@ -2134,30 +2006,3 @@ void aibig_ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_o
// attack the turret
set_targeted_subsys(aip, Weapons[weapon_objp->instance].turret_subsys, OBJ_INDEX(parent_objp));
}
struct aibig_call_table AIBigDefaultTable = {
aibig_ai_big_evade_ship,
aibig_ai_big_chase_attack,
aibig_ai_big_avoid_ship,
aibig_ai_big_maybe_follow_subsys_path,
aibig_ai_bpap,
aibig_ai_big_pick_attack_point_turret,
aibig_ai_big_pick_attack_point,
aibig_ai_big_subsys_path_cleanup,
aibig_ai_big_maybe_start_strafe,
aibig_ai_big_chase_ct,
aibig_ai_big_maybe_fire_weapons,
aibig_ai_big_switch_to_chase_mode,
aibig_ai_big_strafe_maybe_retreat,
aibig_ai_big_chase,
aibig_ai_big_ship,
aibig_ai_big_attack_get_data,
aibig_ai_big_strafe_attack,
aibig_ai_big_strafe_avoid,
aibig_ai_big_strafe_retreat1,
aibig_ai_big_strafe_retreat2,
aibig_ai_big_strafe_position,
aibig_ai_big_strafe,
aibig_ai_big_maybe_enter_strafe_mode,
aibig_ai_big_strafe_maybe_attack_turret
};
+1 -38
View File
@@ -102,43 +102,6 @@ void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp);
void ai_big_pick_attack_point(object *objp, object *attacker_objp, vec3d *attack_point, float fov=1.0f);
void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, vec3d *attack_point, float weapon_travel_dist, float fov=1.0f);
// AI Big Table Wrapper
#include "ship/ship.h"
struct aibig_call_table
{
void (*ai_big_evade_ship) ();
void (*ai_big_chase_attack) (ai_info *aip, ship_info *sip, vec3d *enemy_pos, float dist_to_enemy, int modelnum);
void (*ai_big_avoid_ship) ();
int (*ai_big_maybe_follow_subsys_path) (int do_dot_check=1);
void (*ai_bpap) (object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec, vec3d *attack_point, vec3d *local_attack_point, float fov, float weapon_travel_dist, vec3d *surface_normal);
void (*ai_big_pick_attack_point_turret) (object *objp, ship_subsys *ssp, vec3d *gpos, vec3d *gvec, vec3d *attack_point, float fov, float weapon_travel_dist);
void (*ai_big_pick_attack_point) (object *objp, object *attacker_objp, vec3d *attack_point, float fov);
void (*ai_big_subsys_path_cleanup) (ai_info *aip);
int (*ai_big_maybe_start_strafe) (ai_info *aip, ship_info *sip);
void (*ai_big_chase_ct) ();
void (*ai_big_maybe_fire_weapons) (float dist_to_enemy, float dot_to_enemy, vec3d *firing_pos, vec3d *enemy_pos, vec3d *enemy_vel);
void (*ai_big_switch_to_chase_mode) (ai_info *aip);
int (*ai_big_strafe_maybe_retreat) (float dist, vec3d *target_pos);
void (*ai_big_chase) ();
void (*ai_big_ship) (object *objp);
void (*ai_big_attack_get_data) (vec3d *enemy_pos, float *dist_to_enemy, float *dot_to_enemy);
void (*ai_big_strafe_attack) ();
void (*ai_big_strafe_avoid) ();
void (*ai_big_strafe_retreat1) ();
void (*ai_big_strafe_retreat2) ();
void (*ai_big_strafe_position) ();
void (*ai_big_strafe) ();
int (*ai_big_maybe_enter_strafe_mode) (object *pl_objp, int weapon_objnum, int consider_target_only);
void (*ai_big_strafe_maybe_attack_turret) (object *ship_objp, object *weapon_objp);
};
// Set new pointer to override ai_big* function calls
// possibly copying the old function calls first
extern struct aibig_call_table *aibig_table;
extern struct aibig_call_table AIBigDefaultTable;
#endif
+339 -1460
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File diff suppressed because it is too large. Load diff
+121 -250
View File
@@ -722,6 +722,8 @@
#define PLAYER_PRIORITY_WING 95
#define PLAYER_PRIORITY_SUPPORT_LOW 10
#define MAX_GOAL_PRIORITY 200
// define for which goals cause other goals to get purged
// Goober5000 - okay, this seems really stupid. If any ship in the mission is assigned a goal
// in PURGE_GOALS_ALL_SHIPS, *every* other ship will have certain goals purged. So I added
@@ -772,176 +774,11 @@ ai_goal_list Ai_goal_names[] =
int Num_ai_goals = sizeof(Ai_goal_names) / sizeof(ai_goal_list);
// FF 04-06-07
// AI Goal Table Wrapper
struct aigoal_call_table *aigoal_table = &AIGoalDefaultTable;
char* Ai_goal_text (int goal)
{
return aigoal_table->Ai_goal_text(goal);
}
void ai_maybe_add_form_goal (wing *wingp)
{
aigoal_table->ai_maybe_add_form_goal(wingp);
}
void ai_post_process_mission ()
{
aigoal_table->ai_post_process_mission();
}
int ai_query_goal_valid (int ship, int ai_goal)
{
return aigoal_table->ai_query_goal_valid(ship, ai_goal);
}
void ai_remove_ship_goal (ai_info *aip, int index)
{
aigoal_table->ai_remove_ship_goal(aip, index);
}
void ai_clear_ship_goals (ai_info *aip)
{
aigoal_table->ai_clear_ship_goals(aip);
}
void ai_clear_wing_goals (int wingnum)
{
aigoal_table->ai_clear_wing_goals(wingnum);
}
void ai_mission_wing_goal_complete (int wingnum, ai_goal *remove_goalp)
{
aigoal_table->ai_mission_wing_goal_complete(wingnum, remove_goalp);
}
void ai_mission_goal_complete (ai_info *aip)
{
aigoal_table->ai_mission_goal_complete(aip);
}
int ai_get_subsystem_type (char *subsystem)
{
return aigoal_table->ai_get_subsystem_type(subsystem);
}
void ai_goal_purge_invalid_goals (ai_goal *aigp, ai_goal *goal_list)
{
aigoal_table->ai_goal_purge_invalid_goals(aigp, goal_list);
}
void ai_goal_purge_all_invalid_goals (ai_goal *aigp)
{
aigoal_table->ai_goal_purge_all_invalid_goals(aigp);
}
int ai_goal_find_dockpoint (int shipnum, int dock_type)
{
return aigoal_table->ai_goal_find_dockpoint(shipnum, dock_type);
}
void ai_goal_fixup_dockpoints (ai_info *aip, ai_goal *aigp)
{
aigoal_table->ai_goal_fixup_dockpoints(aip, aigp);
}
void ai_add_goal_sub_player (int type, int mode, int submode, char *shipname, ai_goal *aigp)
{
aigoal_table->ai_add_goal_sub_player(type, mode, submode, shipname, aigp);
}
int ai_goal_find_empty_slot (ai_goal *goals, int active_goal)
{
return aigoal_table->ai_goal_find_empty_slot(goals, active_goal);
}
void ai_add_ship_goal_player (int type, int mode, int submode, char *shipname, ai_info *aip)
{
aigoal_table->ai_add_ship_goal_player(type, mode, submode, shipname, aip);
}
void ai_add_wing_goal_player (int type, int mode, int submode, char *shipname, int wingnum)
{
aigoal_table->ai_add_wing_goal_player(type, mode, submode, shipname, wingnum);
}
void ai_add_goal_sub_sexp (int sexp, int type, ai_goal *aigp, char *actor_name)
{
aigoal_table->ai_add_goal_sub_sexp(sexp, type, aigp, actor_name);
}
void ai_add_ship_goal_sexp (int sexp, int type, ai_info *aip)
{
aigoal_table->ai_add_ship_goal_sexp(sexp, type, aip);
}
void ai_add_wing_goal_sexp (int sexp, int type, int wingnum)
{
aigoal_table->ai_add_wing_goal_sexp(sexp, type, wingnum);
}
void ai_add_goal_ship_internal (ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate)
{
aigoal_table->ai_add_goal_ship_internal(aip, goal_type, name, docker_point, dockee_point, immediate);
}
void ai_add_goal_wing_internal (wing *wingp, int goal_type, char *name, int immediate)
{
aigoal_table->ai_add_goal_wing_internal(wingp, goal_type, name, immediate);
}
void ai_copy_mission_wing_goal (ai_goal *aigp, ai_info *aip)
{
aigoal_table->ai_copy_mission_wing_goal(aigp, aip);
}
int ai_mission_goal_achievable (int objnum, ai_goal *aigp)
{
return aigoal_table->ai_mission_goal_achievable(objnum, aigp);
}
int ai_goal_priority_compare (const void *a, const void *b)
{
return aigoal_table->ai_goal_priority_compare(a, b);
}
void prioritize_goals (int objnum, ai_info *aip)
{
aigoal_table->prioritize_goals(objnum, aip);
}
void validate_mission_goals (int objnum, ai_info *aip)
{
aigoal_table->validate_mission_goals(objnum, aip);
}
void ai_process_mission_orders (int objnum, ai_info *aip)
{
aigoal_table->ai_process_mission_orders(objnum, aip);
}
void ai_update_goal_references (ai_goal *goals, int type, char *old_name, char *new_name)
{
aigoal_table->ai_update_goal_references(goals, type, old_name, new_name);
}
int query_referenced_in_ai_goals (ai_goal *goals, int type, char *name)
{
return aigoal_table->query_referenced_in_ai_goals(goals, type, name);
}
char* ai_add_dock_name (char *str)
{
return aigoal_table->ai_add_dock_name(str);
}
// AL 11-17-97: A text description of the AI goals. This is used for printing out on the
// HUD what a ship's current orders are. If the AI goal doesn't correspond to something that
// ought to be printable, then NULL is used.
// JAS: Converted to a function in order to externalize the strings
char *aigoal_Ai_goal_text(int goal)
char *Ai_goal_text(int goal)
{
switch(goal) {
case 1:
@@ -980,7 +817,7 @@ char *aigoal_Ai_goal_text(int goal)
// function to maybe add the form on my wing goal for a player's starting wing. Called when a player wing arrives.
// Goober5000 - made more generic
void aigoal_ai_maybe_add_form_goal( wing *wingp )
void ai_maybe_add_form_goal( wing *wingp )
{
int j;
char *wing_leader;
@@ -1018,7 +855,7 @@ void aigoal_ai_maybe_add_form_goal( wing *wingp )
}
}
void aigoal_ai_post_process_mission()
void ai_post_process_mission()
{
object *objp;
@@ -1072,7 +909,7 @@ void aigoal_ai_post_process_mission()
}
// function which determines is a goal is valid for a particular type of ship
int aigoal_ai_query_goal_valid( int ship, int ai_goal )
int ai_query_goal_valid( int ship, int ai_goal )
{
int accepted;
@@ -1095,7 +932,7 @@ int aigoal_ai_query_goal_valid( int ship, int ai_goal )
}
// remove an ai goal from it's list. Uses the active_goal member as the goal to remove
void aigoal_ai_remove_ship_goal( ai_info *aip, int index )
void ai_remove_ship_goal( ai_info *aip, int index )
{
// only need to set the ai_mode for the particular goal to AI_GOAL_NONE
// reset ai mode to default behavior. Might get changed next time through
@@ -1115,7 +952,7 @@ void aigoal_ai_remove_ship_goal( ai_info *aip, int index )
//ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
}
void aigoal_ai_clear_ship_goals( ai_info *aip )
void ai_clear_ship_goals( ai_info *aip )
{
int i;
@@ -1134,7 +971,7 @@ void aigoal_ai_clear_ship_goals( ai_info *aip )
}
}
void aigoal_ai_clear_wing_goals( int wingnum )
void ai_clear_wing_goals( int wingnum )
{
int i;
wing *wingp = &Wings[wingnum];
@@ -1164,7 +1001,7 @@ void aigoal_ai_clear_wing_goals( int wingnum )
// structure of the goal to be removed. This process is slightly tricky since some member of the wing
// might be pursuing a different goal. We will have to compare based on mode, submode, priority,
// and name.. This routine is only currently called from waypoint code!!!
void aigoal_ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
{
int mode, submode, priority, i;
char *name;
@@ -1224,7 +1061,7 @@ void aigoal_ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
// routine which is called with an ai object complete it's goal. Do some action
// based on the goal what was just completed
void aigoal_ai_mission_goal_complete( ai_info *aip )
void ai_mission_goal_complete( ai_info *aip )
{
// if the active goal is dynamic or none, just return. (AI_GOAL_NONE is probably an error, but
// I don't think that this is a problem)
@@ -1236,7 +1073,7 @@ void aigoal_ai_mission_goal_complete( ai_info *aip )
}
int aigoal_ai_get_subsystem_type( char *subsystem )
int ai_get_subsystem_type( char *subsystem )
{
if ( strstr(subsystem, "engine") ) {
return SUBSYSTEM_ENGINE;
@@ -1272,7 +1109,7 @@ int aigoal_ai_get_subsystem_type( char *subsystem )
// which are destroy, etc, should get removed. goal list is the list of goals to purge. It is
// always MAX_AI_GOALS in length. This function will only get called when the goal which causes
// purging becomes valid.
void aigoal_ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
{
int i;
ai_goal *purge_goal;
@@ -1338,7 +1175,7 @@ void aigoal_ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
}
// function to purge the goals of *all* ships in the game based on the incoming goal structure
void aigoal_ai_goal_purge_all_invalid_goals(ai_goal *aigp)
void ai_goal_purge_all_invalid_goals(ai_goal *aigp)
{
int i;
ship_obj *sop;
@@ -1361,7 +1198,7 @@ void aigoal_ai_goal_purge_all_invalid_goals(ai_goal *aigp)
}
// Goober5000
int aigoal_ai_goal_find_dockpoint(int shipnum, int dock_type)
int ai_goal_find_dockpoint(int shipnum, int dock_type)
{
int dock_index = -1;
int loop_count = 0;
@@ -1412,7 +1249,7 @@ int aigoal_ai_goal_find_dockpoint(int shipnum, int dock_type)
// passed are the pointer to goal we are working with. aip if the ai_info pointer
// of the ship with the order. aigp is a pointer to the goal (of aip) of which we are
// fixing up the docking points
void aigoal_ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
void ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
{
int shipnum, docker_index, dockee_index;
@@ -1483,7 +1320,7 @@ void aigoal_ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
// from the mission goals (i.e. those goals which come from events) in that we don't
// use sexpressions for goals from the player...so we enumerate all the parameters
void aigoal_ai_add_goal_sub_player(int type, int mode, int submode, char *shipname, ai_goal *aigp )
void ai_add_goal_sub_player(int type, int mode, int submode, char *shipname, ai_goal *aigp )
{
Assert ( (type == AIG_TYPE_PLAYER_WING) || (type == AIG_TYPE_PLAYER_SHIP) );
@@ -1512,6 +1349,10 @@ void aigoal_ai_add_goal_sub_player(int type, int mode, int submode, char *shipna
if ( (mode == AI_GOAL_STAY_NEAR_SHIP) || (mode == AI_GOAL_KEEP_SAFE_DISTANCE) )
aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
// Goober5000 - same with form-on-wing, since it's a type of staying near
else if ( mode == AI_GOAL_FORM_ON_WING )
aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
else if ( aigp->type == AIG_TYPE_PLAYER_WING )
aigp->priority = PLAYER_PRIORITY_WING; // player wing goals not as high as ship goals
else
@@ -1524,7 +1365,7 @@ void aigoal_ai_add_goal_sub_player(int type, int mode, int submode, char *shipna
// friendlies want to rearm at the same time. The support ship forgets what it's doing and flies
// off to repair somebody while still docked. I reproduced this with retail, so it's not a bug in
// my new docking code. :)
int aigoal_ai_goal_find_empty_slot( ai_goal *goals, int active_goal )
int ai_goal_find_empty_slot( ai_goal *goals, int active_goal )
{
int gindex, oldest_index;
@@ -1550,11 +1391,73 @@ int aigoal_ai_goal_find_empty_slot( ai_goal *goals, int active_goal )
return oldest_index;
}
int ai_goal_num(ai_goal *goals)
{
int gindex = 0;
int num_goals = 0;
for(gindex = 0; gindex < MAX_AI_GOALS; gindex++)
{
if(goals[gindex].ai_mode != AI_GOAL_NONE)
num_goals++;
}
return num_goals;
}
void ai_add_goal_sub_scripting(int type, int mode, int submode, int priority, char *shipname, ai_goal *aigp )
{
Assert ( (type == AIG_TYPE_PLAYER_WING) || (type == AIG_TYPE_PLAYER_SHIP) );
aigp->time = Missiontime;
aigp->type = type; // from player for sure -- could be to ship or to wing
aigp->ai_mode = mode; // major mode for this goal
aigp->ai_submode = submode; // could mean different things depending on mode
if ( mode == AI_GOAL_WARP )
aigp->wp_index = submode;
if ( mode == AI_GOAL_CHASE_WEAPON ) {
aigp->wp_index = submode; // submode contains the instance of the weapon
aigp->weapon_signature = Objects[Weapons[submode].objnum].signature;
}
if ( shipname != NULL )
aigp->ship_name = ai_get_goal_ship_name( shipname, &aigp->ship_name_index );
else
aigp->ship_name = NULL;
aigp->priority = priority;
}
void ai_add_ship_goal_scripting(int mode, int submode, int priority, char *shipname, ai_info *aip)
{
int empty_index;
ai_goal *aigp;
empty_index = ai_goal_find_empty_slot(aip->goals, aip->active_goal);
aigp = &aip->goals[empty_index];
//WMC - hack to get docking setup correctly
if ( mode == AI_GOAL_DOCK ) {
aigp->docker.name = Ships[aip->shipnum].ship_name;
aigp->dockee.name = shipname;
aigp->flags &= ~AIGF_DOCK_INDEXES_VALID;
}
ai_add_goal_sub_scripting(AIG_TYPE_PLAYER_SHIP, mode, submode, priority, shipname, aigp);
if ( (mode == AI_GOAL_REARM_REPAIR) || ((mode == AI_GOAL_DOCK) && (submode == AIS_DOCK_0)) ) {
ai_goal_fixup_dockpoints( aip, aigp );
}
aigp->signature = Ai_goal_signature++;
}
// adds a goal from a player to the given ship's ai_info structure. 'type' tells us if goal
// is issued to ship or wing (from player), mode is AI_GOAL_*. submode is the submode the
// ship should go into. shipname is the object of the action. aip is the ai_info pointer
// of the ship receiving the order
void aigoal_ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip )
void ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip )
{
int empty_index;
ai_goal *aigp;
@@ -1580,7 +1483,7 @@ void aigoal_ai_add_ship_goal_player( int type, int mode, int submode, char *ship
// adds a goal from the player to the given wing (which in turn will add it to the proper
// ships in the wing
void aigoal_ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum )
void ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum )
{
int i, empty_index;
wing *wingp = &Wings[wingnum];
@@ -1604,7 +1507,7 @@ void aigoal_ai_add_wing_goal_player( int type, int mode, int submode, char *ship
// common routine to add a sexpression mission goal to the appropriate goal structure.
void aigoal_ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp, char *actor_name )
void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp, char *actor_name )
{
int node, dummy, op;
char *text;
@@ -1775,9 +1678,9 @@ void aigoal_ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp, char *actor
Int3(); // get ALLENDER -- invalid ai-goal specified for ai object!!!!
}
if ( aigp->priority >= PLAYER_PRIORITY_MIN ) {
nprintf (("AI", "bashing sexpression priority of goal %s from %d to %d.\n", text, aigp->priority, PLAYER_PRIORITY_MIN-1));
aigp->priority = PLAYER_PRIORITY_MIN-1;
if ( aigp->priority > MAX_GOAL_PRIORITY ) {
nprintf (("AI", "bashing sexpression priority of goal %s from %d to %d.\n", text, aigp->priority, MAX_GOAL_PRIORITY));
aigp->priority = MAX_GOAL_PRIORITY;
}
// Goober5000 - since none of the goals act on the actor,
@@ -1795,7 +1698,7 @@ void aigoal_ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp, char *actor
// adds an ai goal for an individual ship
// type determines who has issues this ship a goal (i.e. the player/mission event/etc)
void aigoal_ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
{
int gindex;
@@ -1804,7 +1707,7 @@ void aigoal_ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
}
// code to add ai goals to wings.
void aigoal_ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
void ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
{
int i;
wing *wingp = &Wings[wingnum];
@@ -1838,7 +1741,7 @@ void aigoal_ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
// this name can be a shipname or a wingname)
// docker_point and dockee_point are used for the AI_GOAL_DOCK command to tell two ships where to dock
// immediate means to process this order right away
void aigoal_ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate )
void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate )
{
int gindex;
ai_goal *aigp;
@@ -1879,7 +1782,7 @@ void aigoal_ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name,
case AI_GOAL_UNDOCK:
aigp->ship_name = name;
aigp->priority = 100;
aigp->priority = MAX_GOAL_PRIORITY;
aigp->ai_mode = AI_GOAL_UNDOCK;
aigp->ai_submode = AIS_UNDOCK_0;
break;
@@ -1918,7 +1821,7 @@ void aigoal_ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name,
// across waves of the wing so we merely need to add the goal to each ship in the wing. Certain
// goal are simply not valid for wings (like dock, undock). Immediate parameter gets passed to add_ship_goal
// to say whether or not we should process this goal right away
void aigoal_ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate )
void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate )
{
int i;
@@ -1934,16 +1837,20 @@ void aigoal_ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, i
}
// this function copies goals from a wing to an ai_info * from a ship.
void aigoal_ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
{
int j;
for ( j = 0; j < MAX_AI_GOALS; j++ ) {
if ( aip->goals[j].ai_mode == AI_GOAL_NONE )
if ( aip->goals[j].ai_mode == AI_GOAL_NONE ) {
aip->goals[j] = *aigp;
break;
}
}
if (j >= MAX_AI_GOALS) {
mprintf(("Unable to assign wing goal to ship %s; the ship goals are already filled to capacity", Ships[aip->shipnum].ship_name));
}
Assert ( j < MAX_AI_GOALS );
aip->goals[j] = *aigp;
}
@@ -1955,7 +1862,7 @@ void aigoal_ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
// function to determine if an ai goal is achieveable or not. Will return
// one of the AI_GOAL_* values. Also determines is a goal was successful.
int aigoal_ai_mission_goal_achievable( int objnum, ai_goal *aigp )
int ai_mission_goal_achievable( int objnum, ai_goal *aigp )
{
int status;
char *ai_shipname;
@@ -2336,7 +2243,7 @@ int aigoal_ai_mission_goal_achievable( int objnum, ai_goal *aigp )
Assert( sindex != -1 ); // should be true because of above status
ignored = &Objects[Ships[sindex].objnum];
ai_ignore_object(objp, ignored, 100, (aigp->ai_mode == AI_GOAL_IGNORE_NEW));
ai_ignore_object(objp, ignored, (aigp->ai_mode == AI_GOAL_IGNORE_NEW));
return AI_GOAL_SATISFIED;
}
@@ -2434,7 +2341,7 @@ int aigoal_ai_mission_goal_achievable( int objnum, ai_goal *aigp )
// Compare function for sorting ai_goals based on priority.
// Return values set to sort array in _decreasing_ order.
int aigoal_ai_goal_priority_compare(const void *a, const void *b)
int ai_goal_priority_compare(const void *a, const void *b)
{
ai_goal *ga, *gb;
@@ -2483,7 +2390,7 @@ int aigoal_ai_goal_priority_compare(const void *a, const void *b)
// Then sort on time for goals of equivalent priority.
// objnum The object number to act upon. Redundant with *aip.
// *aip The AI info to act upon. Goals are stored at aip->goals
void aigoal_prioritize_goals(int objnum, ai_info *aip)
void prioritize_goals(int objnum, ai_info *aip)
{
// First sort based on priority field.
insertion_sort(aip->goals, MAX_AI_GOALS, sizeof(ai_goal), ai_goal_priority_compare);
@@ -2493,7 +2400,7 @@ void aigoal_prioritize_goals(int objnum, ai_info *aip)
// Remove obsolete goals.
// objnum Object of interest. Redundant with *aip.
// *aip contains goals at aip->goals.
void aigoal_validate_mission_goals(int objnum, ai_info *aip)
void validate_mission_goals(int objnum, ai_info *aip)
{
int i;
@@ -2568,7 +2475,7 @@ extern char *Mode_text[MAX_AI_BEHAVIORS];
// code to process ai "orders". Orders include those determined from the mission file and those
// given by the player to a ship that is under his control. This function gets called for every
// AI object every N seconds through the ai loop.
void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
void ai_process_mission_orders( int objnum, ai_info *aip )
{
object *objp = &Objects[objnum];
object *other_obj;
@@ -2655,13 +2562,13 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
// Mike -- debug code!
// If a ship has a subobject on it, attack that instead of the main ship!
ai_attack_object( objp, other_obj, current_goal->priority, NULL);
ai_attack_object( objp, other_obj, NULL);
break;
case AI_GOAL_CHASE_WEAPON:
Assert( Weapons[current_goal->wp_index].objnum != -1 );
other_obj = &Objects[Weapons[current_goal->wp_index].objnum];
ai_attack_object( objp, other_obj, current_goal->priority, NULL );
ai_attack_object( objp, other_obj, NULL );
break;
case AI_GOAL_GUARD:
@@ -2710,7 +2617,7 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
// be sure that we have indices for docking points here! If we ever had names, they should
// get fixed up in goal_achievable so that the points can be checked there for validity
Assert (current_goal->flags & AIGF_DOCK_INDEXES_VALID);
ai_dock_with_object( objp, current_goal->docker.index, other_obj, current_goal->dockee.index, current_goal->priority, AIDO_DOCK );
ai_dock_with_object( objp, current_goal->docker.index, other_obj, current_goal->dockee.index, AIDO_DOCK );
break;
}
@@ -2773,7 +2680,7 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
}
// passing 0, 0 is okay because the undock code will figure out where to undock from
ai_dock_with_object( objp, 0, other_obj, 0, current_goal->priority, AIDO_UNDOCK );
ai_dock_with_object( objp, 0, other_obj, 0, AIDO_UNDOCK );
break;
@@ -2787,7 +2694,7 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
shipnum = ship_name_lookup( current_goal->ship_name );
Assert( shipnum >= 0 );
other_obj = &Objects[Ships[shipnum].objnum];
ai_attack_object( objp, other_obj, current_goal->priority, NULL);
ai_attack_object( objp, other_obj, NULL);
ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
if (aip->target_objnum != -1) {
@@ -2805,11 +2712,11 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
case AI_GOAL_CHASE_WING:
wingnum = wing_name_lookup( current_goal->ship_name );
Assert( wingnum >= 0 );
ai_attack_wing(objp, wingnum, current_goal->priority);
ai_attack_wing(objp, wingnum);
break;
case AI_GOAL_CHASE_ANY:
ai_attack_object( objp, NULL, current_goal->priority, NULL );
ai_attack_object( objp, NULL, NULL );
break;
case AI_GOAL_WARP: {
@@ -2824,7 +2731,7 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
shipnum = ship_name_lookup( current_goal->ship_name );
Assert( shipnum >= 0 );
other_obj = &Objects[Ships[shipnum].objnum];
ai_evade_object( objp, other_obj, current_goal->priority );
ai_evade_object( objp, other_obj);
break;
case AI_GOAL_STAY_STILL:
@@ -2879,7 +2786,7 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
shipnum = ship_name_lookup( current_goal->ship_name );
Assert( shipnum >= 0 );
other_obj = &Objects[Ships[shipnum].objnum];
ai_rearm_repair( objp, current_goal->docker.index, other_obj, current_goal->dockee.index, current_goal->priority );
ai_rearm_repair( objp, current_goal->docker.index, other_obj, current_goal->dockee.index );
break;
default:
@@ -2889,7 +2796,7 @@ void aigoal_ai_process_mission_orders( int objnum, ai_info *aip )
}
void aigoal_ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name)
void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name)
{
int i, mode, flag, dummy;
@@ -2956,7 +2863,7 @@ void aigoal_ai_update_goal_references(ai_goal *goals, int type, char *old_name,
}
}
int aigoal_query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
{
int i, mode, flag;
@@ -3021,7 +2928,7 @@ int aigoal_query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
return 0;
}
char *aigoal_ai_add_dock_name(char *str)
char *ai_add_dock_name(char *str)
{
char *ptr;
int i;
@@ -3036,39 +2943,3 @@ char *aigoal_ai_add_dock_name(char *str)
strcpy(ptr, str);
return ptr;
}
struct aigoal_call_table AIGoalDefaultTable = {
aigoal_Ai_goal_text,
aigoal_ai_maybe_add_form_goal,
aigoal_ai_post_process_mission,
aigoal_ai_query_goal_valid,
aigoal_ai_remove_ship_goal,
aigoal_ai_clear_ship_goals,
aigoal_ai_clear_wing_goals,
aigoal_ai_mission_wing_goal_complete,
aigoal_ai_mission_goal_complete,
aigoal_ai_get_subsystem_type,
aigoal_ai_goal_purge_invalid_goals,
aigoal_ai_goal_purge_all_invalid_goals,
aigoal_ai_goal_find_dockpoint,
aigoal_ai_goal_fixup_dockpoints,
aigoal_ai_add_goal_sub_player,
aigoal_ai_goal_find_empty_slot,
aigoal_ai_add_ship_goal_player,
aigoal_ai_add_wing_goal_player,
aigoal_ai_add_goal_sub_sexp,
aigoal_ai_add_ship_goal_sexp,
aigoal_ai_add_wing_goal_sexp,
aigoal_ai_add_goal_ship_internal,
aigoal_ai_add_goal_wing_internal,
aigoal_ai_copy_mission_wing_goal,
aigoal_ai_mission_goal_achievable,
aigoal_ai_goal_priority_compare,
aigoal_prioritize_goals,
aigoal_validate_mission_goals,
aigoal_ai_process_mission_orders,
aigoal_ai_update_goal_references,
aigoal_query_referenced_in_ai_goals,
aigoal_ai_add_dock_name
};
+3 -44
View File
@@ -263,7 +263,10 @@ extern void ai_post_process_mission();
extern void ai_maybe_add_form_goal( wing *wingp );
extern void ai_process_mission_orders( int objnum, ai_info *aip );
extern int ai_goal_num(ai_goal *goals);
// adds goals to ships/wing through sexpressions
extern void ai_add_ship_goal_scripting(int mode, int submode, int priority, char *shipname, ai_info *aip);
extern void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip );
extern void ai_add_wing_goal_sexp( int sexp, int type, int wingnum );
extern void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp );
@@ -292,48 +295,4 @@ extern int ai_query_goal_valid( int ship, int ai_goal );
extern void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate = 1 );
extern void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate = 1 );
// AI Goal Table Wrapper
struct aigoal_call_table
{
char* (*Ai_goal_text) (int goal);
void (*ai_maybe_add_form_goal) (wing *wingp);
void (*ai_post_process_mission) ();
int (*ai_query_goal_valid) (int ship, int ai_goal);
void (*ai_remove_ship_goal) (ai_info *aip, int index);
void (*ai_clear_ship_goals) (ai_info *aip);
void (*ai_clear_wing_goals) (int wingnum);
void (*ai_mission_wing_goal_complete) (int wingnum, ai_goal *remove_goalp);
void (*ai_mission_goal_complete) (ai_info *aip);
int (*ai_get_subsystem_type) (char *subsystem);
void (*ai_goal_purge_invalid_goals) (ai_goal *aigp, ai_goal *goal_list);
void (*ai_goal_purge_all_invalid_goals) (ai_goal *aigp);
int (*ai_goal_find_dockpoint) (int shipnum, int dock_type);
void (*ai_goal_fixup_dockpoints) (ai_info *aip, ai_goal *aigp);
void (*ai_add_goal_sub_player) (int type, int mode, int submode, char *shipname, ai_goal *aigp);
int (*ai_goal_find_empty_slot) (ai_goal *goals, int active_goal);
void (*ai_add_ship_goal_player) (int type, int mode, int submode, char *shipname, ai_info *aip);
void (*ai_add_wing_goal_player) (int type, int mode, int submode, char *shipname, int wingnum);
void (*ai_add_goal_sub_sexp) (int sexp, int type, ai_goal *aigp, char *actor_name);
void (*ai_add_ship_goal_sexp) (int sexp, int type, ai_info *aip);
void (*ai_add_wing_goal_sexp) (int sexp, int type, int wingnum);
void (*ai_add_goal_ship_internal) (ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate);
void (*ai_add_goal_wing_internal) (wing *wingp, int goal_type, char *name, int immediate);
void (*ai_copy_mission_wing_goal) (ai_goal *aigp, ai_info *aip);
int (*ai_mission_goal_achievable) (int objnum, ai_goal *aigp);
int (*ai_goal_priority_compare) (const void *a, const void *b);
void (*prioritize_goals) (int objnum, ai_info *aip);
void (*validate_mission_goals) (int objnum, ai_info *aip);
void (*ai_process_mission_orders) (int objnum, ai_info *aip);
void (*ai_update_goal_references) (ai_goal *goals, int type, char *old_name, char *new_name);
int (*query_referenced_in_ai_goals) (ai_goal *goals, int type, char *name);
char* (*ai_add_dock_name) (char *str);
};
// Set new pointer to override ai_goal* function calls
// possibly copying the old function calls first
extern struct aigoal_call_table *aigoal_table;
extern struct aigoal_call_table AIGoalDefaultTable;
#endif
-255
View File
@@ -10,22 +10,6 @@
#ifndef _AIINTERNAL_H
#define _AIINTERNAL_H
#include "weapon/weapon.h"
#include "weapon/swarm.h"
#include "object/objectdock.h"
typedef struct eval_nearest_objnum {
int objnum;
object *trial_objp;
int enemy_team_mask;
int enemy_wing;
float range;
int max_attackers;
int nearest_objnum;
float nearest_dist;
int check_danger_weapon_objnum;
} eval_nearest_objnum;
//Returns true if the specified object is a stealth ship, false if not
bool is_object_stealth_ship(object* objp);
@@ -44,243 +28,4 @@ int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip);
//Does all the stuff needed to aim and fire a turret.
void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum);
// AI Turret Table Wrapper
struct eval_enemy_obj_struct;
struct aiturret_call_table
{
int (*turret_select_best_weapon) (ship_subsys *turret, object *target);
int (*valid_turret_enemy) (object *objp, object *turret_parent);
void (*evaluate_obj_as_target) (object *objp, eval_enemy_obj_struct *eeo);
int (*get_nearest_turret_objnum) (int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vec3d *tpos, vec3d *tvec, int current_enemy, bool big_only_flag, bool small_only_flag, bool tagged_only_flag, bool beam_flag);
int (*find_turret_enemy) (ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d *tvec, int current_enemy, float fov);
int (*turret_should_pick_new_target) (ship_subsys *turret);
void (*turret_set_next_fire_timestamp) (int weapon_num, weapon_info *wip, ship_subsys *turret, ai_info *aip);
int (*turret_should_fire_aspect) (ship_subsys *turret, float dot, weapon_info *wip);
bool (*turret_fire_weapon) (int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *turret_fvec, vec3d *predicted_pos, float flak_range_override);
void (*turret_swarm_fire_from_turret) (turret_swarm_info *tsi);
void (*ai_fire_from_turret) (ship *shipp, ship_subsys *ss, int parent_objnum);
};
// Set new pointer to override ai_goal* function calls
// possibly copying the old function calls first
extern struct aiturret_call_table *aiturret_table;
extern struct aiturret_call_table AITurretDefaultTable;
// AI Code Table Wrapper
struct aicode_call_table
{
void (*ai_set_rearm_status) (int team, int time);
int (*ai_good_time_to_rearm) (object *objp);
void (*ai_good_secondary_time) (int team, int weapon_index, int max_fire_count, char *shipname);
int (*is_preferred_weapon) (int weapon_num, object *firer_objp, object *target_objp);
void (*ai_init_secondary_info) ();
void (*free_ai_stuff) ();
void (*parse_ai_class) ();
void (*reset_ai_class_names) ();
void (*parse_aitbl) ();
void (*ai_init) ();
void (*ai_level_init) ();
int (*ai_is_stealth_visible) (object *viewer_objp, object *stealth_objp);
void (*update_ai_stealth_info_with_error) (ai_info *aip);
void (*ai_update_danger_weapon) (int attacked_objnum, int weapon_objnum);
void (*ai_turn_towards_vector) (vec3d *dest, object *objp, float frametime, float turn_time, vec3d *slide_vec, vec3d *rel_pos, float bank_override, int flags, vec3d *rvec, int sexp_flags);
void (*init_ship_info) ();
int (*set_target_objnum) (ai_info *aip, int objnum);
ship_subsys* (*set_targeted_subsys) (ai_info *aip, ship_subsys *new_subsys, int parent_objnum);
void (*ai_object_init) (object *obj, int ai_index);
void (*adjust_accel_for_docking) (ai_info *aip);
void (*accelerate_ship) (ai_info *aip, float accel);
void (*change_acceleration) (ai_info *aip, float delta_accel);
void (*set_accel_for_target_speed) (object *objp, float tspeed);
void (*turn_towards_point) (object *objp, vec3d *point, vec3d *slide_vec, float bank_override);
void (*turn_away_from_point) (object *objp, vec3d *point, float bank_override);
float (*turn_towards_tangent) (object *objp, vec3d *point, float radius);
float (*turn_toward_tangent_with_axis) (object *objp, object *center_objp, float radius);
int (*object_is_targetable) (object *target, ship *viewer);
int (*num_enemies_attacking) (int objnum);
float (*get_wing_lowest_max_speed) (object *objp);
int (*is_ignore_object_sub) (int *ignore_objnum, int *ignore_signature, int objnum);
int (*find_ignore_new_object_index) (ai_info *aip, int objnum);
int (*is_ignore_object) (ai_info *aip, int objnum, int just_the_original=0);
int (*get_nearest_bbox_point) (object *ship_obj, vec3d *start, vec3d *box_pt);
void (*evaluate_object_as_nearest_objnum) (eval_nearest_objnum *eno);
int (*get_nearest_objnum) (int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers);
int (*find_nearby_threat) (int objnum, int enemy_team_mask, float range, int *count);
int (*num_turrets_attacking) (object *turret_parent, int target_objnum);
int (*get_enemy_timestamp) ();
int (*find_enemy) (int objnum, float range, int max_attackers);
void (*ai_set_goal_maybe_abort_dock) (object *objp, ai_info *aip);
void (*force_avoid_player_check) (object *objp, ai_info *aip);
void (*ai_attack_object) (object *attacker, object *attacked, int priority, ship_subsys *ssp);
void (*ai_attack_wing) (object *attacker, int wingnum, int priority);
void (*ai_evade_object) (object *evader, object *evaded, int priority);
int (*compact_ignore_new_objects) (ai_info *aip, int force=0);
void (*ai_ignore_object) (object *ignorer, object *ignored, int priority, int ignore_new);
void (*ai_ignore_wing) (object *ignorer, int wingnum, int priority);
void (*create_model_path) (object *pl_objp, object *mobjp, int path_num, int subsys_path);
void (*create_model_exit_path) (object *pl_objp, object *mobjp, int path_num, int count);
void (*ai_find_path) (object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path);
int (*maybe_avoid_player) (object *objp, vec3d *goal_pos);
void (*ai_stay_still) (object *still_objp, vec3d *view_pos);
void (*ai_do_objects_docked_stuff) (object *docker, int docker_point, object *dockee, int dockee_point);
void (*ai_do_objects_undocked_stuff) (object *docker, object *dockee);
void (*ai_dock_with_object) (object *docker, int docker_index, object *dockee, int dockee_index, int priority, int dock_type);
void (*ai_start_fly_to_ship) (object *objp, int shipnum);
void (*ai_start_waypoints) (object *objp, int waypoint_list_index, int wp_flags);
void (*ai_do_stay_near) (object *objp, object *other_objp, float dist);
void (*ai_do_safety) (object *objp);
void (*ai_form_on_wing) (object *objp, object *goal_objp);
int (*ai_formation_object_get_slotnum) (int objnum, object *objp);
float (*compute_time_to_enemy) (float dist_to_enemy, object *pobjp, object *eobjp);
void (*ai_set_positions) (object *pl_objp, object *en_objp, ai_info *aip, vec3d *player_pos, vec3d *enemy_pos);
float (*maybe_recreate_path) (object *objp, ai_info *aip, int force_recreate_flag, int override_hash=0);
void (*set_accel_for_docking) (object *objp, ai_info *aip, float dot, float dot_to_next, float dist_to_next, float dist_to_goal, ship_info *sip);
float (*ai_path) ();
void (*ai_safety_pick_spot) (object *objp);
float (*ai_safety_goto_spot) (object *objp);
void (*ai_safety_circle_spot) (object *objp);
void (*ai_safety) ();
void (*ai_fly_to_ship) ();
void (*ai_waypoints) ();
void (*avoid_ship) ();
int (*maybe_resume_previous_mode) (object *objp, ai_info *aip);
int (*ai_maybe_fire_afterburner) (object *objp, ai_info *aip);
void (*maybe_afterburner_after_ship_hit) (object *objp, ai_info *aip, object *en_objp);
int (*is_instructor) (object *objp);
void (*evade_weapon) ();
void (*slide_face_ship) ();
void (*evade_ship) ();
void (*ai_evade) ();
int (*ai_select_primary_weapon_OLD) (object *objp, object *other_objp, int flags);
int (*ai_select_primary_weapon) (object *objp, object *other_objp, int flags);
void (*set_primary_weapon_linkage) (object *objp);
int (*ai_fire_primary_weapon) (object *objp);
void (*ai_select_secondary_weapon) (object *objp, ship_weapon *swp, int priority1=-1, int priority2=-1);
void (*ai_maybe_announce_shockwave_weapon) (object *firing_objp, int weapon_index);
int (*check_ok_to_fire) (int objnum, int target_objnum, weapon_info *wip);
int (*ai_fire_secondary_weapon) (object *objp, int priority1, int priority2);
void (*set_predicted_enemy_pos_turret) (vec3d *predicted_enemy_pos, vec3d *gun_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, float weapon_speed, float time_enemy_in_range);
void (*set_predicted_enemy_pos) (vec3d *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip);
void (*ai_chase_ct) ();
void (*ai_chase_eb) (ai_info *aip, ship_info *sip, vec3d *predicted_enemy_pos, float dist_to_enemy);
float (*ai_endangered_time) (object *ship_objp, object *weapon_objp);
float (*ai_endangered_by_weapon) (ai_info *aip);
int (*ai_near_full_strength) (object *objp);
void (*attack_set_accel) (ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy);
void (*get_behind_ship) (ai_info *aip, ship_info *sip, float dist_to_enemy);
int (*avoid_player) (object *objp, vec3d *goal_pos);
int (*maybe_avoid_big_ship) (object *objp, object *ignore_objp, ai_info *aip, vec3d *goal_point, float delta_time);
void (*ai_stealth_find) ();
void (*ai_stealth_sweep) ();
void (*ai_chase_attack) (ai_info *aip, ship_info *sip, vec3d *predicted_enemy_pos, float dist_to_enemy, int modelnum);
void (*ai_chase_es) (ai_info *aip, ship_info *sip);
void (*ai_chase_ga) (ai_info *aip, ship_info *sip);
int (*ai_set_attack_subsystem) (object *objp, int subnum);
void (*ai_set_guard_vec) (object *objp, object *guard_objp);
void (*ai_set_guard_wing) (object *objp, int wingnum);
void (*ai_set_evade_object) (object *objp, object *other_objp);
void (*ai_set_guard_object) (object *objp, object *other_objp);
void (*update_aspect_lock_information) (ai_info *aip, vec3d *vec_to_enemy, float dist_to_enemy, float enemy_radius);
void (*ai_chase_fly_away) (object *objp, ai_info *aip);
int (*has_preferred_secondary) (object *objp, object *en_objp, ship_weapon *swp);
void (*ai_choose_secondary_weapon) (object *objp, ai_info *aip, object *en_objp);
float (*set_secondary_fire_delay) (ai_info *aip, ship *shipp, weapon_info *swip);
void (*ai_chase_big_approach_set_goal) (vec3d *goal_pos, object *attack_objp, object *target_objp, float *accel);
void (*ai_chase_big_circle_set_goal) (vec3d *goal_pos, object *attack_objp, object *target_objp, float *accel);
void (*ai_chase_big_get_separations) (object *attack_objp, object *target_objp, vec3d *horz_vec_to_target, float *desired_separation, float *cur_separation);
void (*ai_chase_big_parallel_set_goal) (vec3d *goal_pos, object *attack_objp, object *target_objp, float *accel);
void (*ai_cruiser_chase_set_goal_pos) (vec3d *goal_pos, object *pl_objp, object *en_objp);
int (*maybe_hack_cruiser_chase_abort) ();
void (*ai_cruiser_chase) ();
void (*ai_chase) ();
int (*num_ships_attacking) (int target_objnum);
void (*remove_farthest_attacker) (int objnum);
int (*ai_maybe_limit_attackers) (int attacked_objnum);
void (*guard_object_was_hit) (object *guard_objp, object *hitter_objp);
void (*maybe_update_guard_object) (object *hit_objp, object *hitter_objp);
int (*ai_guard_find_nearby_bomb) (object *guarding_objp, object *guarded_objp);
void (*ai_guard_find_nearby_ship) (object *guarding_objp, object *guarded_objp);
void (*ai_guard_find_nearby_asteroid) (object *guarding_objp, object *guarded_objp);
void (*ai_guard_find_nearby_object) ();
void (*ai_big_guard) ();
void (*ai_guard) ();
void (*ai_do_objects_repairing_stuff) (object *repaired_objp, object *repair_objp, int how);
void (*ai_cleanup_dock_mode_subjective) (object *objp);
void (*ai_cleanup_dock_mode_objective) (object *objp);
void (*ai_cleanup_rearm_mode) (object *objp);
void (*ai_still) ();
void (*ai_stay_near) ();
int (*maybe_dock_obstructed) (object *cur_objp, object *goal_objp, int big_only_flag);
void (*ai_dock) ();
void (*process_subobjects) (int objnum);
void (*ai_fly_in_formation) (int wingnum);
void (*ai_disband_formation) (int wingnum);
int (*formation_is_leader_chaotic) (object *objp);
void (*ai_most_massive_object_of_its_wing_of_all_docked_objects_helper) (object *objp, dock_function_info *infop);
int (*ai_formation) ();
void (*ai_do_repair_frame) (object *objp, ai_info *aip, float frametime);
void (*call_doa) (object *child, object *parent);
void (*ai_maybe_launch_cmeasure) (object *objp, ai_info *aip);
void (*ai_preprocess_ignore_objnum) (object *objp, ai_info *aip);
void (*ai_chase_circle) (object *objp);
void (*ai_transfer_shield) (object *objp, int quadrant_num);
void (*ai_balance_shield) (object *objp);
void (*ai_manage_shield) (object *objp, ai_info *aip);
void (*ai_maybe_evade_locked_missile) (object *objp, ai_info *aip);
void (*maybe_evade_dumbfire_weapon) (ai_info *aip);
int (*ai_acquire_emerge_path) (object *pl_objp, int parent_objnum, int allowed_path_mask, vec3d *pos, vec3d *fvec);
void (*ai_emerge_bay_path_cleanup) (ai_info *aip);
void (*ai_bay_emerge) ();
int (*ai_find_closest_depart_path) (ai_info *aip, polymodel *pm, int allowed_path_mask);
int (*ai_acquire_depart_path) (object *pl_objp, int parent_objnum, int allowed_path_mask);
void (*ai_bay_depart) ();
void (*ai_sentrygun) ();
void (*ai_execute_behavior) (ai_info *aip);
int (*maybe_request_support) (object *objp);
void (*ai_set_mode_warp_out) (object *objp, ai_info *aip);
void (*ai_maybe_depart) (object *objp);
void (*ai_warp_out) (object *objp);
void (*ai_announce_ship_dying) (object *dying_objp);
int (*aas_1) (object *objp, ai_info *aip, vec3d *safe_pos);
int (*ai_avoid_shockwave) (object *objp, ai_info *aip);
int (*ai_await_repair_frame) (object *objp, ai_info *aip);
void (*ai_maybe_self_destruct) (object *objp, ai_info *aip);
int (*ai_need_new_target) (object *pl_objp, int target_objnum);
int (*maybe_big_ship_collide_recover_frame) (object *objp, ai_info *aip);
void (*validate_mode_submode) (ai_info *aip);
void (*ai_frame) (int objnum);
void (*ai_process) (object *obj, int ai_index, float frametime);
void (*init_ai_object) (int objnum);
void (*init_ai_objects) ();
void (*init_ai_system) ();
void (*ai_set_default_behavior) (object *obj, int classnum);
void (*ai_do_default_behavior) (object *obj);
void (*process_friendly_hit_message) (int message, object *objp);
void (*maybe_process_friendly_hit) (object *objp_hitter, object *objp_hit, object *objp_weapon);
void (*maybe_set_dynamic_chase) (ai_info *aip, int hitter_objnum);
void (*big_ship_collide_recover_start) (object *objp, object *big_objp, vec3d *collide_pos, vec3d *collision_normal);
void (*ai_update_lethality) (object *ship_obj, object *other_obj, float damage);
void (*ai_ship_hit) (object *objp_ship, object *hit_objp, vec3d *hitpos, int shield_quadrant, vec3d *hit_normal);
void (*ai_ship_destroy) (int shipnum, int method);
void (*ai_deathroll_start) (object *dying_objp);
int (*ai_abort_rearm_request) (object *requester_objp);
void (*ai_add_rearm_goal) (object *requester_objp, object *support_objp);
int (*ai_issue_rearm_request) (object *requester_objp);
void (*ai_rearm_repair) (object *objp, int docker_index, object *goal_objp, int dockee_index, int priority);
void (*cheat_fire_synaptic) (object *objp, ship *shipp, ai_info *aip);
void (*maybe_cheat_fire_synaptic) (object *objp, ai_info *aip);
};
// Set new pointer to override ai_code* function calls
// possibly copying the old function calls first
extern struct aicode_call_table *aicode_table;
extern struct aicode_call_table AICodeDefaultTable;
#endif
-185
View File
@@ -1,185 +0,0 @@
/**
* @file aimodular.cpp
* @brief Modular loading of new AI code based on name in AI Profile.
*
* The ai_module_init function should be called by ai_init.
*
* @author Fabian Franz <[email protected]>
*
*/
#include "ai/aibig.h"
#include "ai/aigoals.h"
#include "ai/aiinternal.h"
#ifdef _WIN32
#include <Windows.h>
/** @brief Wrapper for the dlopen functions for Windows */
#define dlopen(x,y) ((x==NULL)?GetModuleHandle(x):LoadLibrary(x))
#define dlsym GetProcAddress
#define dlclose FreeLibrary
static HINSTANCE handle = NULL; /**< @brief Handle for the loaded library */
#else
#include <dlfcn.h>
static void* handle = NULL; /**< @brief Handle for the loaded library */
#endif
/** @brief ai_module_init_function prototype */
typedef void (*ai_module_init_function)(void);
void ai_module_dlclose(void);
/**
* @brief Fallback function to load new AI from same process image.
*
* This function is used if no dynamic library with the name can be found
* or it does not contain the correct symbol.
*
* @param func_name The symbol to look for in handle
* @return Returns 0 on success and -1,-2 on errors
*
*/
int ai_module_dlopen_process(char* func_name)
{
ai_module_init_function ai_module_init_func;
// Maybe close handle first
ai_module_dlclose();
handle = dlopen(NULL, RTLD_NOW);
if (handle == NULL)
return -1;
ai_module_init_func=(ai_module_init_function)dlsym(handle, func_name);
#ifdef _WIN32
// Under WIN32 GetModuleHandle is not
// incrementing the reference counter
// so we need to "free" the handle directly
handle=NULL;
#endif
if (ai_module_init_func == NULL)
return -2;
ai_module_init_func();
return 0;
}
/**
* @brief Loads new AI from dynamic library
*
* This function looks for dllname.dll or dllname.so
* tries to load it into memory and if it finds the
* dllname_ai_module_init function it starts it.
*
* If it does not find the library or symbol it falls
* back to ai_module_dlopen_process.
*
* @param dllname The name of the library to load
* @return Returns 0 on success and -1,-2 on errors
*
*/
int ai_module_dlopen(char* dllname)
{
char buf[PATH_MAX+1];
char init_func_name[PATH_MAX+1];
ai_module_init_function ai_module_init_func;
#ifdef _WIN32
snprintf(buf, PATH_MAX, "%s.dll", dllname);
#else
snprintf(buf, PATH_MAX, "%s.so", dllname);
#endif
snprintf(init_func_name, PATH_MAX, "%s_ai_module_init", dllname);
handle = dlopen(buf, RTLD_NOW);
if (handle == NULL)
return ai_module_dlopen_process(init_func_name);
ai_module_init_func=(ai_module_init_function)dlsym(handle, init_func_name);
if (ai_module_init_func == NULL)
return ai_module_dlopen_process(init_func_name);
ai_module_init_func();
return 0;
}
/**
* @brief Closes the library handle
*
* This function closes the library handle.
*
*/
void ai_module_dlclose(void)
{
if (handle != NULL)
{
dlclose(handle);
handle=NULL;
}
}
/**
* @brief Inits or resets the AI code tables
*
* This function first resets the AI code tables,
* then closes any open libraries from before.
*
* Then it ooks if the ai_module is not "retail"
* and if that is the case it loads a library with this name.
*
*/
void ai_module_init(void)
{
// First Reset values
aibig_table = &AIBigDefaultTable;
aicode_table = &AICodeDefaultTable;
aigoal_table = &AIGoalDefaultTable;
aiturret_table = &AITurretDefaultTable;
ai_module_dlclose();
if (The_mission.ai_profile == NULL)
return;
if (strncmp(The_mission.ai_profile->ai_module, "retail", 6) != 0)
{
if (ai_module_dlopen(The_mission.ai_profile->ai_module) != 0)
{
char err[1024];
snprintf(err, sizeof(err), "AI_module_init(%s) failed: %s\n", The_mission.ai_profile->ai_module, dlerror());
mprintf(err);
}
}
}
extern "C" {
void newai_ai_module_init(void);
}
/**
* @brief Dummy function
*
* This dummy functions calls all AI implementations
* that should be statically included.
*
*/
void ai_module_dummy()
{
newai_ai_module_init();
}
-6
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@@ -1,6 +0,0 @@
#ifndef _AIMODULAR_H
#define _AIMODULAR_H
void ai_module_init(void);
#endif
+66 -107
View File
@@ -65,7 +65,7 @@
* --Goober5000
*
* Revision 1.31 2006/01/13 03:30:59 Goober5000
* übercommit of custom IFF stuff :)
* übercommit of custom IFF stuff :)
*
* Revision 1.30 2006/01/11 21:15:15 wmcoolmon
* Somewhat better turret comments
@@ -178,6 +178,9 @@
#include "iff_defs/iff_defs.h"
#include "weapon/muzzleflash.h"
#include <limits.h>
// How close a turret has to be point at its target before it
// can fire. If the dot of the gun normal and the vector from gun
// to target is greater than this, the turret fires. The smaller
@@ -233,69 +236,6 @@ typedef struct eval_enemy_obj_struct {
int nearest_objnum;
} eval_enemy_obj_struct;
// FF 17-06-07
// AI Turret Table Wrapper
struct aiturret_call_table *aiturret_table = &AITurretDefaultTable;
int turret_select_best_weapon (ship_subsys *turret, object *target)
{
return aiturret_table->turret_select_best_weapon(turret, target);
}
int valid_turret_enemy (object *objp, object *turret_parent)
{
return aiturret_table->valid_turret_enemy(objp, turret_parent);
}
void evaluate_obj_as_target (object *objp, eval_enemy_obj_struct *eeo)
{
aiturret_table->evaluate_obj_as_target(objp, eeo);
}
int get_nearest_turret_objnum (int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vec3d *tpos, vec3d *tvec, int current_enemy, bool big_only_flag, bool small_only_flag, bool tagged_only_flag, bool beam_flag)
{
return aiturret_table->get_nearest_turret_objnum(turret_parent_objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag, small_only_flag, tagged_only_flag, beam_flag);
}
int find_turret_enemy (ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d *tvec, int current_enemy, float fov)
{
return aiturret_table->find_turret_enemy(turret_subsys, objnum, tpos, tvec, current_enemy, fov);
}
int turret_should_pick_new_target (ship_subsys *turret)
{
return aiturret_table->turret_should_pick_new_target(turret);
}
void turret_set_next_fire_timestamp (int weapon_num, weapon_info *wip, ship_subsys *turret, ai_info *aip)
{
aiturret_table->turret_set_next_fire_timestamp(weapon_num, wip, turret, aip);
}
int turret_should_fire_aspect (ship_subsys *turret, float dot, weapon_info *wip)
{
return aiturret_table->turret_should_fire_aspect(turret, dot, wip);
}
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *turret_fvec, vec3d *predicted_pos = NULL, float flak_range_override = 100.0f)
{
return aiturret_table->turret_fire_weapon(weapon_num, turret, parent_objnum, turret_pos, turret_fvec, predicted_pos, flak_range_override);
}
void turret_swarm_fire_from_turret (turret_swarm_info *tsi)
{
aiturret_table->turret_swarm_fire_from_turret(tsi);
}
void ai_fire_from_turret (ship *shipp, ship_subsys *ss, int parent_objnum)
{
aiturret_table->ai_fire_from_turret(shipp, ss, parent_objnum);
}
// AI Turret default implementation
// return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
// dist = distance from turret to center point of object
int object_in_turret_fov(object *objp, model_subsystem *tp, vec3d *tvec, vec3d *tpos, float dist)
@@ -337,7 +277,7 @@ int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
//Note that all non-negative return values are expressed in
//what I like to call "widx"s.
//Returns -1 if unable to find a weapon for the target at all.
int aiturret_turret_select_best_weapon(ship_subsys *turret, object *target)
int turret_select_best_weapon(ship_subsys *turret, object *target)
{
//TODO: Fill this out with extraodinary gun-picking algorithms
if(turret->weapons.num_primary_banks > 0)
@@ -504,7 +444,7 @@ float longest_turret_weapon_range(ship_weapon *swp)
// input: objp => object that turret is considering as an enemy
// turret_parent => object index for ship that turret sits on
// turret => turret pointer
int aiturret_valid_turret_enemy(object *objp, object *turret_parent)
int valid_turret_enemy(object *objp, object *turret_parent)
{
if ( objp == turret_parent ) {
return 0;
@@ -568,7 +508,7 @@ int aiturret_valid_turret_enemy(object *objp, object *turret_parent)
}
extern int Player_attacking_enabled;
void aiturret_evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
{
object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
ship *shipp;
@@ -660,7 +600,13 @@ void aiturret_evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
// check if object is a bomb attacking the turret parent
// check if bomb is homing on the turret parent ship
if (objp->type == OBJ_WEAPON) {
bool check_weapon = true;
if ((The_mission.ai_profile->flags & AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE) && (dist > eeo->weapon_travel_dist)) {
check_weapon = false;
}
if ((objp->type == OBJ_WEAPON) && check_weapon) {
if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
if ( dist < eeo->nearest_homing_bomb_dist ) {
if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
@@ -779,7 +725,7 @@ int is_target_beam_valid(ship_weapon *swp, object *objp)
// tpos => position of turret (world coords)
// tvec => forward vector of turret (world coords)
// current_enemy => objnum of current turret target
int aiturret_get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vec3d *tpos, vec3d *tvec, int current_enemy, bool big_only_flag, bool small_only_flag, bool tagged_only_flag, bool beam_flag)
int get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vec3d *tpos, vec3d *tvec, int current_enemy, bool big_only_flag, bool small_only_flag, bool tagged_only_flag, bool beam_flag)
{
//float weapon_travel_dist;
int weapon_system_ok;
@@ -896,15 +842,18 @@ int aiturret_get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *tu
objp = &Objects[ao->objnum];
evaluate_obj_as_target(objp, &eeo);
}
if (eeo.nearest_objnum != -1) {
return eeo.nearest_objnum;
}
}
return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
break;
default:
Int3(); //Means invalid number passed.
}
}
//prevent warning of all control paths not returning a value
return -1;
}
@@ -920,7 +869,7 @@ DCF_BOOL(use_parent_target, Use_parent_target)
// tpos => position of turret (world coords)
// tvec => forward vector of turret (world coords)
// current_enemy => objnum of current turret target
int aiturret_find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d *tvec, int current_enemy, float fov)
int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vec3d *tpos, vec3d *tvec, int current_enemy, float fov)
{
int enemy_team_mask, enemy_objnum;
model_subsystem *tp;
@@ -1141,7 +1090,20 @@ float aifft_compute_turret_dot(object *objp, object *enemy_objp, vec3d *abs_gunp
vec3d turret_norm;
vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
return vm_vec_dot(&turret_norm, &vector_out);
float dot_return = vm_vec_dot(&turret_norm, &vector_out);
if (The_mission.ai_profile->flags & AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS) {
if (dot_return > turret_subsysp->system_info->turret_fov) {
// target is in sight and in fov
return dot_return;
} else {
// target is in sight but is not in turret's fov
return -1.0f;
}
} else {
// target is in sight and we dont care if its in turret's fov or not
return dot_return;
}
} else
return -1.0f;
@@ -1248,11 +1210,18 @@ ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *en
}
int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
int idx;
float dot_fov_modifier = 0.0f;
if (The_mission.ai_profile->flags & AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS) {
if (ssp->system_info->turret_fov < 0)
dot_fov_modifier = ssp->system_info->turret_fov;
}
for(idx=offset; idx<aifft_list_size; idx+=stride){
dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
if (dot* aifft_rank[idx] > best_dot) {
best_dot = dot*aifft_rank[idx];
if ((dot - dot_fov_modifier)* aifft_rank[idx] > best_dot) {
best_dot = (dot - dot_fov_modifier)*aifft_rank[idx];
best_subsysp = aifft_list[idx];
}
}
@@ -1264,7 +1233,7 @@ ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *en
}
// return !0 if the specified target should scan for a new target, otherwise return 0
int aiturret_turret_should_pick_new_target(ship_subsys *turret)
int turret_should_pick_new_target(ship_subsys *turret)
{
// int target_type;
@@ -1287,7 +1256,7 @@ int aiturret_turret_should_pick_new_target(ship_subsys *turret)
}
// Set the next fire timestamp for a turret, based on weapon type and ai class
void aiturret_turret_set_next_fire_timestamp(int weapon_num, weapon_info *wip, ship_subsys *turret, ai_info *aip)
void turret_set_next_fire_timestamp(int weapon_num, weapon_info *wip, ship_subsys *turret, ai_info *aip)
{
Assert(weapon_num < MAX_SHIP_WEAPONS);
float wait = wip->fire_wait * 1000.0f;
@@ -1343,7 +1312,7 @@ void aiturret_turret_set_next_fire_timestamp(int weapon_num, weapon_info *wip, s
}
// Decide if a turret should launch an aspect seeking missile
int aiturret_turret_should_fire_aspect(ship_subsys *turret, float dot, weapon_info *wip)
int turret_should_fire_aspect(ship_subsys *turret, float dot, weapon_info *wip)
{
if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= MIN(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
return 1;
@@ -1367,7 +1336,7 @@ void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
}
// Fire a weapon from a turret
bool aiturret_turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *turret_fvec, vec3d *predicted_pos = NULL, float flak_range_override = 100.0f)
bool turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent_objnum, vec3d *turret_pos, vec3d *turret_fvec, vec3d *predicted_pos = NULL, float flak_range_override = 100.0f)
{
matrix turret_orient;
int weapon_objnum;
@@ -1421,7 +1390,7 @@ bool aiturret_turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent
return true;
}
// don't fire swam, but set up swarm info instead
else if (wip->wi_flags & WIF_SWARM) {
else if ((wip->wi_flags & WIF_SWARM) || (wip->wi_flags & WIF_CORKSCREW)) {
turret_swarm_set_up_info(parent_objnum, turret, wip);
return true;
@@ -1502,8 +1471,8 @@ bool aiturret_turret_fire_weapon(int weapon_num, ship_subsys *turret, int parent
return true;
}
//void aiturret_turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
void aiturret_turret_swarm_fire_from_turret(turret_swarm_info *tsi)
//void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
void turret_swarm_fire_from_turret(turret_swarm_info *tsi)
{
int weapon_objnum;
matrix turret_orient;
@@ -1519,7 +1488,7 @@ void aiturret_turret_swarm_fire_from_turret(turret_swarm_info *tsi)
tsi->turret->turret_next_fire_pos++;
//check if this really is a swarm. If not, how the hell did it get here?
Assert(Weapon_info[tsi->weapon_class].wi_flags & WIF_SWARM);
Assert((Weapon_info[tsi->weapon_class].wi_flags & WIF_SWARM) || (Weapon_info[tsi->weapon_class].wi_flags & WIF_CORKSCREW));
// *If it's a non-homer, then use the last fire direction instead of turret orientation to fix inaccuracy
@@ -1567,7 +1536,7 @@ int Num_find_turret_enemy = 0;
int Num_turrets_fired = 0;
// Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
extern int Nebula_sec_range;
void aiturret_ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
{
float weapon_firing_range;
@@ -1893,18 +1862,20 @@ void aiturret_ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnu
vec3d tv2e; //so flak can get their jitter without screwing up other guns
if (dot > tp->turret_fov ) {
// We're ready to fire... now get down to specifics, like where is the
// actual gun point and normal, not just the one for whole turret.
ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
ss->turret_next_fire_pos++;
// Fire in the direction the turret is facing, not right at the target regardless of turret dir.
vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
dist_to_enemy = vm_vec_normalize(&v2e);
dot = vm_vec_dot(&v2e, &gvec);
for(i = 0; i < num_valid; i++)
{
// We're ready to fire... now get down to specifics, like where is the
// actual gun point and normal, not just the one for whole turret.
// moved here as if there are two weapons with indentical fire stamps
// they would have shared the fire point.
ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
// Fire in the direction the turret is facing, not right at the target regardless of turret dir.
vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
dist_to_enemy = vm_vec_normalize(&v2e);
dot = vm_vec_dot(&v2e, &gvec);
wip = get_turret_weapon_wip(&ss->weapons, valid_weapons[i]);
tv2e = v2e;
@@ -1991,6 +1962,8 @@ void aiturret_ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnu
//Pass along which gun we are using
turret_fire_weapon(valid_weapons[i], ss, parent_objnum, &gpos, &tv2e, &predicted_enemy_pos);
}
// moved this here so we increment the fire pos only after we have fired and not during it
ss->turret_next_fire_pos++;
}
if(!something_was_ok_to_fire)
@@ -2038,17 +2011,3 @@ void aiturret_ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnu
ss->turret_time_enemy_in_range = 0.0f;
}
}
struct aiturret_call_table AITurretDefaultTable = {
aiturret_turret_select_best_weapon,
aiturret_valid_turret_enemy,
aiturret_evaluate_obj_as_target,
aiturret_get_nearest_turret_objnum,
aiturret_find_turret_enemy,
aiturret_turret_should_pick_new_target,
aiturret_turret_set_next_fire_timestamp,
aiturret_turret_should_fire_aspect,
aiturret_turret_fire_weapon,
aiturret_turret_swarm_fire_from_turret,
aiturret_ai_fire_from_turret
};
-122
View File
@@ -1,122 +0,0 @@
#include "ai/aibig.h"
#include "ai/aigoals.h"
#include "ai/aiinternal.h"
struct aicode_call_table AICodeNewAITable;
#include "iff_defs/iff_defs.h"
#define DEPARTURE_HULL_PERCENT 0.3 // Departure if 15% to 30% hull strength left
void newai_ai_maybe_depart(object* objp_ship)
{
ship *shipp = &Ships[objp_ship->instance];
// Coward mode:
//
// Depart if:
// * not player and
// * same team as player and player not traitor and
// * fighter or bomber
// * hull multiplied with random value below critical
if (objp_ship->flags & OF_PLAYER_SHIP)
return;
// make sure player is on their team and not a traitor
if ((Player_ship->team != shipp->team) || (Player_ship->team == Iff_traitor))
return;
if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) == 0)
return;
if (objp_ship->hull_strength*(frand()+1) < DEPARTURE_HULL_PERCENT * shipp->ship_max_hull_strength)
mission_do_departure(objp_ship);
}
// Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
void newai_aicode_ai_ship_hit (object *objp_ship, object *hit_objp, vec3d *hitpos, int shield_quadrant, vec3d *hit_normal)
{
// Call the default implementation
AICodeDefaultTable.ai_ship_hit(objp_ship, hit_objp, hitpos, shield_quadrant, hit_normal);
if (hit_objp->parent >= 0)
{
object *objp_hitter = &Objects[hit_objp->parent];
if ( objp_hitter->type == OBJ_SHIP )
{
ship *shipp_hitter = &Ships[objp_hitter->instance];
ship *shipp_hit = &Ships[objp_ship->instance];
fprintf(stderr, "Ship %s hit %s\n", shipp_hitter->ship_name, shipp_hit->ship_name);
}
}
newai_ai_maybe_depart(objp_ship);
}
void newai_aicode_maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
{
AICodeDefaultTable.maybe_process_friendly_hit(objp_hitter, objp_hit, objp_weapon);
if (obj_team(objp_hitter) == obj_team(objp_hit))
{
if ( objp_hitter->type != OBJ_SHIP )
return;
ship *shipp_hitter = &Ships[objp_hitter->instance];
ship *shipp_hit = &Ships[objp_hit->instance];
fprintf(stderr, "Ship %s friendly hit %s\n", shipp_hitter->ship_name, shipp_hit->ship_name);
}
}
int newai_aicode_ai_fire_primary_weapon(object *objp)
{
int fired = AICodeDefaultTable.ai_fire_primary_weapon(objp);
if (fired)
{
ship *shipp = &Ships[objp->instance];
fprintf(stderr, "Ship %s fired primary weapon\n", shipp->ship_name);
}
}
void newai_aicode_init_ship_info()
{
static int called=0;
if (called == 0)
{
fprintf(stderr, "Init ship info was called\n");
called=1;
}
AICodeDefaultTable.init_ship_info();
}
extern "C" {
void newai_ai_module_init();
}
void newai_ai_module_init()
{
#ifdef PACKAGE_NAME
fprintf(stderr, "ai_module_init() called\n");
#else
fprintf(stderr, "ai_module_init() modular called\n");
#endif
// First make a copy
memcpy(&AICodeNewAITable, &AICodeDefaultTable, sizeof(AICodeNewAITable));
// Now set up our overridden functions
aicode_table = &AICodeNewAITable;
aicode_table->init_ship_info=newai_aicode_init_ship_info;
aicode_table->ai_ship_hit=newai_aicode_ai_ship_hit;
//aicode_table->ai_fire_primary_weapon=newai_aicode_ai_fire_primary_weapon;
//aicode_table->maybe_process_friendly_hit=newai_aicode_maybe_process_friendly_hit;
}
+4 -8
View File
@@ -65,7 +65,7 @@
* --Goober5000
*
* Revision 2.33 2006/01/13 03:30:59 Goober5000
* übercommit of custom IFF stuff :)
* übercommit of custom IFF stuff :)
*
* Revision 2.32 2005/11/21 02:43:30 Goober5000
* change from "setting" to "profile"; this way makes more sense
@@ -1626,7 +1626,7 @@ float asteroid_create_explosion(object *objp)
fireball_scale_multiplier = asteroid_get_fireball_scale_multiplier(objp->instance);
fireball_objnum = fireball_create( &objp->pos, FIREBALL_ASTEROID, OBJ_INDEX(objp), objp->radius*fireball_scale_multiplier, 0, &objp->phys_info.vel );
fireball_objnum = fireball_create( &objp->pos, FIREBALL_ASTEROID, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(objp), objp->radius*fireball_scale_multiplier, 0, &objp->phys_info.vel );
if ( fireball_objnum > -1 ) {
explosion_life = fireball_lifeleft(&Objects[fireball_objnum]);
} else {
@@ -2164,7 +2164,7 @@ void asteroid_parse_tbl()
return;
}
read_file_text("asteroid.tbl");
read_file_text("asteroid.tbl", CF_TYPE_TABLES);
reset_parse();
required_string("#Asteroid Types");
@@ -2454,11 +2454,7 @@ void asteroid_page_in()
// Page in textures
for (j=0; j<asip->modelp[k]->n_textures; j++ ) {
int bitmap_num = asip->modelp[k]->maps[j].base_map.original_texture;
if ( bitmap_num > -1 ) {
bm_page_in_texture( bitmap_num );
}
asip->modelp[k]->maps[j].PageIn();
}
}
+21 -14
View File
@@ -1004,8 +1004,7 @@ void EndAutoPilot()
{
Cutscene_bar_flags &= ~CUB_CUTSCENE;
}
Viewer_mode &= ~VM_FREECAMERA;
hud_set_draw(1);
cam_reset_camera();
CinematicStarted = false;
}
@@ -1102,13 +1101,17 @@ void EndAutoPilot()
// ********************************************************************************************
void camera_face(vec3d &loc)
camera* nav_get_set_camera()
{
vec3d destvec;
matrix cam_orient;
vm_vec_sub(&destvec, &loc, Free_camera->get_position());
vm_vector_2_matrix(&cam_orient, &destvec, &Player_obj->orient.vec.uvec, &Player_obj->orient.vec.rvec);
Free_camera->set_rotation(&cam_orient, 0.0f, 0.0f);
static camid nav_camera;
if(!nav_camera.isValid())
{
nav_camera = cam_create("Nav camera");
}
cam_set_camera(nav_camera);
return nav_camera.getCamera();
}
void nav_warp(bool prewarp=false)
@@ -1163,11 +1166,13 @@ void NavSystem_Do()
{
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
{
camera *cam = nav_get_set_camera();
if (CinematicStarted)
{
// update our cinematic and possibly perform warp
//if (!CameraMoving)
camera_face(Player_obj->pos);
if(cam != NULL)
cam->set_rotation_facing(&Player_obj->pos);
if (timestamp() >= MoveCamera && !CameraMoving && vm_vec_mag(&cameraTarget) > 0.0f)
{
@@ -1191,12 +1196,14 @@ void NavSystem_Do()
Cutscene_bar_flags |= CUB_CUTSCENE;
Cutscene_bar_flags &= ~CUB_GRADUAL;
}
Viewer_mode |= VM_FREECAMERA;
hud_set_draw(0);
nav_warp(true);
Free_camera->set_position(&cameraPos);
camera_face(Player_obj->pos);
if(cam != NULL)
{
cam->set_position(&cameraPos);
cam->set_rotation_facing(&Player_obj->pos);
}
CinematicStarted = true;
}
}
@@ -1370,7 +1377,7 @@ void parse_autopilot_table(char *filename)
if (filename == NULL)
read_file_text_from_array(defaults_get_file("autopilot.tbl"));
else
read_file_text(filename);
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
+33 -9
View File
@@ -957,7 +957,8 @@ extern int Cmdline_cache_bitmaps;
int GLOWMAP = -1;
int SPECMAP = -1;
int ENVMAP = -1;
int BUMPMAP = -1;
int NORMMAP = -1;
int HEIGHTMAP = -1;
bitmap_entry bm_bitmaps[MAX_BITMAPS];
@@ -1382,10 +1383,6 @@ int bm_load( char *real_filename )
if ( !bm_inited )
bm_init();
// nice little trick for keeping standalone memory usage way low - always return a bogus bitmap
if (Game_mode & GM_STANDALONE_SERVER)
strcpy(filename,"test128");
// if no file was passed then get out now
if ( (real_filename == NULL) || (strlen(real_filename) <= 0) )
return -1;
@@ -1400,6 +1397,13 @@ int bm_load( char *real_filename )
*p = 0;
}
// If we are standalone server keep replacing the 'right_bracket' (right side help bracket) as the filename
// should keep the game happy while loading only single pcx file which the needs to be present in any case
if (Is_standalone) {
char standalone_filename[MAX_FILENAME_LEN] = "right_bracket";
strcpy(filename,standalone_filename);
}
// safety catch for strcat...
// MAX_FILENAME_LEN-5 == '.' plus 3 letter ext plus NULL terminator
if (strlen(filename) > MAX_FILENAME_LEN-5) {
@@ -1684,6 +1688,13 @@ int bm_load_animation( char *real_filename, int *nframes, int *fps, int can_drop
*p = 0;
}
// If we are standalone server keep replacing the 'cursorweb' (mouse cursor) as the filename
// should keep the game happy while loading only single ani file which the needs to be present in any case
if (Is_standalone) {
char standalone_filename[MAX_FILENAME_LEN] = "cursorweb";
strcpy(filename,standalone_filename);
}
// safety catch for strcat...
// MAX_FILENAME_LEN-5 == '.' plus 3 letter ext plus NULL terminator
if (strlen(filename) > MAX_FILENAME_LEN-5) {
@@ -3033,9 +3044,6 @@ void bm_page_in_stop()
if ( !gr_preload(bm_bitmaps[i].handle, (bm_bitmaps[i].preloaded==2)) ) {
mprintf(( "Out of VRAM. Done preloading.\n" ));
bm_preloading = 0;
} else {
// it's loaded into API memory now so dump the system version of the data
bm_free_data_fast(i);
}
} else {
bm_lock( bm_bitmaps[i].handle, (bm_bitmaps[i].used_flags == BMP_AABITMAP) ? 8 : 16, bm_bitmaps[i].used_flags );
@@ -3274,6 +3282,12 @@ void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a)
// get filename
void bm_get_filename(int bitmapnum, char *filename)
{
if(!bm_is_valid(bitmapnum))
{
strcpy(filename, "");
return;
}
int n = bitmapnum % MAX_BITMAPS;
// return filename
@@ -3296,6 +3310,7 @@ int bm_is_compressed(int num)
switch (type) {
case BM_TYPE_NONE:
case BM_TYPE_DDS:
return 0;
case BM_TYPE_DXT1:
@@ -3562,7 +3577,11 @@ int bm_is_render_target(int bitmap_id)
Assert(bitmap_id == bm_bitmaps[n].handle);
return ( (bm_bitmaps[n].type == BM_TYPE_RENDER_TARGET_STATIC) || (bm_bitmaps[n].type == BM_TYPE_RENDER_TARGET_DYNAMIC) );
if ( !((bm_bitmaps[n].type == BM_TYPE_RENDER_TARGET_STATIC) || (bm_bitmaps[n].type == BM_TYPE_RENDER_TARGET_DYNAMIC)) ) {
return 0;
}
return bm_bitmaps[n].type;
}
int bm_set_render_target(int handle, int face)
@@ -3599,6 +3618,11 @@ int bm_set_render_target(int handle, int face)
gr_reset_clip();
if (gr_screen.mode == GR_OPENGL) {
extern void opengl_setup_viewport();
opengl_setup_viewport();
}
return 1;
}
+2 -1
View File
@@ -694,7 +694,8 @@ void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
extern int GLOWMAP; //this holds a reference to a map that is a fully lit version of its index -Bobboau
extern int SPECMAP; //this holds a reference to a map that is for specular mapping -Bobboau
extern int ENVMAP; //this holds a reference to a map that is for environment mapping -Bobboau
extern int BUMPMAP; //blah blah bumpmapping
extern int NORMMAP; // normal mapping
extern int HEIGHTMAP; // height map for normal mapping
int bm_is_compressed(int num);
int bm_get_tcache_type(int num);
+711 -234
View File
File diff suppressed because it is too large. Load diff
+107 -30
View File
@@ -5,50 +5,121 @@
#include "graphics/2d.h"
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include "physics/physics.h" //for avd
#include "object/object.h"
#include <string>
#include <vector>
#define CAM_STATIONARY_FOV (1<<0)
#define CAM_STATIONARY_ORI (1<<1)
#define CAM_STATIONARY_POS (1<<2)
#define CAM_DEFAULT_FLAGS 0
class camera
{
private:
friend class avd_camera;
protected:
char name[NAME_LENGTH];
int sig;
int flags;
vec3d position;
vec3d *desired_position; //NULL unless we're trying to move somewhere
vec3d translation_velocity;
vec3d translation_vel_limit;
vec3d translation_acc_limit;
object_h object_host;
int object_host_submodel;
matrix orientation;
matrix *desired_orientation; //NULL unless we're trying to point somewhere
vec3d rotation_rate;
vec3d rotation_vel_limit;
vec3d rotation_acc_limit;
object_h object_target;
int object_target_submodel;
void (*func_custom_position)(camera *cam, vec3d *pos);
void (*func_custom_orientation)(camera *cam, matrix *ori);
avd_movement fov;
avd_movement pos_x;
avd_movement pos_y;
avd_movement pos_z;
//avd_movement ori_p;
//avd_movement ori_b;
//avd_movement ori_h;
//avd_movement ori_progress;
//matrix ori_initial;
//matrix ori_final;
avd_movement ori[9];
//Cache stuff
float c_fov;
vec3d c_pos;
matrix c_ori;
public:
camera(char *in_name=NULL);
camera(char *in_name=NULL, int in_signature=-1);
~camera();
void clear();
void reset();
//Set'
//Set
void set_name(char *in_name);
void set_position(vec3d *in_position = NULL, float in_translation_time = 0.0f, float in_translation_acceleration_time = 0.0f);
void set_translation_velocity(vec3d *in_velocity);
void set_rotation(matrix *in_orientation = NULL, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f);
void set_rotation(angles *in_angles, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f);
void set_rotation_facing(vec3d *in_target, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f);
void set_rotation_velocity(vec3d *in_rotation_rate);
void set_object_host(object *objp, int n_object_host_submodel = -1);
void set_object_target(object *objp, int n_object_target_submodel = -1);
void set_custom_position_function(void (*n_func_custom_position)(camera *cam, vec3d *pos));
void set_custom_orientation_function(void (*n_func_custom_orientation)(camera *cam, matrix *ori));
void set_fov(float in_fov, float in_fov_time = 0.0f, float in_fov_acceleration_time = 0.0f, float in_deceleration_time = 0.0f);
void set_position(vec3d *in_position = NULL, float in_translation_time = 0.0f, float in_translation_acceleration_time = 0.0f, float in_translation_deceleration_time = 0.0f, float in_end_velocity = 0.0f);
void set_translation_velocity(vec3d *in_velocity, float in_acceleration_time = 0.0f);
void set_rotation(matrix *in_orientation = NULL, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f, float in_rotation_deceleration_time = 0.0f);
void set_rotation(angles *in_angles, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f, float in_rotation_deceleration_time = 0.0f);
void set_rotation_facing(vec3d *in_target, float in_rotation_time = 0.0f, float in_rotation_acceleration_time = 0.0f, float in_rotation_deceleration_time = 0.0f);
void set_rotation_velocity(angles *in_rotation_rate, float in_acceleration_time = 0.0f);
//Get
//These return values should never ever be changed, I do this in the interest of speed.
char *get_name() {return name;}
vec3d *get_position() {return &position;}
matrix *get_orientation() {return &orientation;}
int get_signature() {return sig;}
object *get_object_host();
int get_object_host_submodel();
object *get_object_target();
int get_object_target_submodel();
float get_fov();
void get_info(vec3d *position, matrix *orientation);
//Is
bool is_empty(){return sig < 0;}
//Do
void do_frame(float in_frametime);
};
class warp_camera
{
private:
float c_time;
float c_damping;
vec3d c_vel;
vec3d c_desired_vel;
vec3d c_pos;
matrix c_ori;
public:
warp_camera();
warp_camera(object *objp);
void reset();
void set_position(vec3d *in_pos);
void set_rotation(matrix *in_ori);
void set_velocity(vec3d *in_vel, bool instantaneous);
void do_frame(float in_frametime);
void get_info(vec3d *position, matrix *orientation);
};
extern warp_camera Warp_camera;
class subtitle
{
private:
@@ -84,16 +155,22 @@ public:
//Some global stuff
extern std::vector<subtitle> Subtitles;
extern std::vector<camera> Cameras;
//Preset cameras
extern camera* Free_camera;
extern camera* Current_camera;
extern float VIEWER_ZOOM_DEFAULT;
extern float Sexp_fov;
//Helpful functions
void cameras_init();
void cameras_close();
void cameras_do_frame(float frametime);
int cameras_lookup(char *name);
void cam_init();
void cam_close();
void cam_do_frame(float frametime);
camid cam_create(char *n_name=NULL, vec3d *n_pos=NULL, matrix *n_ori=NULL, object *n_object=NULL, int n_submodel_parent=-1);
camid cam_create(char *n_name, vec3d *n_pos, vec3d *n_norm, object *n_object=NULL, int n_submodel_parent=-1);
void cam_delete(camid cid);
bool cam_set_camera(camid cid);
void cam_reset_camera();
camid cam_lookup(char *name);
camid cam_get_camera(uint index);
camid cam_get_current();
uint cam_get_num();
void subtitles_init();
void subtitles_close();
+175 -73
View File
@@ -417,16 +417,16 @@ cf_pathtype Pathtypes[CF_MAX_PATH_TYPES] = {
{ CF_TYPE_VOICE_TRAINING, "data" DIR_SEPARATOR_STR "voice" DIR_SEPARATOR_STR "training", ".wav .ogg", CF_TYPE_VOICE },
{ CF_TYPE_MUSIC, "data" DIR_SEPARATOR_STR "music", ".wav .ogg", CF_TYPE_DATA },
{ CF_TYPE_MOVIES, "data" DIR_SEPARATOR_STR "movies", ".mve .msb .ogg", CF_TYPE_DATA },
{ CF_TYPE_INTERFACE, "data" DIR_SEPARATOR_STR "interface", ".pcx .ani .dds .tga .eff", CF_TYPE_DATA },
{ CF_TYPE_INTERFACE, "data" DIR_SEPARATOR_STR "interface", ".pcx .ani .dds .tga .eff .jpg", CF_TYPE_DATA },
{ CF_TYPE_FONT, "data" DIR_SEPARATOR_STR "fonts", ".vf .ttf", CF_TYPE_DATA },
{ CF_TYPE_EFFECTS, "data" DIR_SEPARATOR_STR "effects", ".ani .eff .pcx .neb .tga .jpg .dds", CF_TYPE_DATA },
{ CF_TYPE_EFFECTS, "data" DIR_SEPARATOR_STR "effects", ".ani .eff .pcx .neb .tga .jpg .dds .sdr", CF_TYPE_DATA },
{ CF_TYPE_HUD, "data" DIR_SEPARATOR_STR "hud", ".ani .pcx .tga .dds", CF_TYPE_DATA },
{ CF_TYPE_PLAYERS, "data" DIR_SEPARATOR_STR "players", ".hcf", CF_TYPE_DATA },
{ CF_TYPE_PLAYER_IMAGES, "data" DIR_SEPARATOR_STR "players" DIR_SEPARATOR_STR "images", ".pcx .dds", CF_TYPE_PLAYERS },
{ CF_TYPE_SQUAD_IMAGES, "data" DIR_SEPARATOR_STR "players" DIR_SEPARATOR_STR "squads", ".pcx .dds", CF_TYPE_PLAYERS },
{ CF_TYPE_SINGLE_PLAYERS, "data" DIR_SEPARATOR_STR "players" DIR_SEPARATOR_STR "single", ".pl2 .cs2 .plr .csg .css", CF_TYPE_PLAYERS },
{ CF_TYPE_MULTI_PLAYERS, "data" DIR_SEPARATOR_STR "players" DIR_SEPARATOR_STR "multi", ".plr", CF_TYPE_PLAYERS },
{ CF_TYPE_CACHE, "data" DIR_SEPARATOR_STR "cache", ".clr .tmp .ibx", CF_TYPE_DATA }, //clr=cached color
{ CF_TYPE_CACHE, "data" DIR_SEPARATOR_STR "cache", ".clr .tmp .ibx .tsb", CF_TYPE_DATA }, //clr=cached color
{ CF_TYPE_MULTI_CACHE, "data" DIR_SEPARATOR_STR "multidata", ".pcx .dds .fs2 .txt", CF_TYPE_DATA },
{ CF_TYPE_MISSIONS, "data" DIR_SEPARATOR_STR "missions", ".fs2 .fc2 .ntl .ssv", CF_TYPE_DATA },
{ CF_TYPE_CONFIG, "data" DIR_SEPARATOR_STR "config", ".cfg", CF_TYPE_DATA },
@@ -627,15 +627,13 @@ int cfile_push_chdir(int type)
cf_create_default_path_string( dir, sizeof(dir)-1, type, NULL );
#ifdef _WIN32
_strlwr(dir);
char *colon_pos = strchr(dir, ':');
char *Drive = strchr(dir, ':');
if (Drive) {
if (!cfile_chdrive( *(Drive - 1) - 'a' + 1, 1))
if (colon_pos) {
if (!cfile_chdrive( tolower(*(colon_pos - 1)) - 'a' + 1, 1))
return 1;
Path = Drive+1;
Path = colon_pos+1;
} else
#endif // _WIN32
{
@@ -649,7 +647,9 @@ int cfile_push_chdir(int type)
// This chdir might get a critical error!
e = _chdir( Path );
if (e) {
cfile_chdrive( OriginalDirectory[0] - 'a' + 1, 1 );
#ifdef _WIN32
cfile_chdrive( tolower(OriginalDirectory[0]) - 'a' + 1, 1 );
#endif // _WIN32
return 2;
}
@@ -667,14 +667,12 @@ int cfile_chdir(char *dir)
_getcwd(OriginalDirectory, CFILE_ROOT_DIRECTORY_LEN-1);
#ifdef _WIN32
_strlwr(dir);
char *Drive = strchr(dir, ':');
if (Drive) {
if (!cfile_chdrive( *(Drive - 1) - 'a' + 1, 1))
char *colon_pos = strchr(dir, ':');
if (colon_pos) {
if (!cfile_chdrive( tolower(*(colon_pos - 1)) - 'a' + 1, 1))
return 1;
Path = Drive+1;
Path = colon_pos+1;
} else
#endif // _WIN32
{
@@ -688,7 +686,9 @@ int cfile_chdir(char *dir)
// This chdir might get a critical error!
e = _chdir( Path );
if (e) {
cfile_chdrive( OriginalDirectory[0] - 'a' + 1, 1 );
#ifdef _WIN32
cfile_chdrive( tolower(OriginalDirectory[0]) - 'a' + 1, 1 );
#endif // _WIN32
return 2;
}
@@ -1005,7 +1005,7 @@ CFILE *cfopen(char *file_path, char *mode, int type, int dir_type, bool localize
// If in write mode, just try to open the file straight off
// the harddisk. No fancy packfile stuff here!
if ( strchr(mode,'w') ) {
if ( strchr(mode,'w') || strchr(mode,'+') || strchr(mode,'a') ) {
// For write-only files, require a full path or a path type
#ifdef SCP_UNIX
if ( strpbrk(file_path, "/") ) {
@@ -1026,8 +1026,41 @@ CFILE *cfopen(char *file_path, char *mode, int type, int dir_type, bool localize
Assert( !(type & CFILE_MEMORY_MAPPED) );
// JOHN: TODO, you should create the path if it doesn't exist.
FILE *fp = fopen(longname, mode);
//WMC - For some godawful reason, fread does not return the correct number of bytes read
//in text mode, which messes up FS2_Open's raw_position indicator in fgets. As a consequence, you
//_must_ open files that are gonna be read in binary mode.
char happy_mode[8];
if(strcspn(mode, "ra+") != strlen(mode) && (strchr(mode, 't') || !strchr(mode, 'b')))
{
//*****BEGIN PROCESSING OF MODE*****
//Copies all 'mode' characters over, except for t, and adds b if needed.
unsigned int max = sizeof(happy_mode) - 2; //space for null and 'b'
bool need_b = true;
unsigned int i;
for( i = 0; i < strlen(mode); i++)
{
if(i > max)
break;
if(mode[i] != 't')
happy_mode[i] = mode[i];
if(mode[i] == 'b')
need_b = false;
}
happy_mode[i] = '\0';
if(need_b)
strcat(happy_mode, "b");
//*****END PROCESSING OF MODE*****
}
else
{
strcpy(happy_mode, mode);
}
FILE *fp = fopen(longname, happy_mode);
if (fp) {
return cf_open_fill_cfblock(fp, dir_type);
}
@@ -1272,6 +1305,25 @@ int cfclose( CFILE * cfile )
return result;
}
int cf_is_valid(CFILE *cfile)
{
//Was a valid pointer passed?
if(cfile == NULL)
return 0;
//Does it have a valid ID?
if(cfile->id < 0 || cfile->id >= MAX_CFILE_BLOCKS)
return 0;
//Is it used?
Cfile_block *cb = &Cfile_block_list[cfile->id];
if(cb->type != CFILE_BLOCK_USED && (cb->fp != NULL || cb->data != NULL))
return 0;
//It's good, as near as we can tell.
return 1;
}
@@ -1300,7 +1352,10 @@ CFILE *cf_open_fill_cfblock(FILE *fp, int type)
cfbp->fp = fp;
cfbp->dir_type = type;
cf_init_lowlevel_read_code(cfp,0,filelength(fileno(fp)) );
int pos = ftell(fp);
if(pos == -1L)
pos = 0;
cf_init_lowlevel_read_code(cfp,0,filelength(fileno(fp)), 0 );
return cfp;
}
@@ -1334,7 +1389,7 @@ CFILE *cf_open_packed_cfblock(FILE *fp, int type, int offset, int size)
cfbp->fp = fp;
cfbp->dir_type = type;
cf_init_lowlevel_read_code(cfp,offset, size );
cf_init_lowlevel_read_code(cfp,offset, size, 0 );
return cfp;
}
@@ -1376,7 +1431,7 @@ CFILE *cf_open_mapped_fill_cfblock(FILE *fp, int type)
#endif
cfbp->dir_type = type;
cf_init_lowlevel_read_code(cfp,0 , 0 );
cf_init_lowlevel_read_code(cfp, 0, 0, 0 );
#if defined _WIN32
cfbp->hMapFile = CreateFileMapping(cfbp->hInFile, NULL, PAGE_READONLY, 0, 0, NULL);
if (cfbp->hMapFile == NULL) {
@@ -1702,24 +1757,37 @@ int cfilelength( CFILE * cfile )
//
int cfwrite(void *buf, int elsize, int nelem, CFILE *cfile)
{
Assert(cfile != NULL);
Assert(buf != NULL);
Assert(elsize > 0);
Assert(nelem > 0);
if(!cf_is_valid(cfile))
return 0;
Cfile_block *cb;
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
if(buf == NULL || elsize == 0 || nelem == 0)
return 0;
Cfile_block *cb = &Cfile_block_list[cfile->id];
if(cb->lib_offset != 0)
{
Error(LOCATION, "Attempt to write to a VP file (unsupported)");
return 0;
}
if(cb->data != NULL)
{
Warning(LOCATION, "Writing is not supported for mem-mapped files");
return EOF;
}
int result = 0;
// cfwrite() not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
Assert(cb->lib_offset == 0 );
result = fwrite(buf, elsize, nelem, cb->fp);
//WMC - update filesize and position
if(result > 0)
{
cb->size = filelength(fileno(cb->fp));
cb->raw_position += result;
}
return result;
}
@@ -1731,19 +1799,74 @@ int cfwrite(void *buf, int elsize, int nelem, CFILE *cfile)
//
int cfputc(int c, CFILE *cfile)
{
int result;
if(!cf_is_valid(cfile))
return EOF;
Assert(cfile != NULL);
Cfile_block *cb;
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
Cfile_block *cb = &Cfile_block_list[cfile->id];
result = 0;
// cfputc() not supported for memory-mapped files
if(cb->lib_offset != 0)
{
Error(LOCATION, "Attempt to write character to a VP file (unsupported)");
return EOF;
}
if(cb->data != NULL)
{
Warning(LOCATION, "Writing is not supported for mem-mapped files");
return EOF;
}
// writing not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
result = fputc(c, cb->fp);
int result = fputc(c, cb->fp);
//WMC - update filesize and position
if(result != EOF)
{
cb->size = filelength(fileno(cb->fp));
cb->raw_position += 1;
}
return result;
}
// cfputs() writes a string to a file
//
// returns: success ==> non-negative value
// error ==> EOF
//
int cfputs(char *str, CFILE *cfile)
{
if(!cf_is_valid(cfile))
return EOF;
if(str == NULL)
return EOF;
Cfile_block *cb = &Cfile_block_list[cfile->id];
if(cb->lib_offset != 0)
{
Error(LOCATION, "Attempt to write character to a VP file (unsupported)");
return EOF;
}
if(cb->data != NULL)
{
Warning(LOCATION, "Writing is not supported for mem-mapped files");
return EOF;
}
int result = fputs(str, cb->fp);
//WMC - update filesize and position
if(result != EOF)
{
cb->size = filelength(fileno(cb->fp));
cb->raw_position += strlen(str);
}
return result;
}
@@ -1756,8 +1879,6 @@ int cfputc(int c, CFILE *cfile)
//
int cfgetc(CFILE *cfile)
{
Assert(cfile != NULL);
char tmp;
int result = cfread(&tmp, 1, 1, cfile );
@@ -1795,7 +1916,7 @@ char *cfgets(char *buf, int n, CFILE *cfile)
int ret = cfread( &tmp_c, 1, 1, cfile );
if ( ret != 1 ) {
*buf = 0;
if ( buf > t ) {
if ( buf > t ) {
return t;
} else {
return NULL;
@@ -1811,31 +1932,6 @@ char *cfgets(char *buf, int n, CFILE *cfile)
return t;
}
// cfputs() writes a string to a file
//
// returns: success ==> non-negative value
// error ==> EOF
//
int cfputs(char *str, CFILE *cfile)
{
Assert(cfile != NULL);
Assert(str != NULL);
Cfile_block *cb;
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
int result;
result = 0;
// cfputs() not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
result = fputs(str, cb->fp);
return result;
}
// 16 and 32 bit checksum stuff ----------------------------------------------------------
@@ -2138,5 +2234,11 @@ int cflush(CFILE *cfile)
Assert( !cb->data );
Assert(cb->fp != NULL);
return fflush(cb->fp);
int result = fflush(cb->fp);
//WMC - update filesize
cb->size = filelength(fileno(cb->fp));
return result;
}
+3
View File
@@ -574,6 +574,9 @@ CFILE *ctmpfile();
// Closes the file
int cfclose(CFILE *cfile);
//Checks if the given handle is valid
int cf_is_valid(CFILE *cfile);
// Returns size of file...
int cfilelength(CFILE *fp);
+27 -23
View File
@@ -119,7 +119,7 @@
// Called once to setup the low-level reading code.
void cf_init_lowlevel_read_code( CFILE * cfile, int offset, int size )
void cf_init_lowlevel_read_code( CFILE * cfile, int lib_offset, int size, int pos )
{
Assert(cfile != NULL);
@@ -127,8 +127,8 @@ void cf_init_lowlevel_read_code( CFILE * cfile, int offset, int size )
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
cb = &Cfile_block_list[cfile->id];
cb->lib_offset = offset;
cb->raw_position = 0;
cb->lib_offset = lib_offset;
cb->raw_position = pos;
cb->size = size;
if ( cb->fp ) {
@@ -268,22 +268,22 @@ int cfseek( CFILE *cfile, int offset, int where )
//
int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
{
Assert(cfile != NULL);
Assert(buf != NULL);
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
Cfile_block *cb;
cb = &Cfile_block_list[cfile->id];
// cfread() not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
if(!cf_is_valid(cfile))
return 0;
int size = elsize*nelem;
Assert(nelem > 0);
Assert(elsize > 0);
Assert(size > 0);
if(buf == NULL || size <= 0)
return 0;
Cfile_block *cb = &Cfile_block_list[cfile->id];
// cfread() not supported for memory-mapped files
if(cb->data != NULL)
{
Warning(LOCATION, "Writing is not supported for mem-mapped files");
return 0;
}
if ( (cb->raw_position+size) > cb->size ) {
size = cb->size - cb->raw_position;
@@ -310,16 +310,20 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
int cfread_lua_number(double *buf, CFILE *cfile)
{
Assert(cfile != NULL);
Assert(buf != NULL);
Assert(cfile->id >= 0 && cfile->id < MAX_CFILE_BLOCKS);
if(!cf_is_valid(cfile))
return 0;
Cfile_block *cb;
cb = &Cfile_block_list[cfile->id];
if(buf == NULL)
return 0;
Cfile_block *cb = &Cfile_block_list[cfile->id];
// cfread() not supported for memory-mapped files
Assert( !cb->data );
Assert(cb->fp != NULL);
if(cb->data != NULL)
{
Warning(LOCATION, "Writing is not supported for mem-mapped files");
return 0;
}
long orig_pos = ftell(cb->fp);
int items_read = fscanf(cb->fp, LUA_NUMBER_SCAN, buf);
+1 -1
View File
@@ -90,6 +90,6 @@ extern Cfile_block Cfile_block_list[MAX_CFILE_BLOCKS];
extern CFILE Cfile_list[MAX_CFILE_BLOCKS];
// Called once to setup the low-level reading code.
void cf_init_lowlevel_read_code( CFILE * cfile, int offset, int size );
void cf_init_lowlevel_read_code( CFILE * cfile, int lib_offset, int size, int pos );
#endif
+6
View File
@@ -1662,6 +1662,9 @@ int cf_get_file_list( int max, char **list, int pathtype, char *filter, int sort
if (num_files >= max)
break;
if (strcmp(strstr(filter, "."), strstr(find.name,".")) != 0)
continue;
if ( strlen(find.name) >= MAX_FILENAME_LEN )
continue;
@@ -1866,6 +1869,9 @@ int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char *
break;
if (!(find.attrib & _A_SUBDIR)) {
if (strcmp(strstr(filter, "."), strstr(find.name,".")) != 0)
continue;
if ( strlen(find.name) >= MAX_FILENAME_LEN )
continue;
+76 -160
View File
@@ -881,6 +881,7 @@
* $NoKeywords: $
*/
#include "camera/camera.h" //VIEWER_ZOOM_DEFAULT
#include "cmdline/cmdline.h"
#include "globalincs/linklist.h"
#include "globalincs/systemvars.h"
@@ -928,9 +929,6 @@ public:
static cmdline_parm Parm_list(NULL, NULL);
static int Parm_list_inited = 0;
extern float VIEWER_ZOOM_DEFAULT;
extern float Viewer_zoom;
extern int Show_framerate; // from freespace.cpp
@@ -990,9 +988,10 @@ Flag exe_params[] =
{ "-env", "Enable environment maps", true, EASY_MEM_ALL_ON, EASY_DEFAULT_MEM, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-env", },
{ "-mipmap", "Enable mipmapping", true, EASY_MEM_ALL_ON, EASY_DEFAULT_MEM, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-mipmap", },
{ "-nomotiondebris", "Disable motion debris", true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nomotiondebris",},
{ "-2d_poof", "Stops fog intersect hull", true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-2d_poof", },
{ "-noscalevid", "Disable scale-to-window for movies", true, 0, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noscalevid", },
{ "-missile_lighting", "Apply Lighting to Missiles" , true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-missile_lighting", },
{ "-normal", "Enable normal maps", true, EASY_MEM_ALL_ON, EASY_DEFAULT_MEM, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-normal" },
{ "-3dshockwave", "Enable 3D shockwaves", true, EASY_ALL_ON, EASY_DEFAULT, "Graphics", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-3dshockwave" },
{ "-img2dds", "Compress non-compressed images", true, 0, EASY_DEFAULT, "Game Speed", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-img2dds", },
{ "-no_vsync", "Disable vertical sync", true, 0, EASY_DEFAULT, "Game Speed", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_vsync", },
@@ -1005,6 +1004,7 @@ Flag exe_params[] =
{ "-ballistic_gauge", "Enable the analog ballistic ammo gauge", true, 0, EASY_DEFAULT, "HUD", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-ballistic_gauge", },
{ "-ship_choice_3d", "Use models for ship selection", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-ship_choice_3d", },
{ "-weapon_choice_3d", "Use models for weapon selection", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-weapon_choice_3d", },
{ "-3dwarp", "Enable 3d warp", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-3dwarp", },
{ "-warp_flash", "Enable flash upon warp", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-warp_flash", },
{ "-no_ap_interrupt", "Disable interrupting autopilot", true, 0, EASY_DEFAULT, "Gameplay", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-no_ap_interrupt", },
@@ -1035,8 +1035,9 @@ Flag exe_params[] =
{ "-noibx", "Don't use cached index buffers (IBX)", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-noibx", },
{ "-loadallweps", "Load all weapons, even those not used", true, 0, EASY_DEFAULT, "Troubleshoot", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-loadallweps", },
{ "-disable_fbo", "Disable OpenGL RenderTargets", true, 0, EASY_DEFAULT, "Troubleshoot", "", },
{ "-no_glsl", "Disable GLSL (shader) support", true, 0, EASY_DEFAULT, "Troubleshoot", "", },
{ "-ati_swap", "Fix Color issues on some ATI cards", true, 0, EASY_DEFAULT, "Troubleshoot", "http://scp.indiegames.us/mantis/view.php?id=1669", },
{ "-alpha_env", "Use specular alpha for env mapping", true, 0, EASY_DEFAULT_MEM, "Experimental", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-alpha_env", },
{ "-ingame_join", "Allows ingame joining", true, 0, EASY_DEFAULT, "Experimental", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-ingame_join", },
{ "-voicer", "Voice recognition", true, 0, EASY_DEFAULT, "Experimental", "", },
@@ -1057,6 +1058,7 @@ Flag exe_params[] =
{ "-output_scripting", "Outputs scripting to scripting.html", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-output_scripting", },
{ "-save_render_target", "Save render targets to file", true, 0, EASY_DEFAULT, "Dev Tool", "", },
{ "-debug_window", "Display debug window", true, 0, EASY_DEFAULT, "Dev Tool", "", },
{ "-verify_vps", "Spew VP crcs to vp_crcs.txt", true, 0, EASY_DEFAULT, "Dev Tool", "", },
#ifdef SCP_UNIX
{ "-nograb", "Don't grab mouse/keyboard in a window", true, 0, EASY_DEFAULT, "Dev Tool", "http://www.hard-light.net/wiki/index.php/Command-Line_Reference#-nograb", },
#endif
@@ -1118,36 +1120,40 @@ cmdline_parm ogl_spec_arg("-ogl_spec", NULL); // Cmdline_ogl_spec
cmdline_parm spec_static_arg("-spec_static", NULL);
cmdline_parm spec_point_arg("-spec_point", NULL);
cmdline_parm spec_tube_arg("-spec_tube", NULL);
cmdline_parm poof_2d_arg("-2d_poof", NULL); // Cmdline_2d_poof
cmdline_parm alpha_env("-alpha_env", NULL); // Cmdline_alpha_env
cmdline_parm ambient_factor_arg("-ambient_factor", NULL); // Cmdline_ambient_factor
cmdline_parm cell_arg("-cell", NULL); // Cmdline_cell
cmdline_parm decals("-decals", NULL); // Cmdline_decals
cmdline_parm env("-env", NULL); // Cmdline_env
cmdline_parm mipmap_arg("-mipmap", NULL); // Cmdline_mipmap
cmdline_parm missile_lighting_arg("-missile_lighting", NULL); // Cmdline_missile_lighting
cmdline_parm glow_arg("-glow", NULL); // Cmdline_noglow -- use Bobs glow code
cmdline_parm glow_arg("-glow", NULL); // Cmdline_glow -- use Bobs glow code
cmdline_parm nomotiondebris_arg("-nomotiondebris", NULL); // Cmdline_nomotiondebris -- Removes those ugly floating rocks -C
cmdline_parm noscalevid_arg("-noscalevid", NULL); // Cmdline_noscalevid -- disable video scaling that fits to window
cmdline_parm spec_arg("-spec", NULL); // Cmdline_nospec -- use specular highlighting -Sticks
cmdline_parm spec_arg("-spec", NULL); // Cmdline_spec -- use specular highlighting -Sticks
cmdline_parm noemissive_arg("-no_emissive_light", NULL); // Cmdline_no_emissive -- don't use emissive light in OGL
cmdline_parm normal_arg("-normal", NULL); // Cmdline_normal -- enable normal mapping
cmdline_parm height_arg("-height", NULL); // Cmdline_height -- enable support for parallax mapping
cmdline_parm enable_3d_shockwave_arg("-3dshockwave", NULL);
cmdline_parm glow_factor_arg("-glow_factor", NULL); // Multiplier factor for glowmaps.
float Cmdline_clip_dist = Default_min_draw_distance;
float Cmdline_fov = 0.75f;
float Cmdline_ogl_spec = 80.0f;
int Cmdline_2d_poof = 0;
int Cmdline_alpha_env = 0;
float Cmdline_glow_factor = 1.0f;
int Cmdline_ambient_factor = 128;
int Cmdline_cell = 0;
int Cmdline_decals = 0;
int Cmdline_env = 0;
int Cmdline_mipmap = 0;
int Cmdline_missile_lighting = 0;
int Cmdline_noglow = 1;
int Cmdline_glow = 0;
int Cmdline_nomotiondebris = 0;
int Cmdline_noscalevid = 0;
int Cmdline_nospec = 1;
int Cmdline_spec = 0;
int Cmdline_no_emissive = 0;
int Cmdline_normal = 0;
int Cmdline_height = 0;
int Cmdline_enable_3d_shockwave = 0;
// Game Speed related
cmdline_parm cache_bitmaps_arg("-cache_bitmaps", NULL); // Cmdline_cache_bitmaps
@@ -1176,11 +1182,13 @@ int Cmdline_targetinfo = 0;
// Gameplay related
cmdline_parm use_3dwarp("-3dwarp", NULL); // Cmdline_3dwarp
cmdline_parm ship_choice_3d_arg("-ship_choice_3d", NULL); // Cmdline_ship_choice_3d
cmdline_parm weapon_choice_3d_arg("-weapon_choice_3d", NULL); // Cmdline_weapon_choice_3d
cmdline_parm use_warp_flash("-warp_flash", NULL); // Cmdline_warp_flash
cmdline_parm allow_autpilot_interrupt("-no_ap_interrupt", NULL); // Cmdline_warp_flash
int Cmdline_3dwarp = 0;
int Cmdline_ship_choice_3d = 0;
int Cmdline_weapon_choice_3d = 0;
int Cmdline_warp_flash = 0;
int Cmdline_autopilot_interruptable = 1;
@@ -1219,7 +1227,6 @@ int Cmdline_objupd = 3; // client object updates on LAN by default
// Troubleshooting
cmdline_parm d3d_lesstmem_arg("-d3d_bad_tsys", NULL); // Cmdline_d3d_lesstmem
//cmdline_parm fred2_htl_arg("-fredhtl", NULL); // Cmdline_FRED2_htl
cmdline_parm loadallweapons_arg("-loadallweps", NULL); // Cmdline_load_all_weapons
cmdline_parm htl_arg("-nohtl", NULL); // Cmdline_nohtl -- don't use HT&L
cmdline_parm noibx_arg("-noibx", NULL); // Cmdline_noibx
@@ -1228,10 +1235,10 @@ cmdline_parm no_set_gamma_arg("-no_set_gamma", NULL); // Cmdline_no_set_gamma
cmdline_parm no_vbo_arg("-novbo", NULL); // Cmdline_novbo
cmdline_parm safeloading_arg("-safeloading", NULL); // Cmdline_safeloading -- Uses old loading method -C
cmdline_parm no_fbo_arg("-disable_fbo", NULL); // Cmdline_no_fbo
cmdline_parm verify_vps_arg("-verify_vps", NULL); // Cmdline_verify_vps
cmdline_parm noglsl_arg("-no_glsl", NULL); // Cmdline_noglsl -- disable GLSL support in OpenGL
cmdline_parm atiswap_arg("-ati_swap", NULL); // Cmdline_atiswap - Fix ATI color swap issue for screenshots.
int Cmdline_d3d_lesstmem = 0;
//int Cmdline_FRED2_htl = 0; // turn HTL on in fred - Kazan
int Cmdline_load_all_weapons = 0;
int Cmdline_nohtl = 0;
int Cmdline_noibx = 0;
@@ -1240,7 +1247,8 @@ int Cmdline_no_set_gamma = 0;
int Cmdline_novbo = 0; // turn off OGL VBO support, troubleshooting
int Cmdline_safeloading = 0;
int Cmdline_no_fbo = 0;
int Cmdline_verify_vps = 0;
int Cmdline_noglsl = 0;
int Cmdline_ati_color_swap = 0;
// Developer/Testing related
cmdline_parm start_mission_arg("-start_mission", NULL); // Cmdline_start_mission
@@ -1257,6 +1265,7 @@ cmdline_parm save_render_targets_arg("-save_render_target", NULL); // Cmdline_sa
cmdline_parm debug_window_arg("-debug_window", NULL); // Cmdline_debug_window
cmdline_parm window_arg("-window", NULL); // Cmdline_window
cmdline_parm res_arg("-res", NULL); // Cmdline_lores
cmdline_parm verify_vps_arg("-verify_vps", NULL); // Cmdline_verify_vps -- spew VP crcs to vp_crcs.txt
#ifdef SCP_UNIX
cmdline_parm no_grab("-nograb", NULL); // Cmdline_no_grab
#endif
@@ -1274,6 +1283,7 @@ int Cmdline_save_render_targets = 0;
int Cmdline_debug_window = 0;
int Cmdline_window = 0;
char *Cmdline_res = 0;
int Cmdline_verify_vps = 0;
#ifdef SCP_UNIX
int Cmdline_no_grab = 0;
#endif
@@ -1650,48 +1660,6 @@ int cmdline_parm::found()
return name_found;
}
void output_sexp_html(int sexp_idx, FILE *fp)
{
if(sexp_idx < 0 || sexp_idx > Num_operators)
return;
bool printed=false;
for(int i = 0; i < Num_sexp_help; i++)
{
if(Sexp_help[i].id == Operators[sexp_idx].value)
{
char* new_buf = new char[2*strlen(Sexp_help[i].help)];
char* dest_ptr = new_buf;
char* curr_ptr = Sexp_help[i].help;
char* end_ptr = curr_ptr + strlen(Sexp_help[i].help);
while(curr_ptr < end_ptr)
{
if(*curr_ptr == '\n')
{
strcpy(dest_ptr, "\n<br>");
dest_ptr+=5;
}
else
{
*dest_ptr++ = *curr_ptr;
}
curr_ptr++;
}
*dest_ptr = '\0';
fprintf(fp, "<dt><b>%s</b></dt>\n<dd>%s</dd>\n", Operators[sexp_idx].text, new_buf);
delete[] new_buf;
printed = true;
}
}
if(!printed)
fprintf(fp, "<dt><b>%s</b></dt>\n<dd>Min arguments: %d, Max arguments: %d</dd>\n", Operators[sexp_idx].text, Operators[sexp_idx].min, Operators[sexp_idx].max);
}
// returns - the interger representation for the parameter arguement
int cmdline_parm::get_int()
{
@@ -1761,11 +1729,6 @@ bool SetCmdlineParams()
Cmdline_load_all_weapons = 1;
}
if(poof_2d_arg.found())
{
Cmdline_2d_poof = 1;
}
if(voice_recognition_arg.found())
{
Cmdline_voice_recognition = 1;
@@ -2018,7 +1981,7 @@ bool SetCmdlineParams()
}
if ( fov_arg.found() ) {
Viewer_zoom = VIEWER_ZOOM_DEFAULT = Cmdline_fov = fov_arg.get_float();
VIEWER_ZOOM_DEFAULT = Cmdline_fov = fov_arg.get_float();
}
if( clip_dist_arg.found() ) {
@@ -2030,11 +1993,15 @@ bool SetCmdlineParams()
Cmdline_orb_radar = 1;
}
// TBP warp effects -Et1
if( tbp.found() )
{
Cmdline_tbp = 1;
}
// TBP warp effects -Et1
// Chief1983 - Add 3d shockwave, ship choice 3d and weapon choice 3d if TBP is checked
if( tbp.found() )
{
Cmdline_tbp = 1;
Cmdline_enable_3d_shockwave = 1;
Cmdline_ship_choice_3d = 1;
Cmdline_weapon_choice_3d = 1;
}
if ( use_3dwarp.found() ) {
Cmdline_3dwarp = 1;
@@ -2070,7 +2037,7 @@ bool SetCmdlineParams()
if ( spec_arg.found() )
{
Cmdline_nospec = 0;
Cmdline_spec = 1;
}
if ( htl_arg.found() )
@@ -2095,11 +2062,24 @@ bool SetCmdlineParams()
}
#endif
if ( normal_arg.found() ) {
Cmdline_normal = 1;
// height maps are only used if normal maps are
if ( height_arg.found() ) {
Cmdline_height = 1;
}
}
if ( noglsl_arg.found() ) {
Cmdline_noglsl = 1;
}
if ( img2dds_arg.found() )
Cmdline_img2dds = 1;
if ( glow_arg.found() )
Cmdline_noglow = 0;
Cmdline_glow = 1;
if ( query_speech_arg.found() )
Cmdline_query_speech = 1;
@@ -2107,6 +2087,9 @@ bool SetCmdlineParams()
if ( ship_choice_3d_arg.found() )
Cmdline_ship_choice_3d = 1;
if ( weapon_choice_3d_arg.found() )
Cmdline_weapon_choice_3d = 1;
if ( show_mem_usage_arg.found() )
Cmdline_show_mem_usage = 1;
@@ -2170,90 +2153,7 @@ bool SetCmdlineParams()
Output_scripting_meta = true;
if (output_sexp_arg.found() ) {
extern int Num_op_menus;
extern int Num_submenus;
FILE *fp = fopen("sexps.html","w");
if(fp == NULL)
{
MessageBox(NULL,"Error creating SEXP operator list", "Error", MB_OK);
return false;
}
//Header
fprintf(fp, "<html>\n<head>\n\t<title>SEXP Output: %d.%d.%d</title>\n</head>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD);
fputs("<body>", fp);
fprintf(fp,"\t<h1>Sexp Output - Build %d.%d.%d</h1>\n", FS_VERSION_MAJOR, FS_VERSION_MINOR, FS_VERSION_BUILD);
std::vector<int> done_sexp_ids;
int x,y,z;
//Output an overview
fputs("<dl>", fp);
for(x = 0; x < Num_op_menus; x++)
{
fprintf(fp, "<dt><a href=\"#%d\">%s</a></dt>", (op_menu[x].id & OP_CATEGORY_MASK), op_menu[x].name);
for(y = 0; y < Num_submenus; y++)
{
if(((op_submenu[y].id & OP_CATEGORY_MASK) == op_menu[x].id))
{
fprintf(fp, "<dd><a href=\"#%d\">%s</a></dd>", op_submenu[y].id & (OP_CATEGORY_MASK | SUBCATEGORY_MASK), op_submenu[y].name);
}
}
}
fputs("</dl>", fp);
//Output the full descriptions
fputs("<dl>", fp);
for(x = 0; x < Num_op_menus; x++)
{
fprintf(fp, "<dt id=\"%d\"><h2>%s</h2></dt>\n", (op_menu[x].id & OP_CATEGORY_MASK), op_menu[x].name);
fputs("<dd>", fp);
fputs("<dl>", fp);
for(y = 0; y < Num_submenus; y++)
{
if(((op_submenu[y].id & OP_CATEGORY_MASK) == op_menu[x].id))
{
fprintf(fp, "<dt id=\"%d\"><h3>%s</h3></dt>\n", op_submenu[y].id & (OP_CATEGORY_MASK | SUBCATEGORY_MASK), op_submenu[y].name);
fputs("<dd>", fp);
fputs("<dl>", fp);
for(z = 0; z < Num_operators; z++)
{
if(((Operators[z].value & OP_CATEGORY_MASK) == op_menu[x].id)
&& (get_subcategory(Operators[z].value) != -1)
&& (get_subcategory(Operators[z].value) == op_submenu[y].id))
{
output_sexp_html(z, fp);
}
}
fputs("</dl>", fp);
fputs("</dd>", fp);
}
}
for(z = 0; z < Num_operators; z++)
{
if(((Operators[z].value & OP_CATEGORY_MASK) == op_menu[x].id)
&& (get_subcategory(Operators[z].value) == -1))
{
output_sexp_html(z, fp);
}
}
fputs("</dl>", fp);
fputs("</dd>", fp);
}
for(z = 0; z < Num_operators; z++)
{
if(!(Operators[z].value & OP_CATEGORY_MASK))
{
output_sexp_html(z, fp);
}
}
fputs("</dl>", fp);
fputs("</body>\n</html>\n", fp);
fclose(fp);
return false;
output_sexps("sexps.html");
}
Cmdline_d3d_lesstmem = !d3d_lesstmem_arg.found();
@@ -2268,10 +2168,6 @@ bool SetCmdlineParams()
Cmdline_snd_preload = 1;
}
if ( alpha_env.found() ) {
Cmdline_alpha_env = 1;
}
if ( env.found() ) {
Cmdline_env = 1;
}
@@ -2324,6 +2220,16 @@ bool SetCmdlineParams()
Cmdline_ogl_spec = 128.0f;
}
if ( glow_factor_arg.found() )
{
Cmdline_glow_factor = glow_factor_arg.get_float();
if (Cmdline_glow_factor < 0.0f)
{
Cmdline_glow_factor = 0.0f;
}
}
if ( rearm_timer_arg.found() )
Cmdline_rearm_timer = 1;
@@ -2339,6 +2245,16 @@ bool SetCmdlineParams()
if ( verify_vps_arg.found() )
Cmdline_verify_vps = 1;
if ( atiswap_arg.found() )
{
Cmdline_ati_color_swap = 1;
}
if ( enable_3d_shockwave_arg.found() )
{
Cmdline_enable_3d_shockwave = 1;
}
return true;
}
+10 -6
View File
@@ -647,21 +647,23 @@ extern double specular_exponent_value;
extern float Cmdline_clip_dist;
extern float Cmdline_fov;
extern float Cmdline_ogl_spec;
extern float Cmdline_glow_factor;
extern float static_light_factor;
extern float static_point_factor;
extern float static_tube_factor;
extern int Cmdline_2d_poof;
extern int Cmdline_alpha_env;
extern int Cmdline_ambient_factor;
extern int Cmdline_cell;
extern int Cmdline_decals;
extern int Cmdline_env;
extern int Cmdline_mipmap;
extern int Cmdline_missile_lighting;
extern int Cmdline_noglow;
extern int Cmdline_glow;
extern int Cmdline_nomotiondebris;
extern int Cmdline_noscalevid; // disables fit-to-window for movies - taylor
extern int Cmdline_nospec;
extern int Cmdline_spec;
extern int Cmdline_normal;
extern int Cmdline_height;
extern int Cmdline_enable_3d_shockwave;
// Game Speed related
extern int Cmdline_cache_bitmaps;
@@ -679,6 +681,7 @@ extern int Cmdline_targetinfo;
// Gameplay related
extern int Cmdline_3dwarp;
extern int Cmdline_ship_choice_3d;
extern int Cmdline_weapon_choice_3d;
extern int Cmdline_warp_flash;
extern int Cmdline_autopilot_interruptable;
@@ -702,7 +705,6 @@ extern int Cmdline_objupd;
// Troubleshooting
extern int Cmdline_d3d_lesstmem;
extern int Cmdline_FRED2_htl;
extern int Cmdline_load_all_weapons;
extern int Cmdline_nohtl;
extern int Cmdline_noibx;
@@ -711,7 +713,8 @@ extern int Cmdline_no_set_gamma;
extern int Cmdline_novbo;
extern int Cmdline_safeloading;
extern int Cmdline_no_fbo;
extern int Cmdline_verify_vps;
extern int Cmdline_noglsl;
extern int Cmdline_ati_color_swap;
// Developer/Testing related
extern char *Cmdline_start_mission;
@@ -725,6 +728,7 @@ extern int Cmdline_show_stats;
extern int Cmdline_timerbar;
extern int Cmdline_save_render_targets;
extern int Cmdline_debug_window;
extern int Cmdline_verify_vps;
#ifdef SCP_UNIX
extern int Cmdline_no_grab;
#endif
+5 -3
View File
@@ -887,8 +887,10 @@ char *textify_scancode(int code)
if (code < 0)
return "None";
int keycode = code & KEY_MASK;
*text = 0;
if (code & KEY_ALTED) {
if (code & KEY_ALTED && !(keycode == KEY_LALT || keycode == KEY_RALT)) {
if(Lcl_gr){
strcat(text, "Alt-");
} else if(Lcl_fr){
@@ -898,7 +900,7 @@ char *textify_scancode(int code)
}
}
if (code & KEY_SHIFTED) {
if (code & KEY_SHIFTED && !(keycode == KEY_LSHIFT || keycode == KEY_RSHIFT)) {
if(Lcl_gr){
strcat(text, "Shift-");
} else if(Lcl_fr){
@@ -908,7 +910,7 @@ char *textify_scancode(int code)
}
}
strcat(text, Scan_code_text[code & KEY_MASK]);
strcat(text, Scan_code_text[keycode]);
return text;
}
//XSTR:ON
+42 -22
View File
@@ -267,15 +267,23 @@ char *Cutscene_mask_name[GR_NUM_RESOLUTIONS] = {
"2_ViewFootage-m"
};
int Num_cutscenes;
using std::vector;
size_t Num_cutscenes;
int Cutscenes_viewable;
int Description_index;
cutscene_info Cutscenes[MAX_CUTSCENES];
vector<cutscene_info> Cutscenes;
//extern int All_movies_enabled; // If set, all movies may be viewed. Keyed off cheat code.
void cutscene_close(){
for(int i = 0; i<MAX_CUTSCENES; i++)
if(Cutscenes[i].description)vm_free(Cutscenes[i].description);
void cutscene_close()
{
for(size_t i = 0; i < Num_cutscenes; i++)
{
if(Cutscenes[i].description)
{
vm_free(Cutscenes[i].description);
}
}
}
// initialization stuff for cutscenes
@@ -284,6 +292,7 @@ void cutscene_init()
atexit(cutscene_close);
char buf[MULTITEXT_LENGTH];
int rval;
cutscene_info cutinfo;
// open localization
lcl_ext_open();
@@ -294,28 +303,35 @@ void cutscene_init()
return;
}
read_file_text("cutscenes.tbl");
read_file_text("cutscenes.tbl", CF_TYPE_TABLES);
reset_parse();
// parse in all the cutscenes
Num_cutscenes = 0;
skip_to_string("#Cutscenes");
ignore_white_space();
while ( required_string_either("#End", "$Filename:") ) {
Assert ( Num_cutscenes < MAX_CUTSCENES );
while ( required_string_either("#End", "$Filename:") )
{
memset(&cutinfo, 0, sizeof(cutscene_info));
required_string("$Filename:");
stuff_string( Cutscenes[Num_cutscenes].filename, F_PATHNAME, MAX_FILENAME_LEN );
stuff_string( cutinfo.filename, F_PATHNAME, MAX_FILENAME_LEN );
required_string("$Name:");
stuff_string( Cutscenes[Num_cutscenes].name, F_NAME, NAME_LENGTH );
stuff_string( cutinfo.name, F_NAME, NAME_LENGTH );
required_string("$Description:");
stuff_string(buf, F_MULTITEXT, sizeof(buf));
drop_white_space(buf);
compact_multitext_string(buf);
Cutscenes[Num_cutscenes].description = vm_strdup(buf);
required_string("$cd:");
stuff_int( &Cutscenes[Num_cutscenes].cd );
cutinfo.description = vm_strdup(buf);
Num_cutscenes++;
required_string("$cd:");
stuff_int( &cutinfo.cd );
Cutscenes.push_back(cutinfo);
Num_cutscenes++;
}
required_string("#End");
@@ -333,7 +349,7 @@ int cutscenes_get_cd_num( char *filename )
#if defined(OEM_BUILD)
return 0; // only 1 cd for OEM
#else
int i;
size_t i;
for (i = 0; i < Num_cutscenes; i++ ) {
if ( !stricmp(Cutscenes[i].filename, filename) ) {
@@ -348,7 +364,7 @@ int cutscenes_get_cd_num( char *filename )
// marks a cutscene as viewable
void cutscene_mark_viewable(char *filename)
{
int i;
size_t i;
char cut_file[MAX_FILENAME_LEN];
char file[MAX_FILENAME_LEN];
@@ -390,7 +406,7 @@ void cutscene_mark_viewable(char *filename)
#define EXIT_BUTTON 7
static int Num_files;
static int Cutscene_list[MAX_CUTSCENES];
static vector<int> Cutscene_list;
//static int Stats_scroll_offset; // not used - taylor
static int Selected_line = 0; // line that is currently selected for binding
static int Scroll_offset;
@@ -686,6 +702,7 @@ int cutscenes_screen_button_pressed(int n)
void cutscenes_screen_init()
{
int i;
size_t j;
ui_button_info *b;
Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
@@ -730,9 +747,10 @@ void cutscenes_screen_init()
// Cutscenes_viewable = 0xffffffff; // Cheat code enables all movies.
Num_files = 0;
for ( i = 0; i < Num_cutscenes; i++ ) {
if ( Cutscenes_viewable & (1<<i) ) {
Cutscene_list[Num_files] = i;
Cutscene_list.clear();
for ( j = 0; j < Num_cutscenes; j++ ) {
if ( Cutscenes_viewable & (1<<j) ) {
Cutscene_list.push_back((int)j);
Num_files++;
}
}
@@ -749,6 +767,7 @@ void cutscenes_screen_close()
void cutscenes_screen_do_frame()
{
int i, k, y, z;
size_t t;
int font_height = gr_get_font_height();
int select_tease_line = -1;
@@ -792,8 +811,9 @@ void cutscenes_screen_do_frame()
case KEY_CTRLED | KEY_SHIFTED | KEY_S:
{
Num_files = 0;
for (i = 0; i < Num_cutscenes; i++) {
Cutscene_list[Num_files] = i;
Cutscene_list.clear();
for (t = 0; t < Num_cutscenes; t++) {
Cutscene_list.push_back((int)t);
Num_files++;
}
+3 -4
View File
@@ -65,8 +65,7 @@
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#define MAX_CUTSCENES 10
#include <vector>
// this cutscene is always available.
#define INTRO_CUTSCENE_FLAG (1<<0)
@@ -79,8 +78,8 @@ typedef struct cutscene_info
int cd;
} cutscene_info;
extern cutscene_info Cutscenes[MAX_CUTSCENES];
extern int Num_cutscenes;
extern std::vector<cutscene_info> Cutscenes;
extern size_t Num_cutscenes;
extern int Cutscenes_viewable;
// initializa table data
+20 -34
View File
@@ -42,6 +42,7 @@
#include "graphics/gropengl.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropenglstate.h"
#include "globalincs/pstypes.h"
#include "cutscene/mvelib.h"
@@ -529,13 +530,8 @@ int mve_video_createbuf(ubyte minor, ubyte *data)
gl_screenYH = g_screenY + g_height;
gl_screenXW = g_screenX + g_width;
if (GL_texture_target == GL_TEXTURE_RECTANGLE_ARB) {
gl_screenU = (GLfloat)g_width;
gl_screenV = (GLfloat)g_height;
} else {
gl_screenU = i2fl(g_width) / i2fl(wp2);
gl_screenV = i2fl(g_height) / i2fl(hp2);
}
gl_screenU = i2fl(g_width) / i2fl(wp2);
gl_screenV = i2fl(g_height) / i2fl(hp2);
}
}
@@ -620,9 +616,7 @@ void mve_video_display()
}
if (gr_screen.mode == GR_OPENGL) {
glBindTexture(GL_texture_target, GLtex);
glTexSubImage2D(GL_texture_target, 0, 0, 0, g_width, g_height, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, pixelbuf);
glTexSubImage2D(GL_state.Texture.GetTarget(), 0, 0, 0, g_width, g_height, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, pixelbuf);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
@@ -693,10 +687,7 @@ int mve_video_init(ubyte *data)
memset(pixelbuf, 0, g_screenWidth * g_screenHeight * 2);
if (gr_screen.mode == GR_OPENGL) {
// set the appropriate texture target
if ( Is_Extension_Enabled(OGL_ARB_TEXTURE_RECTANGLE) && !Is_Extension_Enabled(OGL_ARB_TEXTURE_NON_POWER_OF_TWO) )
opengl_set_texture_target( GL_TEXTURE_RECTANGLE_ARB );
opengl_set_texture_target(GL_TEXTURE_2D);
opengl_tcache_get_adjusted_texture_size(g_screenWidth, g_screenHeight, &wp2, &hp2);
glGenTextures(1, &GLtex);
@@ -709,25 +700,22 @@ int mve_video_init(ubyte *data)
return 0;
}
// disable everything but what we need
opengl_switch_arb(-1, 0);
opengl_switch_arb(0, 1);
gr_set_lighting(false, false);
glBindTexture(GL_texture_target, GLtex);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glTexParameteri(GL_texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GL_state.Texture.DisableAll();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_texture_target);
GL_state.Texture.Enable(GLtex);
GL_state.SetTextureSource(TEXTURE_SOURCE_DECAL);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
GL_state.Texture.SetWrapS(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapT(GL_CLAMP_TO_EDGE);
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_texture_target, 0, GL_RGB5_A1, wp2, hp2, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
glTexImage2D(GL_state.Texture.GetTarget(), 0, GL_RGB5_A1, wp2, hp2, 0, GL_BGRA_EXT, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
// set our color so that we can make sure that it's correct
glColor3f(1.0f, 1.0f, 1.0f);
@@ -836,12 +824,10 @@ void mve_shutdown()
glPopMatrix();
}
glBindTexture(GL_texture_target, 0);
GL_state.Texture.Disable();
GL_state.Texture.Delete(GLtex);
glDeleteTextures(1, &GLtex);
GLtex = 0;
opengl_switch_arb(-1, 0);
opengl_set_texture_target();
}
if (pixelbuf != NULL) {
+40 -55
View File
@@ -41,6 +41,8 @@
#include "graphics/gropengl.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "graphics/2d.h"
#include "io/key.h"
#include "osapi/osapi.h"
@@ -360,21 +362,8 @@ static void OGG_video_init(theora_info *tinfo)
g_screenHeight = tinfo->frame_height;
pixelbuf = (ubyte *) vm_malloc_q(g_screenWidth * g_screenHeight * 3);
if (pixelbuf == NULL) {
nprintf(("MOVIE", "ERROR: Can't allocate memory for pixelbuf"));
video_inited = 1;
return;
}
memset( pixelbuf, 0, g_screenWidth * g_screenHeight * 3 );
if (gr_screen.mode == GR_OPENGL) {
// set the appropriate texture target
if ( Is_Extension_Enabled(OGL_ARB_TEXTURE_RECTANGLE) && !Is_Extension_Enabled(OGL_ARB_TEXTURE_NON_POWER_OF_TWO) )
opengl_set_texture_target( GL_TEXTURE_RECTANGLE_ARB );
opengl_set_texture_target(GL_TEXTURE_2D);
opengl_tcache_get_adjusted_texture_size(g_screenWidth, g_screenHeight, &wp2, &hp2);
glGenTextures(1, &GLtex);
@@ -387,22 +376,22 @@ static void OGG_video_init(theora_info *tinfo)
return;
}
// disable everything but what we need
opengl_switch_arb(-1, 0);
opengl_switch_arb(0, 1);
gr_set_lighting(false, false);
glBindTexture(GL_texture_target, GLtex);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glTexParameteri(GL_texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GL_state.Texture.DisableAll();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_texture_target);
GL_state.Texture.Enable(GLtex);
GL_state.SetTextureSource(TEXTURE_SOURCE_DECAL);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
GL_state.Texture.SetWrapS(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapT(GL_CLAMP_TO_EDGE);
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_state.Texture.GetTarget(), 0, GL_RGB8, wp2, hp2, 0, GL_BGR, GL_UNSIGNED_BYTE, NULL);
float screen_ratio = (float)gr_screen.max_w / (float)gr_screen.max_h;
float movie_ratio = (float)g_screenWidth / (float)g_screenHeight;
@@ -422,17 +411,19 @@ static void OGG_video_init(theora_info *tinfo)
scale_video = 1;
}
// NOTE: using NULL instead of pixelbuf crashes some drivers, but then so does pixelbuf
glTexImage2D(GL_texture_target, 0, GL_RGB8, wp2, hp2, 0, GL_BGR, GL_UNSIGNED_BYTE, NULL);
// set our color so that we can make sure that it's correct
glColor3f(1.0f, 1.0f, 1.0f);
}
#ifndef NO_DIRECT3D
else if (gr_screen.mode == GR_DIRECT3D) {
// TODO: is there a fast way to do frames in D3D too?
pixelbuf = (ubyte *) vm_malloc_q(g_screenWidth * g_screenHeight * 3);
if (pixelbuf == NULL) {
nprintf(("MOVIE", "ERROR: Can't allocate memory for pixelbuf"));
video_inited = 1;
return;
}
#endif
memset( pixelbuf, 0, g_screenWidth * g_screenHeight * 3 );
if (scale_video) {
g_screenX = ((fl2i(gr_screen.max_w / scale_by + 0.5f) - g_screenWidth) / 2);
@@ -448,13 +439,8 @@ static void OGG_video_init(theora_info *tinfo)
gl_screenYH = g_screenY + g_screenHeight;
gl_screenXW = g_screenX + g_screenWidth;
if (GL_texture_target == GL_TEXTURE_RECTANGLE_ARB) {
gl_screenU = (GLfloat)wp2;
gl_screenV = (GLfloat)hp2;
} else {
gl_screenU = i2fl(g_screenWidth) / i2fl(wp2);
gl_screenV = i2fl(g_screenHeight) / i2fl(hp2);
}
gl_screenU = i2fl(g_screenWidth) / i2fl(wp2);
gl_screenV = i2fl(g_screenHeight) / i2fl(hp2);
}
video_inited = 1;
@@ -462,8 +448,9 @@ static void OGG_video_init(theora_info *tinfo)
static void OGG_video_close()
{
if (!video_inited)
if ( !video_inited ) {
return;
}
if (gr_screen.mode == GR_OPENGL) {
if (scale_video) {
@@ -471,15 +458,13 @@ static void OGG_video_close()
glPopMatrix();
}
opengl_switch_arb(-1, 0);
glBindTexture(GL_texture_target, 0);
GL_state.Texture.Disable();
GL_state.Texture.Delete(GLtex);
glDeleteTextures(1, &GLtex);
GLtex = 0;
opengl_set_texture_target();
glEnable(GL_DEPTH_TEST);
GLtex = 0;
}
if (pixelbuf != NULL) {
@@ -578,9 +563,7 @@ static void OGG_video_draw(theora_state *tstate)
convert_YUV_to_RGB(&yuv);
if (gr_screen.mode == GR_OPENGL) {
glBindTexture(GL_texture_target, GLtex);
glTexSubImage2D(GL_texture_target, 0, 0, 0, g_screenWidth, g_screenHeight, GL_BGR, GL_UNSIGNED_BYTE, pixelbuf);
glTexSubImage2D(GL_state.Texture.GetTarget(), 0, 0, 0, g_screenWidth, g_screenHeight, GL_BGR, GL_UNSIGNED_BYTE, pixelbuf);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
@@ -595,8 +578,6 @@ static void OGG_video_draw(theora_state *tstate)
glTexCoord2f(gl_screenU, 0);
glVertex2i(gl_screenXW, g_screenY);
glEnd();
} else {
// TODO: FIXME!!!
}
gr_flip();
@@ -801,7 +782,7 @@ THEORAFILE *theora_open(char *filename)
if ( ogg_sync_pageout(&movie->osyncstate, &movie->opage) > 0 ) {
OGG_queue_page(movie); // demux into the appropriate stream
} else {
int ret = OGG_buffer_data(movie); // someone needs more data
ret = OGG_buffer_data(movie); // someone needs more data
if ( ret == 0 ) {
mprintf(("Theora ERROR: End of file while searching for codec headers in '%s'!\n", lower_name));
@@ -851,6 +832,10 @@ void theora_play(THEORAFILE *movie)
if ( (movie == NULL) || !movie->theora_p )
return;
// only OGL is supported
if (gr_screen.mode != GR_OPENGL)
return;
// open audio
if (movie->vorbis_p)
OGG_audio_init(&movie->vinfo);
+74 -63
View File
@@ -346,6 +346,7 @@
#include "io/timer.h"
#include "species_defs/species_defs.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "radar/radarsetup.h"
#include "network/multi.h"
#include "network/multimsgs.h"
@@ -394,8 +395,11 @@ static void debris_start_death_roll(object *debris_obj, debris *debris_p)
if( MULTIPLAYER_MASTER )
send_debris_update_packet(debris_obj,DEBRIS_UPDATE_NUKE);
int fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
fireball_create( &debris_obj->pos, fireball_type, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
int fireball_type = fireball_ship_explosion_type(&Ship_info[debris_p->ship_info_index]);
if(fireball_type < 0) {
fireball_type = FIREBALL_EXPLOSION_LARGE1 + rand()%FIREBALL_NUM_LARGE_EXPLOSIONS;
}
fireball_create( &debris_obj->pos, fireball_type, FIREBALL_LARGE_EXPLOSION, OBJ_INDEX(debris_obj), debris_obj->radius*1.75f);
// only play debris destroy sound if hull piece and it has been around for at least 2 seconds
if ( Missiontime > debris_p->time_started + 2*F1_0 ) {
@@ -490,14 +494,18 @@ void debris_render(object * obj)
Assert(db->flags & DEBRIS_USED);
texture_info *tbase = NULL;
// Swap in a different texture depending on the species
if (db->species >= 0)
{
pm = model_get( db->model_num );
if ( pm && (pm->n_textures == 1) ) {
swapped = pm->maps[0].base_map.texture;
pm->maps[0].base_map.texture = Species_info[db->species].debris_texture.bitmap_id;
//WMC - Someday, we should have glowing debris.
if ( pm != NULL && (pm->n_textures == 1) ) {
tbase = &pm->maps[0].textures[TM_BASE_TYPE];
swapped = tbase->GetTexture();
tbase->SetTexture(Species_info[db->species].debris_texture.bitmap_id);
}
}
@@ -520,8 +528,8 @@ void debris_render(object * obj)
submodel_render( db->model_num, db->submodel_num, &obj->orient, &obj->pos, MR_NO_LIGHTING );
}
if ((swapped!=-1) && pm) {
pm->maps[0].base_map.texture = swapped;
if (tbase != NULL && (swapped!=-1) && pm) {
tbase->SetTexture(swapped);
}
}
@@ -570,7 +578,7 @@ void maybe_delete_debris(debris *db)
{
object *objp;
if (timestamp_elapsed(db->next_distance_check)) {
if (timestamp_elapsed(db->next_distance_check) && timestamp_elapsed(db->must_survive_until)) {
if (!(Game_mode & GM_MULTIPLAYER)) { // In single player game, just check against player.
if (vm_vec_dist_quick(&Player_obj->pos, &Objects[db->objnum].pos) > MAX_DEBRIS_DIST)
db->lifeleft = 0.1f;
@@ -787,12 +795,15 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
debris *db;
polymodel *pm;
int vaporize;
physics_info *pi = NULL;
ship_info *sip = NULL;
parent_objnum = OBJ_INDEX(source_obj);
Assert( (source_obj->type == OBJ_SHIP ) || (source_obj->type == OBJ_GHOST));
Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
shipp = &Ships[source_obj->instance];
sip = &Ship_info[shipp->ship_info_index];
vaporize = (shipp->flags &SF_VAPORIZE);
if ( !hull_flag ) {
@@ -832,14 +843,45 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
db = &Debris[n];
// Create Debris piece n!
if ( hull_flag ) {
if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
db->lifeleft = 2.0f * ((float) myrand()/(float) RAND_MAX) + 0.5f;
else
db->lifeleft = -1.0f; // large hull pieces stay around forever
} else {
db->lifeleft = (i2fl(myrand())/i2fl(RAND_MAX))*2.0f+0.1f;
//WMC - We must survive until now, at least.
db->must_survive_until = timestamp();
if(hull_flag && sip->debris_min_lifetime >= 0.0f && sip->debris_max_lifetime >= 0.0f)
{
db->lifeleft = (( sip->debris_max_lifetime - sip->debris_min_lifetime ) * frand()) + sip->debris_min_lifetime;
}
else
{
// Create Debris piece n!
if ( hull_flag ) {
if (rand() < RAND_MAX/6) // Make some pieces blow up shortly after explosion.
db->lifeleft = 2.0f * ((float) myrand()/(float) RAND_MAX) + 0.5f;
else
db->lifeleft = -1.0f; // large hull pieces stay around forever
} else {
db->lifeleft = (i2fl(myrand())/i2fl(RAND_MAX))*2.0f+0.1f;
}
}
//WMC - Oh noes, we may need to change lifeleft
if(hull_flag)
{
if(sip->debris_min_lifetime >= 0.0f && sip->debris_max_lifetime >= 0.0f)
{
db->must_survive_until = timestamp(fl2i(sip->debris_min_lifetime * 1000.0f));
db->lifeleft = (( sip->debris_max_lifetime - sip->debris_min_lifetime ) * frand()) + sip->debris_min_lifetime;
}
else if(sip->debris_min_lifetime >= 0.0f)
{
db->must_survive_until = timestamp(fl2i(sip->debris_min_lifetime * 1000.0f));
if(db->lifeleft < sip->debris_min_lifetime)
db->lifeleft = sip->debris_min_lifetime;
}
else if(sip->debris_max_lifetime >= 0.0f)
{
if(db->lifeleft > sip->debris_max_lifetime)
db->lifeleft = sip->debris_max_lifetime;
}
}
// increase lifetime for vaporized debris
@@ -856,6 +898,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
db->time_started = Missiontime;
db->species = Ship_info[shipp->ship_info_index].species;
db->next_distance_check = (myrand() % 2000) + 4*DEBRIS_DISTANCE_CHECK_TIME;
db->parent_alt_name = shipp->alt_type_index;
for (i=0; i<MAX_DEBRIS_ARCS; i++ ) {
db->arc_timestamp[i] = timestamp(-1);
@@ -903,6 +946,7 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
db->objnum = objnum;
obj = &Objects[objnum];
pi = &obj->phys_info;
// assign the network signature. The signature will be 0 for non-hull pieces, but since that
// is our invalid signature, it should be okay.
@@ -984,44 +1028,6 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
vm_vec_add (&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel);
vm_vec_add2(&obj->phys_info.vel, &vel_from_rotvel);
#ifdef DEBRIS_SPEED_DEBUG
// check that debris is not created with too high a velocity
if (hull_flag)
{
int ship_type = Ship_info[Ships[source_obj->instance].ship_info_index].class_type;
if(ship_type > -1)
{
if(vm_vec_mag_squared(&obj->phys_info.vel) > Ship_types[ship_type].debris_max_speed) {
float scale = Ship_types[ship_type].debris_max_speed / vm_vec_mag(&obj->phys_info.vel);
vm_vec_scale(&obj->phys_info.vel, scale);
}
}
/*
if (ship_info_flag & (SIF_SMALL_SHIP | SIF_NOT_FLYABLE | SIF_HARMLESS))
{
if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_SMALL_DEBRIS*MAX_SPEED_SMALL_DEBRIS) {
float scale = MAX_SPEED_SMALL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
vm_vec_scale(&obj->phys_info.vel, scale);
}
} else if (ship_info_flag & SIF_BIG_SHIP) {
if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_BIG_DEBRIS*MAX_SPEED_BIG_DEBRIS) {
float scale = MAX_SPEED_BIG_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
vm_vec_scale(&obj->phys_info.vel, scale);
}
} else if (ship_info_flag & SIF_HUGE_SHIP) {
if (vm_vec_mag_squared(&obj->phys_info.vel) > MAX_SPEED_CAPITAL_DEBRIS*MAX_SPEED_CAPITAL_DEBRIS) {
float scale = MAX_SPEED_CAPITAL_DEBRIS / vm_vec_mag(&obj->phys_info.vel);
vm_vec_scale(&obj->phys_info.vel, scale);
}
*/
}
else
{
Warning(LOCATION, "Ship does not have a type!");
}
}
#endif
// vm_vec_scale_add(&obj->phys_info.vel, &radial_vel, &source_obj->phys_info.vel, frand()/2.0f + 0.5f);
// nprintf(("Andsager","object vel from rotvel: %0.2f, %0.2f, %0.2f\n",vel_from_rotvel.x, vel_from_rotvel.y, vel_from_rotvel.z));
@@ -1035,26 +1041,31 @@ object *debris_create(object *source_obj, int model_num, int submodel_num, vec3d
vm_vec_rand_vec_quick(&rotvel);
vm_vec_scale(&rotvel, scale);
obj->phys_info.flags |= PF_DEAD_DAMP;
obj->phys_info.rotvel = rotvel;
pi->flags |= PF_DEAD_DAMP;
pi->rotvel = rotvel;
check_rotvel_limit( &obj->phys_info );
// check that debris is not created with too high a velocity
if (hull_flag)
{
shipfx_debris_limit_speed(db, shipp);
}
// blow out his reverse thrusters. Or drag, same thing.
obj->phys_info.rotdamp = 10000.0f;
obj->phys_info.side_slip_time_const = 10000.0f;
obj->phys_info.flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
pi->rotdamp = 10000.0f;
pi->side_slip_time_const = 10000.0f;
pi->flags |= (PF_REDUCED_DAMP | PF_DEAD_DAMP); // set damping equal for all axis and not changable
vm_vec_zero(&obj->phys_info.max_vel); // make so he can't turn on his own VOLITION anymore.
vm_vec_zero(&obj->phys_info.max_rotvel); // make so he can't change speed on his own VOLITION anymore.
vm_vec_zero(&pi->max_vel); // make so he can't turn on his own VOLITION anymore.
vm_vec_zero(&pi->max_rotvel); // make so he can't change speed on his own VOLITION anymore.
// ensure vel is valid
Assert( !vm_is_vec_nan(&obj->phys_info.vel) );
// if ( hull_flag ) {
// vm_vec_zero(&obj->phys_info.vel);
// vm_vec_zero(&obj->phys_info.rotvel);
// vm_vec_zero(&pi->vel);
// vm_vec_zero(&pi->rotvel);
// }
return obj;
+2
View File
@@ -173,6 +173,7 @@ typedef struct debris {
int team; // Team of the ship where the debris came from
int objnum; // What object this is linked to
float lifeleft; // When 0 or less object dies
int must_survive_until; //WMC - timestamp of earliest point that it can be murthered.
int model_num; // What model this uses
int submodel_num; // What submodel this uses
int next_fireball; // When to start a fireball
@@ -186,6 +187,7 @@ typedef struct debris {
vec3d arc_pts[MAX_DEBRIS_ARCS][2]; // The endpoints of each arc
int arc_timestamp[MAX_DEBRIS_ARCS]; // When this times out, the spark goes away. -1 is not used
int arc_frequency; // Starts at 0, gets bigger
char parent_alt_name;
} debris;
+78 -63
View File
@@ -514,8 +514,12 @@ fireball Fireballs[MAX_FIREBALLS];
fireball_info Fireball_info[MAX_FIREBALL_TYPES];
int fireball_used[MAX_FIREBALL_TYPES];
int Num_fireballs = 0;
int Num_fireball_types = 0;
int fireballs_inited = 0;
int Warp_glow_bitmap = -1;
@@ -538,7 +542,9 @@ void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
sound_index = SND_WARP_IN;
if((ship_class >= 0) && (ship_class < Num_ship_classes)){
if(fb->warp_open_sound_index > -1) {
sound_index = fb->warp_open_sound_index;
} else if((ship_class >= 0) && (ship_class < Num_ship_classes)){
if ( Ship_info[ship_class].flags & SIF_HUGE_SHIP ) {
sound_index = SND_CAPITAL_WARP_IN;
fb->flags |= FBF_WARP_CAPITAL_SIZE;
@@ -547,10 +553,6 @@ void fireball_play_warphole_open_sound(int ship_class, fireball *fb)
fb->flags |= FBF_WARP_CRUISER_SIZE;
}
}
else
{
sound_index = fb->warp_open_sound_index;
}
snd_play_3d(&Snds[sound_index], &fireball_objp->pos, &Eye_position, fireball_objp->radius, NULL, 0, 1.0f, SND_PRIORITY_DOUBLE_INSTANCE, NULL, range_multiplier); // play warp sound effect
}
@@ -566,10 +568,10 @@ void fireball_play_warphole_close_sound(fireball *fb)
sound_index = SND_WARP_OUT;
if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
sound_index = SND_CAPITAL_WARP_OUT;
} else if ( fb->flags & FBF_WARP_VIA_SEXP ) {
if ( fb->warp_close_sound_index > -1 ) {
sound_index = fb->warp_close_sound_index;
} else if ( fb->flags & FBF_WARP_CAPITAL_SIZE ) {
sound_index = SND_CAPITAL_WARP_OUT;
} else {
// AL 27-3-98: Decided that warphole closing is only required for capital ship sized warp effects.
return;
@@ -594,14 +596,14 @@ static void fireball_set_default_color(int idx)
Fireball_info[idx].exp_color[2] = 0.125f;
break;
case FIREBALL_WARP_EFFECT:
case FIREBALL_WARP:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 0.75f;
Fireball_info[idx].exp_color[2] = 1.0f;
break;
case FIREBALL_KNOSSOS_EFFECT:
case FIREBALL_KNOSSOS:
Fireball_info[idx].exp_color[0] = 0.75f;
Fireball_info[idx].exp_color[1] = 1.0f;
Fireball_info[idx].exp_color[2] = 0.75f;
@@ -631,7 +633,7 @@ void parse_fireball_tbl(char *filename)
return;
}
read_file_text(filename);
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
required_string("#Start");
@@ -650,16 +652,18 @@ void parse_fireball_tbl(char *filename)
if (optional_string("+Explosion_Medium")) {
lod_check.override = FIREBALL_EXPLOSION_MEDIUM;
} else if (optional_string("+Warp_Effect")) {
lod_check.override = FIREBALL_WARP_EFFECT;
lod_check.override = FIREBALL_WARP;
} else if (optional_string("+Knossos_Effect")) {
lod_check.override = FIREBALL_KNOSSOS_EFFECT;
lod_check.override = FIREBALL_KNOSSOS;
} else if (optional_string("+Asteroid")) {
lod_check.override = FIREBALL_ASTEROID;
} else if (optional_string("+Explosion_Large1")) {
lod_check.override = FIREBALL_EXPLOSION_LARGE1;
} else {
required_string("+Explosion_Large2");
} else if (optional_string("+Explosion_Large2")){
lod_check.override = FIREBALL_EXPLOSION_LARGE2;
} else {
required_string("+Custom_Fireball");
stuff_int(&lod_check.override);
}
}
@@ -721,6 +725,7 @@ void fireball_parse_tbl()
if ( (i < MAX_FIREBALL_TYPES) && (LOD_checker[i].override < 0) ) {
strcpy( Fireball_info[i].lod[0].filename, LOD_checker[i].filename );
Fireball_info[i].lod_count = LOD_checker[i].num_lods;
Num_fireball_types++;
if (LOD_color[i].alpha == 255) {
Fireball_info[i].exp_color[0] = (LOD_color[i].red / 255.0f);
@@ -736,7 +741,7 @@ void fireball_parse_tbl()
// this handles (and should only have to handle) TBM related entries
for (i = 0; i < (int)LOD_checker.size(); i++) {
// try entry replacement
if ( (LOD_checker[i].override >= 0) && (LOD_checker[i].override < MAX_FIREBALL_TYPES) ) {
if ( (LOD_checker[i].override >= 0) && (LOD_checker[i].override < Num_fireball_types) ) {
strcpy( Fireball_info[LOD_checker[i].override].lod[0].filename, LOD_checker[i].filename );
Fireball_info[LOD_checker[i].override].lod_count = LOD_checker[i].num_lods;
@@ -751,7 +756,7 @@ void fireball_parse_tbl()
}
// fill in extra LOD filenames
for (i = 0; i < MAX_FIREBALL_TYPES; i++) {
for (i = 0; i < Num_fireball_types; i++) {
for (j = 1; j < Fireball_info[i].lod_count; j++) {
sprintf( Fireball_info[i].lod[j].filename, "%s_%d", Fireball_info[i].lod[0].filename, j);
}
@@ -767,12 +772,12 @@ void fireball_load_data()
int i, idx;
fireball_info *fd;
for ( i = 0; i < MAX_FIREBALL_TYPES; i++ ) {
for ( i = 0; i < Num_fireball_types; i++ ) {
fd = &Fireball_info[i];
for(idx=0; idx<fd->lod_count; idx++){
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP_EFFECT) && (idx > MAX_WARP_LOD) )
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
fd->lod[idx].bitmap_id = bm_load_animation( fd->lod[idx].filename, &fd->lod[idx].num_frames, &fd->lod[idx].fps, 1 );
@@ -868,29 +873,20 @@ void fireball_render(object * obj)
g3_transfer_vertex(&p, &obj->pos);
}
switch( fb->fireball_info_index ) {
case FIREBALL_EXPLOSION_MEDIUM:
switch( fb->fireball_render_type ) {
case FIREBALL_MEDIUM_EXPLOSION:
gr_set_bitmap(Fireballs[num].current_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.3f );
g3_draw_bitmap(&p, fb->orient, obj->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT );
break;
case FIREBALL_EXPLOSION_LARGE1:
case FIREBALL_EXPLOSION_LARGE2:
// case FIREBALL_EXPLOSION_LARGE3:
/*
if (!tcache_hit(Fireballs[num].current_bitmap)) {
// if we're over 200k exp vram upload this frame, change to lower lod
}*/
case FIREBALL_ASTEROID:
case FIREBALL_LARGE_EXPLOSION:
// Make the big explosions rotate with the viewer.
gr_set_bitmap(Fireballs[num].current_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.3f );
g3_draw_rotated_bitmap(&p, (i2fl(fb->orient)*PI)/180.0f, obj->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
break;
case FIREBALL_WARP_EFFECT:
case FIREBALL_KNOSSOS_EFFECT: {
case FIREBALL_WARP_EFFECT: {
float percent_life = fb->time_elapsed / fb->total_time;
@@ -982,7 +978,7 @@ void fireball_set_framenum(int num)
return;
}
if ( fb->fireball_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT ) {
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
float total_time = i2fl(fl->num_frames) / fl->fps; // in seconds
framenum = fl2i(fb->time_elapsed * fl->num_frames / total_time + 0.5);
@@ -1025,10 +1021,10 @@ int fireball_is_perishable(object * obj)
fb = &Fireballs[num];
if ( fb->fireball_info_index == FIREBALL_EXPLOSION_MEDIUM )
if ( fb->fireball_render_type == FIREBALL_MEDIUM_EXPLOSION )
return 1;
if ( !((fb->fireball_info_index == FIREBALL_WARP_EFFECT) || (fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT)) ) {
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT) ) {
if ( !(obj->flags & OF_WAS_RENDERED)) {
return 1;
}
@@ -1091,7 +1087,7 @@ int fireball_is_warp(object * obj)
fb = &Fireballs[num];
if ( fb->fireball_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT)
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT)
return 1;
return 0;
@@ -1103,7 +1099,7 @@ void fireball_maybe_play_warp_close_sound(fireball *fb)
float life_left;
// If not a warphole fireball, do a quick out
if ( !(fb->fireball_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT)) {
if ( !(fb->fireball_render_type == FIREBALL_WARP_EFFECT)) {
return;
}
@@ -1194,14 +1190,13 @@ int fireball_get_lod(vec3d *pos, fireball_info *fd, float size)
}
// start the frame
extern float Viewer_zoom;
extern int G3_count;
if(!G3_count){
g3_start_frame(1);
must_stop = 1;
}
g3_set_view_matrix(&Eye_position, &Eye_matrix, Viewer_zoom);
g3_set_view_matrix(&Eye_position, &Eye_matrix, Eye_fov);
// get extents of the rotated bitmap
g3_rotate_vertex(&v, pos);
@@ -1262,7 +1257,7 @@ int fireball_get_lod(vec3d *pos, fireball_info *fd, float size)
}
// Create a fireball, return object index.
int fireball_create( vec3d * pos, int fireball_type, int parent_obj, float size, int reverse, vec3d *velocity, float warp_lifetime, int ship_class, matrix *orient_override, int low_res, int extra_flags, int warp_open_sound, int warp_close_sound)
int fireball_create( vec3d * pos, int fireball_type, int render_type, int parent_obj, float size, int reverse, vec3d *velocity, float warp_lifetime, int ship_class, matrix *orient_override, int low_res, int extra_flags, int warp_open_sound, int warp_close_sound)
{
int n, objnum, fb_lod;
object *obj;
@@ -1271,7 +1266,7 @@ int fireball_create( vec3d * pos, int fireball_type, int parent_obj, float size,
fireball_lod *fl;
Assert( fireball_type > -1 );
Assert( fireball_type < MAX_FIREBALL_TYPES );
Assert( fireball_type < Num_fireball_types );
fd = &Fireball_info[fireball_type];
@@ -1280,7 +1275,7 @@ int fireball_create( vec3d * pos, int fireball_type, int parent_obj, float size,
return -1;
if ( !(Game_detail_flags & DETAIL_FLAG_FIREBALLS) ) {
if ( !((fireball_type == FIREBALL_WARP_EFFECT) || (fireball_type == FIREBALL_KNOSSOS_EFFECT)) ) {
if ( !((fireball_type == FIREBALL_WARP) || (fireball_type == FIREBALL_KNOSSOS)) ) {
return -1;
}
}
@@ -1324,7 +1319,7 @@ int fireball_create( vec3d * pos, int fireball_type, int parent_obj, float size,
}
// if this is a warpout fireball, never go higher than LOD 1
if(fireball_type == FIREBALL_WARP_EFFECT){
if(fireball_type == FIREBALL_WARP){
/*
if(fb_lod > 1){
fb_lod = 1;
@@ -1361,25 +1356,22 @@ int fireball_create( vec3d * pos, int fireball_type, int parent_obj, float size,
obj = &Objects[objnum];
fb->fireball_info_index = fireball_type;
fb->fireball_render_type = render_type;
fb->time_elapsed = 0.0f;
fb->objnum = objnum;
fb->current_bitmap = -1;
switch( fb->fireball_info_index ) {
switch( fb->fireball_render_type ) {
case FIREBALL_EXPLOSION_MEDIUM:
case FIREBALL_MEDIUM_EXPLOSION:
fb->orient = (myrand()>>8) & 7; // 0 - 7
break;
case FIREBALL_EXPLOSION_LARGE1:
case FIREBALL_EXPLOSION_LARGE2:
// case FIREBALL_EXPLOSION_LARGE3:
case FIREBALL_ASTEROID:
case FIREBALL_LARGE_EXPLOSION:
fb->orient = (myrand()>>8) % 360; // 0 - 359
break;
case FIREBALL_WARP_EFFECT:
case FIREBALL_KNOSSOS_EFFECT:
// Play sound effect for warp hole opening up
fireball_play_warphole_open_sound(ship_class, fb);
@@ -1399,7 +1391,7 @@ int fireball_create( vec3d * pos, int fireball_type, int parent_obj, float size,
break;
}
if ( fb->fireball_info_index == FIREBALL_WARP_EFFECT || fb->fireball_info_index == FIREBALL_KNOSSOS_EFFECT ) {
if ( fb->fireball_render_type == FIREBALL_WARP_EFFECT ) {
Assert( warp_lifetime > 4.0f ); // Warp lifetime must be at least 4 seconds!
fb->total_time = warp_lifetime; // in seconds
} else {
@@ -1456,20 +1448,22 @@ void fireballs_page_in()
{
int i, idx;
fireball_info *fd;
for ( i = 0; i < MAX_FIREBALL_TYPES ; i++ ) {
fd = &Fireball_info[i];
// if this is a Knossos ani, only load if Knossos_warp_ani_used is true
if ( (i == FIREBALL_KNOSSOS_EFFECT) && !Knossos_warp_ani_used)
continue;
for ( i = 0; i < Num_fireball_types; i++ ) {
if((i < NUM_DEFAULT_FIREBALLS) || fireball_used[i]){
fd = &Fireball_info[i];
for(idx=0; idx<fd->lod_count; idx++) {
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP_EFFECT) && (idx > MAX_WARP_LOD) )
// if this is a Knossos ani, only load if Knossos_warp_ani_used is true
if ( (i == FIREBALL_KNOSSOS) && !Knossos_warp_ani_used)
continue;
bm_page_in_texture( fd->lod[idx].bitmap_id, fd->lod[idx].num_frames );
for(idx=0; idx<fd->lod_count; idx++) {
// we won't use a warp effect lod greater than MAX_WARP_LOD so don't load it either
if ( (i == FIREBALL_WARP) && (idx > MAX_WARP_LOD) )
continue;
bm_page_in_texture( fd->lod[idx].bitmap_id, fd->lod[idx].num_frames );
}
}
}
@@ -1481,7 +1475,7 @@ void fireball_get_color(int idx, float *red, float *green, float *blue)
{
Assert( red && blue && green );
if ( (idx < 0) || (idx >= MAX_FIREBALL_TYPES) ) {
if ( (idx < 0) || (idx >= Num_fireball_types) ) {
Int3();
*red = 1.0f;
@@ -1497,3 +1491,24 @@ void fireball_get_color(int idx, float *red, float *green, float *blue)
*green = fbi->exp_color[1];
*blue = fbi->exp_color[2];
}
int fireball_ship_explosion_type(ship_info *sip)
{
Assert( sip != NULL );
int index = -1;
int ship_fireballs = (int)sip->explosion_bitmap_anims.size();
int objecttype_fireballs = -1;
if (sip->class_type >= 0) {
objecttype_fireballs = (int)Ship_types[sip->class_type].explosion_bitmap_anims.size();
}
if(ship_fireballs > 0){
index = sip->explosion_bitmap_anims[rand()%ship_fireballs];
} else if(objecttype_fireballs > 0){
index = Ship_types[sip->class_type].explosion_bitmap_anims[rand()%objecttype_fireballs];
}
return index;
}
+19 -6
View File
@@ -222,19 +222,28 @@
#include "globalincs/pstypes.h"
struct object;
struct ship_info;
// these values correspond to the fireball.tbl entries
// values correspond to the fireball render types
#define FIREBALL_MEDIUM_EXPLOSION 0
#define FIREBALL_LARGE_EXPLOSION 1
#define FIREBALL_WARP_EFFECT 2
// these values correspond to the fireball.tbl default entries
#define FIREBALL_EXPLOSION_MEDIUM 0 // Used for the 4 little explosions before a ship explodes
#define FIREBALL_WARP_EFFECT 1 // Used for the warp in / warp out effect
#define FIREBALL_KNOSSOS_EFFECT 2 // Used for the KNOSSOS warp in / warp out effect
#define FIREBALL_WARP 1 // Used for the warp in / warp out effect
#define FIREBALL_KNOSSOS 2 // Used for the KNOSSOS warp in / warp out effect
#define FIREBALL_ASTEROID 3
#define FIREBALL_EXPLOSION_LARGE1 4 // Used for the big explosion when a ship breaks into pieces
#define FIREBALL_EXPLOSION_LARGE2 5 // Used for the big explosion when a ship breaks into pieces
// #define FIREBALL_EXPLOSION_LARGE3 6 // Used for the big explosion when a ship breaks into pieces
#define MAX_FIREBALL_TYPES 6 // How many types there are
#define MAX_FIREBALL_TYPES 32 // The maximum number of fireballs that can be defined
#define NUM_DEFAULT_FIREBALLS 6
#define FIREBALL_NUM_LARGE_EXPLOSIONS 2
extern int fireball_used[MAX_FIREBALL_TYPES];
// all this moved here by Goober5000 because it makes more sense in the H file
typedef struct fireball_lod {
char filename[MAX_FILENAME_LEN];
@@ -259,6 +268,7 @@ typedef struct fireball_info {
typedef struct fireball {
int objnum; // If -1 this object is unused
int fireball_info_index; // Index into Fireball_info array
int fireball_render_type;
int current_bitmap;
int orient; // For fireballs, which orientation. For warps, 0 is warpin, 1 is warpout
int flags; // see #define FBF_*
@@ -279,7 +289,7 @@ void fireball_process_post(object * obj, float frame_time);
// reversed is for warp_in/out effects
// Velocity: If not NULL, the fireball will move at a constant velocity.
// warp_lifetime: If warp_lifetime > 0.0f then makes the explosion loop so it lasts this long. Only works for warp effect
int fireball_create(vec3d *pos, int fireball_type, int parent_obj, float size, int reversed=0, vec3d *velocity=NULL, float warp_lifetime=0.0f, int ship_class=-1, matrix *orient=NULL, int low_res=0, int extra_flags=0, int warp_open_sound=0, int warp_close_sound=0);
int fireball_create(vec3d *pos, int fireball_type, int render_type, int parent_obj, float size, int reversed=0, vec3d *velocity=NULL, float warp_lifetime=0.0f, int ship_class=-1, matrix *orient=NULL, int low_res=0, int extra_flags=0, int warp_open_sound=-1, int warp_close_sound=-1);
void fireball_render_plane(int plane);
void fireball_close();
void fireball_level_close();
@@ -300,6 +310,9 @@ float fireball_lifeleft_percent( object *obj );
// returns the lighting color (in [0...1] range) to use for explosion
void fireball_get_color(int idx, float *red, float *green, float *blue);
// returns the index of the fireball bitmap for this ship. -1 if there is none.
int fireball_ship_explosion_type(ship_info *sip);
// internal function to draw warp grid.
extern void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d = 0 );
+11 -8
View File
@@ -318,7 +318,7 @@ void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_n
if (Warp_glow_bitmap >= 0) {
float r = radius;
bool render_it = (Cmdline_warp_flash == 1);
bool render_it = true;
#define OUT_PERCENT1 0.80f
#define OUT_PERCENT2 0.90f
@@ -326,12 +326,15 @@ void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_n
#define IN_PERCENT1 0.10f
#define IN_PERCENT2 0.20f
if ( (life_percent >= IN_PERCENT1) && (life_percent < IN_PERCENT2) ) {
r *= (life_percent - IN_PERCENT1) / (IN_PERCENT2 - IN_PERCENT1);
render_it = true;
} else if ( (life_percent >= OUT_PERCENT1) && (life_percent < OUT_PERCENT2) ) {
r *= (OUT_PERCENT2 - life_percent) / (OUT_PERCENT2 - OUT_PERCENT1);
render_it = true;
if (Cmdline_warp_flash)
{
if ( (life_percent >= IN_PERCENT1) && (life_percent < IN_PERCENT2) ) {
r *= (life_percent - IN_PERCENT1) / (IN_PERCENT2 - IN_PERCENT1);
//render_it = true;
} else if ( (life_percent >= OUT_PERCENT1) && (life_percent < OUT_PERCENT2) ) {
r *= (OUT_PERCENT2 - life_percent) / (OUT_PERCENT2 - OUT_PERCENT1);
//render_it = true;
}
}
if (render_it) {
@@ -423,7 +426,7 @@ void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_n
gr_set_cull(cull);
}
if (Warp_ball_bitmap > -1) {
if (Warp_ball_bitmap > -1 && Cmdline_warp_flash == 1) {
flash_ball warp_ball(20, .1f,.25f, &vmd_z_vector, &vmd_zero_vector, 4.0f, 0.5f);
float adg = (2.0f * life_percent) - 1.0f;
float pct = (powf(adg, 4.0f) - powf(adg, 128.0f)) * 4.0f;
+13 -1
View File
@@ -564,6 +564,18 @@ void briefing_editor_dlg::update_data(int update)
break;
}
//WMC - Safeguard against broken lines
i = ptr->num_lines;
while(i--)
{
if(ptr->lines[i].start_icon < 0 || ptr->lines[i].end_icon < 0 || ptr->lines[i].start_icon >= ptr->num_icons || ptr->lines[i].end_icon >= ptr->num_icons)
{
ptr->num_lines--;
for(l = i; l < ptr->num_lines; l++)
ptr->lines[l] = ptr->lines[l+1];
}
}
if (m_last_icon >= 0) {
valid = (m_id != ptr->icons[m_last_icon].id);
if (m_id >= 0) {
@@ -1579,4 +1591,4 @@ void briefing_editor_dlg::OnFlipIcon()
// Briefing->stages[m_cur_stage].icons[m_cur_icon].flags &= ~BI_MIRROR_ICON;
update_data(1);
}
}
+2 -1
View File
@@ -48,13 +48,14 @@ void campaign_filelist_box::initialize()
{
int i, z, num_files;
char *mission_filenames[2000];
char mission_filenames_arr[2000][MAX_FILENAME_LEN];
mission a_mission;
ResetContent();
extern int Skip_packfile_search;
Skip_packfile_search = 1;
num_files = cf_get_file_list(2000, mission_filenames, CF_TYPE_MISSIONS, "*.fs2");
num_files = cf_get_file_list_preallocated(2000, mission_filenames_arr, mission_filenames, CF_TYPE_MISSIONS, "*.fs2");
Skip_packfile_search = 0;
i=0;
+1 -1
View File
@@ -561,7 +561,7 @@ int campaign_tree_wnd::fred_check_sexp(int sexp, int type, char *msg, ...)
if (!z)
return 0;
convert_sexp_to_string(sexp, buf2, SEXP_ERROR_CHECK_MODE);
convert_sexp_to_string(sexp, buf2, SEXP_ERROR_CHECK_MODE, 2048);
sprintf(buf3, "Error in %s: %s\n\nIn sexpression: %s\n\n(Error appears to be: %s)",
buf, sexp_error_message(z), buf2, Sexp_nodes[faulty_node].text);
-1
View File
@@ -311,7 +311,6 @@ int Update_window = 1;
HCURSOR h_cursor_move, h_cursor_rotate;
// Goober5000 - needed to restore compatibility with the changes in fs2_open
float VIEWER_ZOOM_DEFAULT = 0.75f;
int Show_cpu = 0;
CWnd *Prev_window;
+824 -1344
View File
File diff suppressed because it is too large. Load diff
+18 -8
View File
@@ -656,6 +656,7 @@ int CFREDDoc::autoload()
cf_create_default_path_string(name, sizeof(name) - 1, CF_TYPE_MISSIONS);
SAFE_STRCAT(name, MISSION_BACKUP_NAME, (sizeof(name) - 1));
strcpy(backup_name, name);
SAFE_STRCAT(name, ".002", (sizeof(name) - 1));
fp = fopen(name, "r");
if (!fp)
@@ -669,7 +670,6 @@ int CFREDDoc::autoload()
r = load_mission(name);
Update_window = 1;
strcpy(backup_name, MISSION_BACKUP_NAME);
len = strlen(backup_name);
strcat(backup_name, ".001");
cf_delete(backup_name, CF_TYPE_MISSIONS);
@@ -771,6 +771,7 @@ int CFREDDoc::load_mission(char *pathname, int flags)
if (stricmp(name, old_name)) { // need to fix name
update_sexp_references(old_name, name);
ai_update_goal_references(REF_TYPE_SHIP, old_name, name);
update_texture_replacements(old_name, name);
for (k=0; k<Num_reinforcements; k++)
if (!stricmp(old_name, Reinforcements[k].name)) {
Assert(strlen(name) < NAME_LENGTH);
@@ -808,15 +809,24 @@ int CFREDDoc::load_mission(char *pathname, int flags)
palette_load_table(name);
#endif
// go through all ships and translate their alternate name indices
// go through all ships and translate their callsign and alternate name indices
objp = GET_FIRST(&obj_used_list);
while (objp != END_OF_LIST(&obj_used_list)) {
// if this is a ship, check it, and mark its possible alternate name down in the auxiliary array
if(((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) && (objp->instance >= 0) && (Ships[objp->instance].alt_type_index >= 0)){
mission_parse_lookup_alt_index(Ships[objp->instance].alt_type_index, Fred_alt_names[objp->instance]);
if (((objp->type == OBJ_SHIP) || (objp->type == OBJ_START)) && (objp->instance >= 0)) {
if (Ships[objp->instance].alt_type_index >= 0) {
mission_parse_lookup_alt_index(Ships[objp->instance].alt_type_index, Fred_alt_names[objp->instance]);
// also zero it
Ships[objp->instance].alt_type_index = -1;
// also zero it
Ships[objp->instance].alt_type_index = -1;
}
if (Ships[objp->instance].callsign_index >= 0) {
mission_parse_lookup_callsign_index(Ships[objp->instance].callsign_index, Fred_callsigns[objp->instance]);
// also zero it
Ships[objp->instance].callsign_index = -1;
}
}
objp = GET_NEXT(objp);
@@ -1206,7 +1216,7 @@ void CFREDDoc::OnFileImportFSM()
*ch = '\0';
// estimate the mission path for FS1
if ((ch = stristr(fs1_mission_path, "FreeSpace2")) >= 0)
if ((ch = stristr(fs1_mission_path, "FreeSpace2")) != NULL)
{
strcpy(ch, "FreeSpace\\Data\\Missions");
}
@@ -1362,7 +1372,7 @@ void CFREDDoc::OnFileImportWeapons()
// set initial path
strcpy(temp, Fred_exe_dir);
if ((ch = stristr(temp, "FreeSpace2")) >= 0)
if ((ch = stristr(temp, "FreeSpace2")) != NULL)
{
strcpy(ch, "FreeSpace\\Data\\Tables");
dlg.m_ofn.lpstrInitialDir = temp;
+14 -7
View File
@@ -1075,9 +1075,9 @@ void render_one_model_nohtl(object *objp)
{
if (Fred_outline) {
model_set_outline_color(Fred_outline >> 16, (Fred_outline >> 8) & 0xff, Fred_outline & 0xff);
model_render(Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos, j | MR_SHOW_OUTLINE, -1, -1, Ships[z].replacement_textures);
model_render(Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos, j | MR_SHOW_OUTLINE, -1, -1, Ships[z].ship_replacement_textures);
} else {
model_render(Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos, j, -1, -1, Ships[z].replacement_textures);
model_render(Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos, j, -1, -1, Ships[z].ship_replacement_textures);
}
}
@@ -1216,7 +1216,7 @@ void render_one_model_htl(object *objp)
}
g3_done_instance(0);
model_render(Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos, j, -1, -1, Ships[z].replacement_textures);
model_render(Ship_info[Ships[z].ship_info_index].model_num, &objp->orient, &objp->pos, j, -1, -1, Ships[z].ship_replacement_textures);
} else {
int r = 0, g = 0, b = 0;
@@ -2342,16 +2342,23 @@ void inc_mission_time()
fix thistime;
thistime = timer_get_fixed_seconds();
if (!lasttime)
if ( !lasttime ) {
Frametime = F1_0 / 30;
else
} else {
Frametime = thistime - lasttime;
}
if (Frametime > MAX_FRAMETIME)
if (Frametime > MAX_FRAMETIME) {
Frametime = MAX_FRAMETIME;
} else if (Frametime < MIN_FRAMETIME) {
if ( !Cmdline_NoFPSCap ) {
thistime = MIN_FRAMETIME - Frametime;
Sleep( DWORD(f2fl(thistime) * 1000.0f) );
thistime = timer_get_fixed_seconds();
}
if (Frametime < MIN_FRAMETIME)
Frametime = MIN_FRAMETIME;
}
Missiontime += Frametime;
lasttime = thistime;
+3 -5
View File
@@ -505,7 +505,7 @@ char **Builtin_mission_names;
char *Game_current_mission_filename;
CFILE *Working_demo;
struct beam_info;
bool cube_map_drawen=false;
bool Env_cubemap_drawn = false;
int Multi_ping_timestamp = -1;
int Sun_drew = 0;
int Networking_disabled = 0;
@@ -651,11 +651,9 @@ int game_cd_changed(void) {return 0;}
int Interface_framerate;
void game_set_view_clip(){}
float Viewer_zoom;
int Warpout_forced = 0;
float Warpout_time;
vec3d Camera_pos;
vec3d Dead_player_last_vel;
int game_start_mission(){return 0;}
int Game_weapons_tbl_valid;
@@ -716,8 +714,8 @@ fix game_get_overall_frametime() { return 0; }
//WMC
void game_level_init(int seed){}
void game_post_level_init(){}
void game_render_frame_setup(vec3d *eye_pos, matrix *eye_orient){}
void game_render_frame(vec3d *eye_pos, matrix *eye_orient){}
camid game_render_frame_setup(){return camid();}
void game_render_frame(camid cid){}
void game_simulation_frame(){}
void game_update_missiontime(){}
void game_render_post_frame(){}
+44 -15
View File
@@ -928,6 +928,8 @@ BEGIN_MESSAGE_MAP(CFREDView, CView)
ON_UPDATE_COMMAND_UI(ID_SHOW_DOCK_POINTS, OnUpdateShowDockPoints)
ON_COMMAND(ID_FORMAT_FS2_OPEN, OnFormatFs2Open)
ON_UPDATE_COMMAND_UI(ID_FORMAT_FS2_OPEN, OnUpdateFormatFs2Open)
ON_COMMAND(ID_FORMAT_FS2_OPEN_COMP, OnFormatFs2OpenComp)
ON_UPDATE_COMMAND_UI(ID_FORMAT_FS2_OPEN_COMP, OnUpdateFormatFs2OpenComp)
ON_COMMAND(ID_FORMAT_FS2_RETAIL, OnFormatFs2Retail)
ON_UPDATE_COMMAND_UI(ID_FORMAT_FS2_RETAIL, OnUpdateFormatFs2Retail)
ON_COMMAND(ID_FORMAT_FS1_RETAIL, OnFormatFs1Retail)
@@ -1828,17 +1830,8 @@ void CFREDView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
if(cy > 0)
{
gr_init_res(GR_640,GR_OPENGL, cx,cy);
glViewport(0, 0, cx, cy);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, gr_screen.max_w, gr_screen.max_h,0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (cy > 0) {
gr_screen_resize(cx, cy);
RedrawWindow();
}
}
@@ -3527,7 +3520,7 @@ int CFREDView::global_error_check()
if ( j == 0 ) {
default_orders = orders;
} else if ( default_orders != orders ) {
if (error("Wing %s has ships with different player orders which\nare ignored. They must all be the same", Wings[i].name ) ){
if (error("%s and %s will accept different orders. All ships in a wing must accept the same Player Orders.", Ships[Wings[i].ship_index[j]].ship_name, Ships[Wings[i].ship_index[0]].ship_name ) ){
return 1;
}
}
@@ -3884,7 +3877,7 @@ int CFREDView::fred_check_sexp(int sexp, int type, char *msg, ...)
if (!z)
return 0;
convert_sexp_to_string(sexp, buf2, SEXP_ERROR_CHECK_MODE);
convert_sexp_to_string(sexp, buf2, SEXP_ERROR_CHECK_MODE, 2048);
sprintf(buf3, "Error in %s: %s\n\nIn sexpression: %s\n(Error appears to be: %s)",
buf, sexp_error_message(z), buf2, Sexp_nodes[faulty_node].text);
@@ -4328,6 +4321,27 @@ void CFREDView::OnRunFreeSpace()
si.cbReserved2 = 0;
si.lpReserved2 = NULL;
// get the filename of the app and replace FRED2_Open with FS2_Open
std::string processed_name(AfxGetApp()->m_pszExeName);
std::string::size_type fred_index = processed_name.find("fred2_open", 0);
// capitalisation!
if (fred_index == std::string::npos) {
fred_index = processed_name.find("Fred2_Open", 0);
}
if (fred_index != std::string::npos) {
// delete the fred2_open and add FS2_Open in its place
processed_name.erase(fred_index, 10);
processed_name.insert(fred_index, "FS2_Open");
processed_name.append(".exe");
//try to start FS2_open
r = CreateProcess(processed_name.c_str(), NULL, NULL, NULL, FALSE, 0, NULL, "./", &si, &pi);
if (r) {
return;
}
}
r = CreateProcess("start_fs2.bat", NULL, NULL, NULL, FALSE, 0, NULL, "./", &si, &pi);
if (!r) {
@@ -5083,7 +5097,7 @@ void CFREDView::OnDumpStats()
void CFREDView::OnFormatFs2Open()
{
Format_fs2_open = 1;
Format_fs2_open = FSO_FORMAT_STANDARD;
Format_fs2_retail = 0;
Format_fs1_retail = 0;
@@ -5093,7 +5107,22 @@ void CFREDView::OnFormatFs2Open()
void CFREDView::OnUpdateFormatFs2Open(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck(Format_fs2_open);
pCmdUI->SetCheck(Format_fs2_open == FSO_FORMAT_STANDARD);
}
void CFREDView::OnFormatFs2OpenComp()
{
Format_fs2_open = FSO_FORMAT_COMPATIBILITY_MODE;
Format_fs2_retail = 0;
Format_fs1_retail = 0;
theApp.write_ini_file();
Update_window = 1;
}
void CFREDView::OnUpdateFormatFs2OpenComp(CCmdUI* pCmdUI)
{
pCmdUI->SetCheck(Format_fs2_open == FSO_FORMAT_COMPATIBILITY_MODE);
}
void CFREDView::OnFormatFs2Retail()
+5
View File
@@ -546,6 +546,8 @@ protected:
afx_msg void OnUpdateShowDockPoints(CCmdUI* pCmdUI);
afx_msg void OnFormatFs2Open();
afx_msg void OnUpdateFormatFs2Open(CCmdUI* pCmdUI);
afx_msg void OnFormatFs2OpenComp();
afx_msg void OnUpdateFormatFs2OpenComp(CCmdUI* pCmdUI);
afx_msg void OnFormatFs2Retail();
afx_msg void OnUpdateFormatFs2Retail(CCmdUI* pCmdUI);
afx_msg void OnFormatFs1Retail();
@@ -612,6 +614,9 @@ extern int Hide_ship_cues, Hide_wing_cues;
extern Marking_box marking_box;
extern object_orient_pos rotation_backup[MAX_OBJECTS];
#define FSO_FORMAT_STANDARD 1
#define FSO_FORMAT_COMPATIBILITY_MODE 2
// Goober5000 (currently, FS1 retail not implemented)
extern int Format_fs2_open;
extern int Format_fs2_retail;
+1 -1
View File
@@ -774,7 +774,7 @@ void initial_status::dock(object *objp, int dockpoint, object *other_objp, int o
dock_function_info dfi;
// do the docking (do it in reverse so that the current object stays put)
ai_dock_with_object(other_objp, other_dockpoint, objp, dockpoint, 89, AIDO_DOCK_NOW);
ai_dock_with_object(other_objp, other_dockpoint, objp, dockpoint, AIDO_DOCK_NOW);
// unmark the handled flag in preparation for the next step
dock_evaluate_all_docked_objects(objp, &dfi, initial_status_unmark_dock_handled_flag);
+21 -4
View File
@@ -609,6 +609,7 @@ char Fred_exe_dir[512] = "";
char Fred_base_dir[512] = "";
char Fred_alt_names[MAX_SHIPS][NAME_LENGTH+1];
char Fred_callsigns[MAX_SHIPS][NAME_LENGTH+1];
// object numbers for ships in a wing.
int wing_objects[MAX_WINGS][MAX_SHIPS_PER_WING];
@@ -804,7 +805,7 @@ void parse_medal_tbl()
void fred_close()
{
if (Fred_texture_replacements != NULL) {
vm_free(Fred_texture_replacements);
delete[] Fred_texture_replacements;
Fred_texture_replacements = NULL;
}
}
@@ -907,7 +908,7 @@ bool fred_init()
Cmdline_window = 1;
DBUGFILE_OUTPUT_0("About to gr_init");
gr_init(GR_640, GR_OPENGL, 32, 640, 480);
gr_init(GR_OPENGL, 640, 480, 32);
Mouse_hidden = 1;
@@ -927,7 +928,8 @@ bool fred_init()
species_init(); // Kazan
// for fred specific replacement texture stuff
Fred_texture_replacements = (texture_replace*) vm_malloc( sizeof(texture_replace) * MAX_SHIPS * MAX_MODEL_TEXTURES );
//Fred_texture_replacements = (texture_replace*) vm_malloc( sizeof(texture_replace) * MAX_SHIPS * MAX_REPLACEMENT_TEXTURES );
Fred_texture_replacements = new texture_replace[MAX_SHIPS*MAX_REPLACEMENT_TEXTURES];
atexit(fred_close);
// Goober5000
@@ -1500,9 +1502,10 @@ void clear_mission()
Player_starts = 0;
Num_teams = 1;
// reset alternate name stuff
// reset alternate name & callsign stuff
for(i=0; i<MAX_SHIPS; i++){
strcpy(Fred_alt_names[i], "");
strcpy(Fred_callsigns[i], "");
}
// set up the default ship types for all teams. For now, this is the same class
@@ -2435,6 +2438,7 @@ int rename_ship(int ship, char *name)
update_sexp_references(Ships[ship].ship_name, name);
ai_update_goal_references(REF_TYPE_SHIP, Ships[ship].ship_name, name);
update_texture_replacements(Ships[ship].ship_name, name);
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(Ships[ship].ship_name, Reinforcements[i].name)) {
strcpy(Reinforcements[i].name, name);
@@ -2455,6 +2459,7 @@ int invalidate_references(char *name, int type)
sprintf(new_name, "<%s>", name);
update_sexp_references(name, new_name);
ai_update_goal_references(type, name, new_name);
update_texture_replacements(name, new_name);
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(name, Reinforcements[i].name)) {
strcpy(Reinforcements[i].name, new_name);
@@ -3211,3 +3216,15 @@ void stuff_special_arrival_anchor_name(char *buf, int anchor_num, int retail_for
// get name
stuff_special_arrival_anchor_name(buf, iff_index, restrict_to_players, retail_format);
}
// Goober5000
void update_texture_replacements(char *old_name, char *new_name)
{
int i;
for (i = 0; i < Fred_num_texture_replacements; i++)
{
if (!stricmp(Fred_texture_replacements[i].ship_name, old_name))
strcpy(Fred_texture_replacements[i].ship_name, new_name);
}
}
+3 -1
View File
@@ -324,8 +324,9 @@ extern int Fred_font;
extern ai_goal_list Ai_goal_list[];
extern int Ai_goal_list_size;
// alternate ship name stuff
// alternate ship name and callsign stuff
extern char Fred_alt_names[MAX_SHIPS][NAME_LENGTH+1];
extern char Fred_callsigns[MAX_SHIPS][NAME_LENGTH+1];
extern int wing_objects[MAX_WINGS][MAX_SHIPS_PER_WING];
@@ -423,5 +424,6 @@ extern int wing_is_player_wing(int wing);
extern void update_custom_wing_indexes();
extern void stuff_special_arrival_anchor_name(char *buf, int iff_index, int restrict_to_players, int retail_format);
extern void stuff_special_arrival_anchor_name(char *buf, int anchor_num, int retail_format);
extern void update_texture_replacements(char *old_name, char *new_name);
#endif
+13 -11
View File
@@ -563,9 +563,9 @@ void CMissionNotesDlg::OnOK()
// set debriefing
if ( m_no_debriefing ) {
The_mission.flags |= MISSION_FLAG_NO_DEBRIEFING;
The_mission.flags |= MISSION_FLAG_TOGGLE_DEBRIEFING;
} else {
The_mission.flags &= ~MISSION_FLAG_NO_DEBRIEFING;
The_mission.flags &= ~MISSION_FLAG_TOGGLE_DEBRIEFING;
}
// set autopilot cinematics
@@ -673,7 +673,7 @@ BOOL CMissionNotesDlg::OnInitDialog()
m_beam_free_all_by_default = (The_mission.flags & MISSION_FLAG_BEAM_FREE_ALL_BY_DEFAULT) ? 1 : 0;
m_player_start_using_ai = (The_mission.flags & MISSION_FLAG_PLAYER_START_AI) ? 1 : 0;
m_no_briefing = (The_mission.flags & MISSION_FLAG_NO_BRIEFING) ? 1 : 0;
m_no_debriefing = (The_mission.flags & MISSION_FLAG_NO_DEBRIEFING) ? 1 : 0;
m_no_debriefing = (The_mission.flags & MISSION_FLAG_TOGGLE_DEBRIEFING) ? 1 : 0;
m_autpilot_cinematics = (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) ? 1 : 0;
m_2d_mission = (The_mission.flags & MISSION_FLAG_2D_MISSION) ? 1 : 0;
m_no_autpilot = (The_mission.flags & MISSION_FLAG_DEACTIVATE_AP) ? 1 : 0;
@@ -838,8 +838,12 @@ void CMissionNotesDlg::set_types()
void CMissionNotesDlg::OnSquadLogo()
{
CString pcx_filename;
int z;
char *Logo_ext = "Image Files (*.dds, *.pcx)|*.dds;*.pcx|"
"DDS Files (*.dds)|*.dds|"
"PCX Files (*.pcx)|*.pcx|"
"All Files (*.*)|*.*|"
"|";
//phreak 05/05/2003
//this needs to be here or else the data in the mission notes dialog will revert
@@ -848,7 +852,7 @@ void CMissionNotesDlg::OnSquadLogo()
// get list of squad images
z = cfile_push_chdir(CF_TYPE_SQUAD_IMAGES);
CFileDialog dlg(TRUE, "pcx", pcx_filename, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, "Pcx Files (*.pcx)|*.pcx");
CFileDialog dlg(TRUE, NULL, NULL, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, Logo_ext);
// if we have a result
if (dlg.DoModal() == IDOK) {
@@ -864,24 +868,23 @@ void CMissionNotesDlg::OnSquadLogo()
}
}
char *Load_screen_ext = "Image Files (*.dds, *.pcx, *.jpg, *.tga)|*.dds;*.pcx;*.jpg;*.tga|"
char *Load_screen_ext = "Image Files (*.dds, *.pcx, *.jpg, *.jpeg, *.tga)|*.dds;*.pcx;*.jpg;*.jpeg;*.tga|"
"DDS Files (*.dds)|*.dds|"
"PCX Files (*.pcx)|*.pcx|"
"JPG Files (*.jpg)|*.jpg|"
"JPG Files (*.jpg; *.jpeg)|*.jpg;*.jpeg|"
"TGA Files (*.tga)|*.tga|"
"All Files (*.*)|*.*|"
"|";
void CMissionNotesDlg::OnLoad1024()
{
CString filename;
int z;
UpdateData(TRUE);
// get list of
z = cfile_push_chdir(CF_TYPE_DATA);
CFileDialog dlg(TRUE, NULL, filename, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, Load_screen_ext);
CFileDialog dlg(TRUE, NULL, NULL, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, Load_screen_ext);
// if we have a result
if (dlg.DoModal() == IDOK) {
@@ -899,14 +902,13 @@ void CMissionNotesDlg::OnLoad1024()
void CMissionNotesDlg::OnLoad640()
{
CString filename;
int z;
UpdateData(TRUE);
// get list of
z = cfile_push_chdir(CF_TYPE_DATA);
CFileDialog dlg(TRUE, NULL, filename, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, Load_screen_ext);
CFileDialog dlg(TRUE, NULL, NULL, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, Load_screen_ext);
// if we have a result
if (dlg.DoModal() == IDOK) {
+208 -169
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File diff suppressed because it is too large. Load diff
+1 -1
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@@ -277,7 +277,7 @@ BOOL CModifyVariableDlg::OnInitDialog()
// initialize list -- Box is set to *not* sort
for (i=0; i<MAX_SEXP_VARIABLES; i++) {
if (Sexp_variables[i].type & SEXP_VARIABLE_SET) {
if ((Sexp_variables[i].type & SEXP_VARIABLE_SET) && !(Sexp_variables[i].type & SEXP_VARIABLE_BLOCK)){
box_index = cbox->AddString(Sexp_variables[i].variable_name);
// check no error
+7 -2
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@@ -633,6 +633,7 @@
#define IDC_OBJECT3 1246
#define IDC_MISSILE1 1246
#define IDC_MESSAGE_TEAM 1246
#define IDC_SHIP_CALLSIGN 1246
#define IDC_COMBO6 1247
#define IDC_BEHAVIOR3 1247
#define IDC_MISSILE2 1247
@@ -769,6 +770,7 @@
#define IDC_LOADING_SCREEN1024 1344
#define IDC_ABBREV_CAMPAIGN 1344
#define IDC_TVT_WING_NAME_1 1344
#define IDC_ASSIST_SCORE 1344
#define IDC_EDIT4 1345
#define IDC_AMMO4 1345
#define IDC_VOICE 1345
@@ -1082,6 +1084,7 @@
#define IDC_SKYBOX_MODEL 1592
#define IDC_ALT_AS_CALLSIGN 1593
#define IDC_DEACTIVATE_AUTOPILOT 1594
#define IDC_HIDE_SHIP_NAME 1594
#define ID_FILE_MISSIONNOTES 32771
#define ID_DUPLICATE 32774
#define ID_VIEW_ROTATE 32775
@@ -1359,6 +1362,8 @@
#define ID_SHOW_IFF_7 33088
#define ID_SHOW_IFF_8 33089
#define ID_VIEW_FULL_DETAIL 33090
#define ID_SAVEFORMAT_FS2OPEN 33091
#define ID_FORMAT_FS2_OPEN_COMP 33092
#define ID_INDICATOR_MODE 59142
#define ID_INDICATOR_LEFT 59143
#define ID_INDICATOR_RIGHT 59144
@@ -1369,8 +1374,8 @@
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
#define _APS_NEXT_RESOURCE_VALUE 316
#define _APS_NEXT_COMMAND_VALUE 33091
#define _APS_NEXT_RESOURCE_VALUE 317
#define _APS_NEXT_COMMAND_VALUE 33093
#define _APS_NEXT_CONTROL_VALUE 1595
#define _APS_NEXT_SYMED_VALUE 105
#endif
+124 -18
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@@ -1543,6 +1543,11 @@ void sexp_tree::right_clicked(int mode)
for (int idx=0; idx<max_sexp_vars; idx++) {
if (Sexp_variables[idx].type & SEXP_VARIABLE_SET) {
// skip block variables
if (Sexp_variables[idx].type & SEXP_VARIABLE_BLOCK) {
continue;
}
UINT flag = MF_STRING | MF_GRAYED;
// maybe gray flag MF_GRAYED
@@ -2211,7 +2216,7 @@ char *sexp_tree::match_closest_operator(char *str, int node)
return str;
// determine which argument we are of the parent
arg_num = find_argument_number(z, tree_nodes[z].child);
arg_num = find_argument_number(z, node);
opf = query_operator_argument_type(op, arg_num); // check argument type at this position
opr = query_operator_return_type(op);
@@ -2399,8 +2404,7 @@ BOOL sexp_tree::OnCommand(WPARAM wParam, LPARAM lParam)
Int3(); // unknown type
}
} else {
} else {
// verify type in tree is same as type in Sexp_variables array
if (type & SEXPT_NUMBER) {
Assert(Sexp_variables[var_idx].type & SEXP_VARIABLE_NUMBER);
@@ -3073,6 +3077,14 @@ int sexp_tree::get_default_value(sexp_list_item *item, int op, int i)
sprintf(str, "%d", temp);
item->set_data_dup(str, (SEXPT_NUMBER | SEXPT_VALID));
}
else if ((Operators[op].value == OP_MODIFY_VARIABLE)) {
if (get_modify_variable_type(index) == OPF_NUMBER) {
item->set_data("0", (SEXPT_NUMBER | SEXPT_VALID));
}
else {
item->set_data("<any data>", (SEXPT_STRING | SEXPT_VALID));
}
}
else
{
item->set_data("0", (SEXPT_NUMBER | SEXPT_VALID));
@@ -3120,8 +3132,13 @@ int sexp_tree::get_default_value(sexp_list_item *item, int op, int i)
str = "<name of ship here>";
break;
case OPF_ORDER_RECIPIENT:
str = "<all fighters>";
break;
case OPF_SHIP_OR_NONE:
case OPF_SUBSYSTEM_OR_NONE:
case OPF_SHIP_WING_POINT_OR_NONE:
str = SEXP_NONE_STRING;
break;
@@ -3265,6 +3282,7 @@ int sexp_tree::query_default_argument_available(int op, int i)
case OPF_SKYBOX_MODEL_NAME:
case OPF_SHIP_OR_NONE:
case OPF_SUBSYSTEM_OR_NONE:
case OPF_SHIP_WING_POINT_OR_NONE:
case OPF_SUBSYS_OR_GENERIC:
case OPF_BACKGROUND_BITMAP:
case OPF_SUN_BITMAP:
@@ -3274,10 +3292,21 @@ int sexp_tree::query_default_argument_available(int op, int i)
return 1;
case OPF_SHIP:
case OPF_SHIP_NOT_PLAYER:
case OPF_SHIP_WING:
case OPF_SHIP_POINT:
case OPF_SHIP_WING_POINT:
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (ptr->type == OBJ_SHIP || ptr->type == OBJ_START)
return 1;
ptr = GET_NEXT(ptr);
}
return 0;
case OPF_SHIP_NOT_PLAYER:
case OPF_ORDER_RECIPIENT:
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (ptr->type == OBJ_SHIP)
@@ -3828,16 +3857,45 @@ void sexp_tree::verify_and_fix_arguments(int node)
char *text_ptr;
char default_variable_text[TOKEN_LENGTH];
if (tree_nodes[item_index].type & SEXPT_VARIABLE) {
// special case for modify-variable
if ( !stricmp(Operators[op].text, "modify-variable") ||
!stricmp(Operators[op].text, "add-background-bitmap") ||
!stricmp(Operators[op].text, "add-sun-bitmap")) {
// special case for SEXPs which can modify a variable
if ( (!stricmp(Operators[op].text, "modify-variable")) ||
((!stricmp(Operators[op].text, "add-background-bitmap")) && (arg_num == 8)) ||
((!stricmp(Operators[op].text, "add-sun-bitmap")) && (arg_num == 5)) ){
// make text_ptr to start - before '('
get_variable_name_from_sexp_tree_node_text(tree_nodes[item_index].text, default_variable_text);
text_ptr = default_variable_text;
} else {
get_variable_default_text_from_variable_text(tree_nodes[item_index].text, default_variable_text);
text_ptr = default_variable_text;
// only the type needs checking for variables. It's up the to the FREDder to ensure the value is valid
get_variable_name_from_sexp_tree_node_text(tree_nodes[item_index].text, default_variable_text);
int sexp_var_index = get_index_sexp_variable_name(default_variable_text);
bool types_match = false;
Assert(sexp_var_index != -1);
switch (type) {
case OPF_NUMBER:
case OPF_POSITIVE:
if (Sexp_variables[sexp_var_index].type & SEXP_VARIABLE_NUMBER) {
types_match = true;
}
break;
default:
if (Sexp_variables[sexp_var_index].type & SEXP_VARIABLE_STRING) {
types_match = true;
}
}
if (types_match) {
// on to the next argument
item_index = tree_nodes[item_index].next;
arg_num++;
continue;
}
else {
// shouldn't really be getting here unless someone has been hacking the mission in a text editor
get_variable_default_text_from_variable_text(tree_nodes[item_index].text, default_variable_text);
text_ptr = default_variable_text;
}
}
} else {
text_ptr = tree_nodes[item_index].text;
@@ -4770,6 +4828,14 @@ sexp_list_item *sexp_tree::get_listing_opf(int opf, int parent_node, int arg_ind
list = get_listing_opf_ship_wing_point();
break;
case OPF_SHIP_WING_POINT_OR_NONE:
list = get_listing_opf_ship_wing_point_or_none();
break;
case OPF_ORDER_RECIPIENT:
list = get_listing_opf_order_recipient();
break;
case OPF_SHIP_TYPE:
list = get_listing_opf_ship_type();
break;
@@ -4901,11 +4967,15 @@ sexp_list_item *sexp_tree::get_listing_opf(int opf, int parent_node, int arg_ind
return list;
}
// add special item
head.add_data(SEXP_ARGUMENT_STRING);
// append other list
head.add_list(list);
// the special item is a string and should not be added for numeric lists
if (opf != OPF_NUMBER && opf != OPF_POSITIVE) {
head.add_data(SEXP_ARGUMENT_STRING);
}
if (list != NULL) {
// append other list
head.add_list(list);
}
// return listing
return head.next;
@@ -5252,6 +5322,15 @@ sexp_list_item *sexp_tree::get_listing_opf_subsystem(int parent_node, int arg_in
child = tree_nodes[child].next;
break;
// this sexp checks the subsystem of the *fourth entry* on the list
case OP_QUERY_ORDERS:
child = tree_nodes[child].next;
Assert(child >= 0);
child = tree_nodes[child].next;
Assert(child >= 0);
child = tree_nodes[child].next;
break;
// this sexp checks the subsystem of the *ninth entry* on the list
case OP_WEAPON_CREATE:
// iterate to the next field eight times
@@ -5509,7 +5588,13 @@ sexp_list_item *sexp_tree::get_listing_opf_ai_goal(int parent_node)
head.add_op(i);
}
}
// when dealing with the special argument add them all. It's up to the FREDder to ensure invalid orders aren't given
} else if (!strcmp(tree_nodes[child].text, SEXP_ARGUMENT_STRING)) {
for (i=0; i<Num_operators; i++) {
if (query_operator_return_type(i) == OPR_AI_GOAL) {
head.add_op(i);
}
}
} else
return NULL; // no valid ship or wing to check against, make nothing available
}
@@ -5667,6 +5752,16 @@ sexp_list_item *sexp_tree::get_listing_opf_ship_wing_point()
return head.next;
}
sexp_list_item *sexp_tree::get_listing_opf_ship_wing_point_or_none()
{
sexp_list_item head;
head.add_data(SEXP_NONE_STRING);
head.add_list(get_listing_opf_ship_wing_point());
return head.next;
}
sexp_list_item *sexp_tree::get_listing_opf_mission_name()
{
int i;
@@ -5724,6 +5819,17 @@ sexp_list_item *sexp_tree::get_listing_opf_ship_wing()
return head.next;
}
sexp_list_item *sexp_tree::get_listing_opf_order_recipient()
{
sexp_list_item head;
head.add_data("<all fighters>");
head.add_list(get_listing_opf_ship());
head.add_list(get_listing_opf_wing());
return head.next;
}
sexp_list_item *sexp_tree::get_listing_opf_ship_type()
{
unsigned int i;
@@ -5987,7 +6093,7 @@ sexp_list_item *sexp_tree::get_listing_opf_background_bitmap()
sexp_list_item head;
int i;
for (i=0; i < stars_get_num_bitmaps(); i++)
for (i=0; i < stars_get_num_entries(false, true); i++)
{
head.add_data( (char*)stars_get_name_FRED(i, false) );
}
@@ -6000,7 +6106,7 @@ sexp_list_item *sexp_tree::get_listing_opf_sun_bitmap()
sexp_list_item head;
int i;
for (i=0; i < stars_get_num_suns(); i++)
for (i=0; i < stars_get_num_entries(true, true); i++)
{
head.add_data( (char*)stars_get_name_FRED(i, true) );
}
+2
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@@ -209,9 +209,11 @@ public:
sexp_list_item *get_listing_opf_waypoint_path();
sexp_list_item *get_listing_opf_ship_point();
sexp_list_item *get_listing_opf_ship_wing_point();
sexp_list_item *get_listing_opf_ship_wing_point_or_none();
sexp_list_item *get_listing_opf_mission_name();
sexp_list_item *get_listing_opf_goal_name(int parent_node);
sexp_list_item *get_listing_opf_ship_wing();
sexp_list_item *get_listing_opf_order_recipient();
sexp_list_item *get_listing_opf_ship_type();
sexp_list_item *get_listing_opf_keypress();
sexp_list_item *get_listing_opf_event_name(int parent_node);
+112 -4
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@@ -519,6 +519,9 @@ void CShipEditorDlg::DoDataExchange(CDataExchange* pDX)
GetDlgItem(IDC_SCORE)->GetWindowText(str);
m_score.init(atoi(str));
GetDlgItem(IDC_ASSIST_SCORE)->GetWindowText(str);
m_assist_score.init(atoi(str));
}
}
@@ -632,6 +635,7 @@ BOOL CShipEditorDlg::Create()
}
m_score.setup(IDC_SCORE, this);
m_assist_score.setup(IDC_ASSIST_SCORE, this);
m_arrival_dist.setup(IDC_ARRIVAL_DISTANCE, this);
m_arrival_delay.setup(IDC_ARRIVAL_DELAY, this);
m_departure_delay.setup(IDC_DEPARTURE_DELAY, this);
@@ -906,6 +910,7 @@ void CShipEditorDlg::initialize_data(int full_update)
m_cargo1 = Cargo_names[cargo];
m_hotkey = Ships[i].hotkey + 1;
m_score.init(Ships[i].score);
m_assist_score.init((int)(Ships[i].assist_score_pct*100));
m_persona = Ships[i].persona_index + 1;
@@ -939,6 +944,7 @@ void CShipEditorDlg::initialize_data(int full_update)
}
m_score.set(Ships[i].score);
m_assist_score.set((int)(Ships[i].assist_score_pct*100));
if (Ships[i].hotkey != m_hotkey - 1){
m_hotkey = -1;
@@ -1043,6 +1049,7 @@ void CShipEditorDlg::initialize_data(int full_update)
m_cargo1 = _T("");
m_hotkey = 0;
m_score.blank(); // cause control to be blank
m_assist_score.blank();
m_arrival_location = -1;
m_departure_location = -1;
m_arrival_delay.blank();
@@ -1127,6 +1134,7 @@ void CShipEditorDlg::initialize_data(int full_update)
}
m_score.display();
m_assist_score.display();
m_arrival_dist.display();
m_arrival_delay.display();
m_departure_delay.display();
@@ -1250,6 +1258,7 @@ void CShipEditorDlg::initialize_data(int full_update)
GetDlgItem(IDC_DELETE_SHIP)->EnableWindow(enable);
GetDlgItem(IDC_SHIP_RESET)->EnableWindow(enable);
GetDlgItem(IDC_SCORE)->EnableWindow(enable);
GetDlgItem(IDC_ASSIST_SCORE)->EnableWindow(enable);
//#ifndef NDEBUG
GetDlgItem(IDC_SHIP_TBL)->EnableWindow(m_ship_class >= 0);
@@ -1292,11 +1301,13 @@ void CShipEditorDlg::initialize_data(int full_update)
SetWindowText("Edit Ship");
}
// setup alternate name stuff
// setup alternate name and callsign stuff
if(player_ship >= 0){
ship_alt_name_init(player_ship);
ship_callsign_init(player_ship);
} else {
ship_alt_name_init(single_ship);
ship_callsign_init(single_ship);
}
modified = 0;
@@ -1443,6 +1454,7 @@ int CShipEditorDlg::update_data(int redraw)
if (stricmp(old_name, str)) {
update_sexp_references(old_name, str);
ai_update_goal_references(REF_TYPE_SHIP, old_name, str);
update_texture_replacements(old_name, str);
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(old_name, Reinforcements[i].name)) {
Assert(strlen(str) < NAME_LENGTH);
@@ -1488,6 +1500,7 @@ int CShipEditorDlg::update_ship(int ship)
// THIS DIALOG IS THE SOME OF THE WORST CODE I HAVE EVER SEEN IN MY ENTIRE LIFE.
// IT TOOK A RIDICULOUSLY LONG AMOUNT OF TIME TO ADD 2 FUNCTIONS. OMG
ship_alt_name_close(ship);
ship_callsign_close(ship);
if ((Ships[ship].ship_info_index != m_ship_class) && (m_ship_class != -1)) {
change_ship_type(ship, m_ship_class);
@@ -1518,6 +1531,20 @@ int CShipEditorDlg::update_ship(int ship)
}
m_score.save(&Ships[ship].score);
int temp_assist;
m_assist_score.save(&temp_assist);
Ships[ship].assist_score_pct = ((float)temp_assist)/100;
// value must be a percentage
if (Ships[ship].assist_score_pct < 0) {
Ships[ship].assist_score_pct = 0;
MessageBox("Assist Percentage too low. Set to 0. No score will be granted for an assist");
}
else if (Ships[ship].assist_score_pct > 1) {
Ships[ship].assist_score_pct = 1;
MessageBox("Assist Percentage too high. Set to 1. Assists well score as many points as a kill");
}
if (m_arrival_location != -1)
MODIFY(Ships[ship].arrival_location, m_arrival_location);
if (m_departure_location != -1)
@@ -2321,7 +2348,6 @@ void CShipEditorDlg::ship_alt_name_close(int base_ship)
if(cstr == CString("<none>")){
// zero the entry
strcpy(Fred_alt_names[base_ship], "");
return;
}
p = cstr.GetBuffer(0);
@@ -2333,14 +2359,12 @@ void CShipEditorDlg::ship_alt_name_close(int base_ship)
// otherwise see if it already exists
if(mission_parse_lookup_alt(str) >= 0){
strcpy(Fred_alt_names[base_ship], str);
return;
}
// otherwise try and add it
if(mission_parse_add_alt(str) >= 0){
strcpy(Fred_alt_names[base_ship], str);
return;
}
@@ -2349,6 +2373,90 @@ void CShipEditorDlg::ship_alt_name_close(int base_ship)
MessageBox("Couldn't add new alternate type name. Already using too many!");
}
// callsign stuff
void CShipEditorDlg::ship_callsign_init(int base_ship)
{
int idx;
CComboBox *ptr = (CComboBox*)GetDlgItem(IDC_SHIP_CALLSIGN);
if(ptr == NULL){
Int3();
return;
}
// multi-edit. bah
if(multi_edit){
GetDlgItem(IDC_SHIP_CALLSIGN)->EnableWindow(FALSE);
return;
}
GetDlgItem(IDC_SHIP_CALLSIGN)->EnableWindow(TRUE);
// reset the combobox and add all relevant strings
ptr->ResetContent();
ptr->AddString("<none>");
for(idx=0; idx<Mission_callsign_count; idx++){
ptr->AddString(Mission_callsigns[idx]);
}
// "none"
if(base_ship < 0){
ptr->SetCurSel(0);
}
// otherwise look his stuff up
if(strlen(Fred_callsigns[base_ship])){
ptr->SelectString(0, Fred_callsigns[base_ship]);
} else {
ptr->SetCurSel(0);
}
}
void CShipEditorDlg::ship_callsign_close(int base_ship)
{
CString cstr;
char str[NAME_LENGTH+2] = "";
char *p;
CComboBox *ptr = (CComboBox*)GetDlgItem(IDC_SHIP_CALLSIGN);
if(multi_edit){
return;
}
if(ptr == NULL){
Int3();
return;
}
// see if we have something besides "none" selected
ptr->GetWindowText(cstr);
if(cstr == CString("<none>")){
// zero the entry
strcpy(Fred_callsigns[base_ship], "");
return;
}
p = cstr.GetBuffer(0);
if(p == NULL){
return;
}
strcpy(str, p);
// otherwise see if it already exists
if(mission_parse_lookup_callsign(str) >= 0){
strcpy(Fred_callsigns[base_ship], str);
return;
}
// otherwise try and add it
if(mission_parse_add_callsign(str) >= 0){
strcpy(Fred_callsigns[base_ship], str);
return;
}
// bad - couldn't add
strcpy(Fred_callsigns[base_ship], "");
MessageBox("Couldn't add new callsign. Already using too many!");
}
void CShipEditorDlg::OnTextures()
{
CShipTexturesDlg dlg_textures;
+5
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@@ -211,6 +211,10 @@ public:
void ship_alt_name_init(int base_ship);
void ship_alt_name_close(int base_ship);
// callsign stuff
void ship_callsign_init(int base_ship);
void ship_callsign_close(int base_ship);
BOOL Create();
// Dialog Data
@@ -238,6 +242,7 @@ public:
BOOL m_update_departure;
numeric_edit_control m_destroy_value;
numeric_edit_control m_score;
numeric_edit_control m_assist_score;
numeric_edit_control m_arrival_dist;
numeric_edit_control m_kdamage;
int m_arrival_target;
+15 -15
View File
@@ -68,7 +68,7 @@ void ship_flags_dlg::DoDataExchange(CDataExchange* pDX)
DDX_Control(pDX, IDC_FRIENDLY_STEALTH_INVISIBLE, m_friendly_stealth_invisible);
DDX_Control(pDX, IDC_NAV_CARRY, m_nav_carry);
DDX_Control(pDX, IDC_NAV_NEEDSLINK, m_nav_needslink);
DDX_Control(pDX, IDC_ALT_AS_CALLSIGN, m_alt_as_callsign);
DDX_Control(pDX, IDC_HIDE_SHIP_NAME, m_hide_ship_name);
//}}AFX_DATA_MAP
if (pDX->m_bSaveAndValidate) { // get dialog control values
@@ -124,7 +124,7 @@ BEGIN_MESSAGE_MAP(ship_flags_dlg, CDialog)
ON_BN_CLICKED(IDC_FRIENDLY_STEALTH_INVISIBLE, OnFriendlyStealthInvisible)
ON_BN_CLICKED(IDC_NAV_CARRY, OnNavCarry)
ON_BN_CLICKED(IDC_NAV_NEEDSLINK, OnNavNeedslink)
ON_BN_CLICKED(IDC_ALT_AS_CALLSIGN, OnAltAsCallsign)
ON_BN_CLICKED(IDC_HIDE_SHIP_NAME, OnHideShipName)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
@@ -145,7 +145,7 @@ BOOL ship_flags_dlg::OnInitDialog()
int toggle_subsystem_scanning = 0, scannable = 0, kamikaze = 0, no_dynamic = 0, red_alert_carry = 0;
int special_warp = 0, disable_messages = 0, guardian = 0, vaporize = 0, stealth = 0, friendly_stealth_invisible = 0;
int no_death_scream = 0, always_death_scream = 0;
int nav_carry = 0, nav_needslink = 0, alt_as_callsign = 0;
int nav_carry = 0, nav_needslink = 0, hide_ship_name = 0;
object *objp;
ship *shipp;
bool ship_in_wing = false;
@@ -184,7 +184,7 @@ BOOL ship_flags_dlg::OnInitDialog()
friendly_stealth_invisible = (shipp->flags2 & SF2_FRIENDLY_STEALTH_INVIS) ? 1 : 0;
nav_carry = (shipp->flags2 & SF2_NAVPOINT_CARRY) ? 1 : 0;
nav_needslink = (shipp->flags2 & SF2_NAVPOINT_NEEDSLINK) ? 1 : 0;
alt_as_callsign = (shipp->flags2 & SF2_USE_ALT_NAME_AS_CALLSIGN) ? 1 : 0;
hide_ship_name = (shipp->flags2 & SF2_HIDE_SHIP_NAME) ? 1 : 0;
destroy_before_mission = (shipp->flags & SF_KILL_BEFORE_MISSION) ? 1 : 0;
m_destroy_value.init(shipp->final_death_time);
@@ -236,7 +236,7 @@ BOOL ship_flags_dlg::OnInitDialog()
friendly_stealth_invisible = tristate_set(shipp->flags2 & SF2_FRIENDLY_STEALTH_INVIS, friendly_stealth_invisible);
nav_carry = tristate_set(shipp->flags2 & SF2_NAVPOINT_CARRY, nav_carry);
nav_needslink = tristate_set(shipp->flags2 & SF2_NAVPOINT_NEEDSLINK, nav_needslink);
alt_as_callsign = tristate_set(shipp->flags2 & SF2_USE_ALT_NAME_AS_CALLSIGN, alt_as_callsign);
hide_ship_name = tristate_set(shipp->flags2 & SF2_HIDE_SHIP_NAME, hide_ship_name);
// check the final death time and set the internal variable according to whether or not
// the final_death_time is set. Also, the value in the edit box must be set if all the
@@ -302,7 +302,7 @@ BOOL ship_flags_dlg::OnInitDialog()
m_friendly_stealth_invisible.SetCheck(friendly_stealth_invisible);
m_nav_carry.SetCheck(nav_carry);
m_nav_needslink.SetCheck(nav_needslink);
m_alt_as_callsign.SetCheck(alt_as_callsign);
m_hide_ship_name.SetCheck(hide_ship_name);
m_kdamage.setup(IDC_KDAMAGE, this);
m_destroy_value.setup(IDC_DESTROY_VALUE, this);
@@ -779,19 +779,19 @@ void ship_flags_dlg::update_ship(int shipnum)
break;
}
switch (m_alt_as_callsign.GetCheck()) {
switch (m_hide_ship_name.GetCheck()) {
case 1:
if ( !(shipp->flags2 & SF2_USE_ALT_NAME_AS_CALLSIGN) )
if ( !(shipp->flags2 & SF2_HIDE_SHIP_NAME) )
set_modified();
shipp->flags2 |= SF2_USE_ALT_NAME_AS_CALLSIGN;
shipp->flags2 |= SF2_HIDE_SHIP_NAME;
break;
case 0:
if ( shipp->flags2 & SF2_USE_ALT_NAME_AS_CALLSIGN )
if ( shipp->flags2 & SF2_HIDE_SHIP_NAME )
set_modified();
shipp->flags2 &= ~SF2_USE_ALT_NAME_AS_CALLSIGN;
shipp->flags2 &= ~SF2_HIDE_SHIP_NAME;
break;
}
@@ -1148,11 +1148,11 @@ void ship_flags_dlg::OnNavNeedslink()
}
}
void ship_flags_dlg::OnAltAsCallsign()
void ship_flags_dlg::OnHideShipName()
{
if (m_alt_as_callsign.GetCheck() == 1) {
m_alt_as_callsign.SetCheck(0);
if (m_hide_ship_name.GetCheck() == 1) {
m_hide_ship_name.SetCheck(0);
} else {
m_alt_as_callsign.SetCheck(1);
m_hide_ship_name.SetCheck(1);
}
}
+2 -1
View File
@@ -58,7 +58,7 @@ public:
CButton m_friendly_stealth_invisible;
CButton m_nav_carry;
CButton m_nav_needslink;
CButton m_alt_as_callsign;
CButton m_hide_ship_name;
CSpinButtonCtrl m_destroy_spin;
numeric_edit_control m_kdamage;
numeric_edit_control m_destroy_value;
@@ -109,6 +109,7 @@ protected:
afx_msg void OnNavCarry();
afx_msg void OnNavNeedslink();
afx_msg void OnAltAsCallsign();
afx_msg void OnHideShipName();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
public:
+27 -27
View File
@@ -299,25 +299,25 @@ void ShipGoalsDlg::DoDataExchange(CDataExchange* pDX)
DDX_CBIndex(pDX, IDC_OBJECT10, m_object[9]);
DDX_Text(pDX, IDC_PRIORITY1, m_priority[0]);
DDV_MinMaxInt(pDX, m_priority[0], 0, 89);
DDV_MinMaxInt(pDX, m_priority[0], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY2, m_priority[1]);
DDV_MinMaxInt(pDX, m_priority[1], 0, 89);
DDV_MinMaxInt(pDX, m_priority[1], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY3, m_priority[2]);
DDV_MinMaxInt(pDX, m_priority[2], 0, 89);
DDV_MinMaxInt(pDX, m_priority[2], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY4, m_priority[3]);
DDV_MinMaxInt(pDX, m_priority[3], 0, 89);
DDV_MinMaxInt(pDX, m_priority[3], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY5, m_priority[4]);
DDV_MinMaxInt(pDX, m_priority[4], 0, 89);
DDV_MinMaxInt(pDX, m_priority[4], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY6, m_priority[5]);
DDV_MinMaxInt(pDX, m_priority[5], 0, 89);
DDV_MinMaxInt(pDX, m_priority[5], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY7, m_priority[6]);
DDV_MinMaxInt(pDX, m_priority[6], 0, 89);
DDV_MinMaxInt(pDX, m_priority[6], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY8, m_priority[7]);
DDV_MinMaxInt(pDX, m_priority[7], 0, 89);
DDV_MinMaxInt(pDX, m_priority[7], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY9, m_priority[8]);
DDV_MinMaxInt(pDX, m_priority[8], 0, 89);
DDV_MinMaxInt(pDX, m_priority[8], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_Text(pDX, IDC_PRIORITY10, m_priority[9]);
DDV_MinMaxInt(pDX, m_priority[9], 0, 89);
DDV_MinMaxInt(pDX, m_priority[9], 0, MAX_EDITOR_GOAL_PRIORITY);
DDX_CBIndex(pDX, IDC_SUBSYSTEM1, m_subsys[0]);
DDX_CBIndex(pDX, IDC_SUBSYSTEM2, m_subsys[1]);
@@ -464,7 +464,7 @@ BOOL ShipGoalsDlg::OnInitDialog()
} else { // editing orders for all marked ships
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if ((ptr->type == OBJ_SHIP) && (ptr->flags & OF_MARKED)){
if (((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)) && (ptr->flags & OF_MARKED)){
for (i=0; i<Ai_goal_list_size; i++){
if (!ai_query_goal_valid(ptr->instance, Ai_goal_list[i].def)){
valid[i] = 0;
@@ -541,17 +541,17 @@ BOOL ShipGoalsDlg::OnInitDialog()
CDialog::OnInitDialog();
// restrict spin controls to a range of 0 - 89
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN1)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN2)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN3)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN4)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN5)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN6)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN7)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN8)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN9)) -> SetRange(0, 89);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN10)) -> SetRange(0, 89);
// restrict spin controls to a range of 0 - MAX_EDITOR_GOAL_PRIORITY
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN1)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN2)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN3)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN4)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN5)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN6)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN7)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN8)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN9)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
((CSpinButtonCtrl *) GetDlgItem(IDC_SPIN10)) -> SetRange(0, MAX_EDITOR_GOAL_PRIORITY);
return TRUE;
}
@@ -568,7 +568,7 @@ void ShipGoalsDlg::initialize_multi()
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if ((ptr->type == OBJ_SHIP) && (ptr->flags & OF_MARKED)) {
if (((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)) && (ptr->flags & OF_MARKED)) {
initialize(Ai_info[Ships[ptr->instance].ai_index].goals, ptr->instance);
if (!flag) {
flag = 1;
@@ -637,7 +637,7 @@ void ShipGoalsDlg::initialize(ai_goal *goals, int ship)
mode = goalp[item].ai_mode;
}
if (m_priority[item] < 0 || m_priority[item] > 89){
if (m_priority[item] < 0 || m_priority[item] > MAX_EDITOR_GOAL_PRIORITY){
m_priority[item] = 50;
}
@@ -862,7 +862,7 @@ void ShipGoalsDlg::set_item(int item, int init)
case AI_GOAL_STAY_STILL:
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if (ptr->type == OBJ_SHIP || ptr->type == OBJ_START) {
if ((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)) {
inst = ptr->instance;
if (ptr->type == OBJ_SHIP)
t = TYPE_SHIP;
@@ -1044,7 +1044,7 @@ void ShipGoalsDlg::update()
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if ((ptr->type == OBJ_SHIP) && (ptr->flags & OF_MARKED)) {
if (((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)) && (ptr->flags & OF_MARKED)) {
goalp = Ai_info[Ships[ptr->instance].ai_index].goals;
for (i=0; i<ED_MAX_GOALS; i++)
update_item(i, 1);
@@ -1055,7 +1055,7 @@ void ShipGoalsDlg::update()
ptr = GET_FIRST(&obj_used_list);
while (ptr != END_OF_LIST(&obj_used_list)) {
if ((ptr->type == OBJ_SHIP) && (ptr->flags & OF_MARKED)) {
if (((ptr->type == OBJ_SHIP) || (ptr->type == OBJ_START)) && (ptr->flags & OF_MARKED)) {
self_ship = ptr->instance;
goalp = Ai_info[Ships[self_ship].ai_index].goals;
verify_orders(self_ship);
+1
View File
@@ -67,6 +67,7 @@
#define _SHIPGOALSDLG_H
#define ED_MAX_GOALS 10
#define MAX_EDITOR_GOAL_PRIORITY 200
/////////////////////////////////////////////////////////////////////////////
// ShipGoalsDlg dialog
+48 -40
View File
@@ -119,8 +119,13 @@ void CShipTexturesDlg::OnOK()
// overwrite old stuff
k = 0;
write_index = 0;
while (k<(MAX_SHIPS * MAX_MODEL_TEXTURES))
while (k<(MAX_SHIPS * MAX_REPLACEMENT_TEXTURES))
{
//WMC - This loop will go on for a REALLY LONG TIME
//I don't think we need to copy empty entries.
if(!strlen(Fred_texture_replacements[k].ship_name))
break;
if (stricmp(Fred_texture_replacements[k].ship_name, Ships[self_ship].ship_name))
{
// move up, but when copying, src and dest can't be the same
@@ -167,7 +172,7 @@ BOOL CShipTexturesDlg::OnInitDialog()
// empty old and new fields
texture_count = 0;
for (i=0; i<MAX_MODEL_TEXTURES; i++)
for (i=0; i<MAX_REPLACEMENT_TEXTURES; i++)
{
*old_texture_name[i] = 0;
*new_texture_name[i] = 0;
@@ -180,49 +185,52 @@ BOOL CShipTexturesDlg::OnInitDialog()
// look for textures to populate the combo box
for (i=0; i<pm->n_textures; i++)
{
// get texture file name
bm_get_filename(pm->maps[i].base_map.original_texture, texture_file);
// skip blank textures
if (!strlen(texture_file))
continue;
// get rid of file extension
p = strchr( texture_file, '.' );
if ( p )
for(j = 0; j < TM_NUM_TYPES; j++)
{
mprintf(( "ignoring extension on file '%s'\n", texture_file ));
*p = 0;
}
// get texture file name
bm_get_filename(pm->maps[i].textures[j].GetOriginalTexture(), texture_file);
// check for duplicate textures in list
duplicate = -1;
for (j=0; j<texture_count; j++)
{
if (!stricmp(old_texture_name[j], texture_file))
// skip blank textures
if (!strlen(texture_file))
continue;
// get rid of file extension
p = strchr( texture_file, '.' );
if ( p )
{
duplicate = j;
break;
//mprintf(( "ignoring extension on file '%s'\n", texture_file ));
*p = 0;
}
// check for duplicate textures in list
duplicate = -1;
for (int k=0; k<texture_count; k++)
{
if (!stricmp(old_texture_name[k], texture_file))
{
duplicate = k;
break;
}
}
if (duplicate >= 0)
continue;
// make old texture lowercase
strlwr(texture_file);
// now add it to the box
z = box->AddString(texture_file);
// and add it to the field as well
strcpy(old_texture_name[texture_count], texture_file);
// increment
texture_count++;
// sort
sort_textures();
}
if (duplicate >= 0)
continue;
// make old texture lowercase
strlwr(texture_file);
// now add it to the box
z = box->AddString(texture_file);
// and add it to the field as well
strcpy(old_texture_name[texture_count], texture_file);
// increment
texture_count++;
// sort
sort_textures();
}
// now look for new textures
+2 -2
View File
@@ -54,8 +54,8 @@ protected:
private:
int num_model_textures;
char old_texture_name[MAX_MODEL_TEXTURES][MAX_FILENAME_LEN];
char new_texture_name[MAX_MODEL_TEXTURES][MAX_FILENAME_LEN];
char old_texture_name[MAX_REPLACEMENT_TEXTURES][MAX_FILENAME_LEN];
char new_texture_name[MAX_REPLACEMENT_TEXTURES][MAX_FILENAME_LEN];
int query_modified();
void sort_textures(int test = SORT_OLD);
void swap_strings(char *str1, char *str2);
+39 -2
View File
@@ -7,7 +7,9 @@
#include "missionui/missioncmdbrief.h"
#include "mission/missionbriefcommon.h"
#include "mission/missionmessage.h"
#include "hud/hudtarget.h"
#include "parse/sexp.h"
#include "iff_defs/iff_defs.h"
#include <math.h>
#ifdef _DEBUG
@@ -405,14 +407,49 @@ void VoiceActingManager::OnGenerateScript()
entry.Replace("\r\n", "\n");
MMessage *message = &Messages[i + Num_builtin_messages];
// replace file name
entry.Replace("$filename", message->wave_info.name);
// determine and replace persona
entry.Replace("$message", message->message);
if (message->persona_index >= 0)
entry.Replace("$persona", Personas[message->persona_index].name);
else
entry.Replace("$persona", "<none>");
entry.Replace("$sender", get_message_sender(message->name));
// determine sender
char sender[NAME_LENGTH+1];
strcpy(sender, get_message_sender(message->name));
int shipnum = ship_name_lookup(sender);
if (shipnum >= 0)
{
ship *shipp = &Ships[shipnum];
// we may have to use the callsign
if (*Fred_callsigns[shipnum])
{
hud_stuff_ship_callsign(sender, shipp);
}
// account for hidden ship names
else if ( ((Iff_info[shipp->team].flags & IFFF_WING_NAME_HIDDEN) && (shipp->wingnum != -1)) || (shipp->flags2 & SF2_HIDE_SHIP_NAME) )
{
hud_stuff_ship_class(sender, shipp);
}
// use the regular sender text
else
{
end_string_at_first_hash_symbol(sender);
}
}
// replace sender (but print #Command as Command)
if (*sender == '#')
entry.Replace("$sender", &sender[1]);
else
entry.Replace("$sender", sender);
fout("%s\n\n\n", (char *) (LPCTSTR) entry);
}
}
+1
View File
@@ -326,6 +326,7 @@ int waypoint_path_dlg::update_data(int redraw)
if (stricmp(old_name, str)) {
update_sexp_references(old_name, str);
ai_update_goal_references(REF_TYPE_WAYPOINT, old_name, str);
update_texture_replacements(old_name, str);
}
} else if (Objects[cur_object_index].type == OBJ_JUMP_NODE) {
+14 -2
View File
@@ -337,12 +337,17 @@ void remove_wing(int wing_num)
for (i=0; i<total; i++) {
ptr = &Objects[wing_objects[wing_num][i]];
if (ptr->type == OBJ_SHIP)
remove_ship_from_wing(ptr->instance);
remove_ship_from_wing(ptr->instance, 0);
else if (ptr->type == OBJ_START)
remove_player_from_wing(ptr->instance);
remove_player_from_wing(ptr->instance, 0);
}
Assert(!Wings[wing_num].wave_count);
Wings[wing_num].wave_count = 0;
Wings[wing_num].wing_squad_filename[0] = '\0';
Wings[wing_num].wing_insignia_texture = -1;
Ship_editor_dialog.initialize_data(1);
Ship_editor_dialog.bypass_errors = Wing_editor_dialog.bypass_errors = 0;
@@ -350,6 +355,13 @@ void remove_wing(int wing_num)
set_cur_wing(cur_wing = -1); // yes, one '=' is correct.
}
free_sexp2(Wings[wing_num].arrival_cue);
free_sexp2(Wings[wing_num].departure_cue);
Num_wings--;
update_custom_wing_indexes();
set_modified();
}
+24 -16
View File
@@ -957,6 +957,7 @@ int wing_editor::update_data(int redraw)
if (stricmp(old_name, str)) {
update_sexp_references(old_name, str);
ai_update_goal_references(REF_TYPE_WING, old_name, str);
update_texture_replacements(old_name, str);
for (i=0; i<Num_reinforcements; i++)
if (!stricmp(old_name, Reinforcements[i].name)) {
Assert(strlen(str) < NAME_LENGTH);
@@ -1007,26 +1008,26 @@ void wing_editor::update_data_safe()
if (m_threshold >= Wings[cur_wing].wave_count) {
m_threshold = Wings[cur_wing].wave_count - 1;
if (!bypass_errors)
if (!bypass_errors) {
sprintf(buf, "Wave threshold is set too high. Value has been lowered to %d", (int) m_threshold);
MessageBox(buf);
MessageBox(buf);
}
}
if (m_threshold + Wings[cur_wing].wave_count > MAX_SHIPS_PER_WING) {
m_threshold = MAX_SHIPS_PER_WING - Wings[cur_wing].wave_count;
if (!bypass_errors)
if (!bypass_errors) {
sprintf(buf, "Wave threshold is set too high. Value has been lowered to %d", (int) m_threshold);
MessageBox(buf);
MessageBox(buf);
}
}
if (m_waves < 1) {
m_waves = 1;
if (!bypass_errors)
if (!bypass_errors) {
sprintf(buf, "Number of waves illegal. Has been set to 1.", (int) m_waves);
MessageBox(buf);
MessageBox(buf);
}
}
MODIFY(Wings[cur_wing].special_ship, m_special_ship);
@@ -1036,10 +1037,11 @@ void wing_editor::update_data_safe()
MODIFY(Wings[cur_wing].departure_location, m_departure_location);
MODIFY(Wings[cur_wing].arrival_delay, m_arrival_delay);
if (m_arrival_delay_min > m_arrival_delay_max) {
if (!bypass_errors)
if (!bypass_errors) {
sprintf(buf, "Arrival delay minimum greater than maximum. Value lowered to %d", m_arrival_delay_max);
MessageBox(buf);
}
MessageBox(buf);
m_arrival_delay_min = m_arrival_delay_max;
}
@@ -1054,12 +1056,14 @@ void wing_editor::update_data_safe()
if (((m_arrival_location != ARRIVE_AT_LOCATION) && (m_arrival_location != ARRIVE_FROM_DOCK_BAY)) && (i >= 0) && !(i & SPECIAL_ARRIVAL_ANCHOR_FLAG)) {
d = int(min(500, 2.0f * Objects[Ships[i].objnum].radius));
if ((Wings[cur_wing].arrival_distance < d) && (Wings[cur_wing].arrival_distance > -d)) {
if (!bypass_errors)
if (!bypass_errors) {
sprintf(buf, "Ship must arrive at least %d meters away from target.\n"
"Value has been reset to this. Use with caution!\r\n"
"Reccomended distance is %d meters.\r\n", d, (int)(2.0f * Objects[Ships[i].objnum].radius) );
MessageBox(buf);
MessageBox(buf);
}
if (Wings[cur_wing].arrival_distance < 0)
Wings[cur_wing].arrival_distance = -d;
else
@@ -1508,17 +1512,21 @@ void wing_editor::OnSelchangeHotkey()
void wing_editor::OnSquadLogo()
{
CString pcx_filename;
int z;
char *Logo_ext = "Image Files (*.dds, *.pcx)|*.dds;*.pcx|"
"DDS Files (*.dds)|*.dds|"
"PCX Files (*.pcx)|*.pcx|"
"All Files (*.*)|*.*|"
"|";
//phreak 05/05/2003
//this needs to be here or else the data in the dialog will revert
//this needs to be here or else the data in the wing editor dialog will revert
//to what it was before it was opened.
UpdateData(TRUE);
// get list of squad images
z = cfile_push_chdir(CF_TYPE_SQUAD_IMAGES);
CFileDialog dlg(TRUE, "pcx", pcx_filename, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, "Pcx Files (*.pcx)|*.pcx");
CFileDialog dlg(TRUE, NULL, NULL, OFN_FILEMUSTEXIST | OFN_NOCHANGEDIR, Logo_ext);
// if we have a result
if (dlg.DoModal() == IDOK) {
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+5 -2
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@@ -199,6 +199,7 @@
#define _FREESPACE_H
#ifndef STAMPER_PROGRAM // because of all the dependancies, I have to do this...yuck!!! MWA 7/21/97
#include "camera/camera.h"
#include "globalincs/pstypes.h"
#include "globalincs/systemvars.h"
#include "graphics/2d.h"
@@ -425,10 +426,12 @@ void game_pause();
void game_unpause();
//WMC - Stuff for scripting, these make the game go
extern camid Main_camera;
extern void game_level_init(int seed = -1);
extern void game_post_level_init();
extern void game_render_frame_setup(vec3d *eye_pos, matrix *eye_orient);
extern void game_render_frame(vec3d *eye_pos, matrix *eye_orient);
extern camid game_render_frame_setup();
extern void game_render_frame(camid cid);
extern void game_simulation_frame();
extern void game_update_missiontime();
extern void game_render_post_frame();
+70 -53
View File
@@ -1,6 +1,6 @@
//Microsoft Developer Studio generated resource script.
//
#include "FreeSpaceResource.h"
#include "freespaceresource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
@@ -28,7 +28,7 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
1 TEXTINCLUDE DISCARDABLE
BEGIN
"FreeSpaceResource.h\0"
"freespaceresource.h\0"
END
2 TEXTINCLUDE DISCARDABLE
@@ -126,63 +126,73 @@ BEGIN
WS_VSCROLL | WS_TABSTOP
LTEXT "Ship Type",IDC_STATIC,7,24,38,10
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,104,24,1,54
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,77,201,1
SS_SUNKEN,7,55,201,1
LTEXT "",IDC_PSHIP_TYPE,53,24,49,10,SS_SUNKEN
LTEXT "Mission Stats",IDC_STATIC,133,79,44,10
LTEXT "Primary Shots",IDC_STATIC,7,89,45,9
LTEXT "Primary Hits",IDC_STATIC,7,100,40,9
LTEXT "Primary BH Hits",IDC_STATIC,7,112,50,9
LTEXT "Primary Hit %",IDC_STATIC,7,123,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,7,134,55,9
LTEXT "Mission Stats",IDC_STATIC,133,59,44,10
LTEXT "Primary Shots",IDC_STATIC,7,118,45,9
LTEXT "Primary Hits",IDC_STATIC,7,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,7,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,7,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,7,162,55,9
CONTROL "",IDC_STATIC,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,104,78,1,168
LTEXT "All Time Stats",IDC_STATIC,33,79,44,10
LTEXT "Primary Shots",IDC_STATIC,107,88,45,9
LTEXT "Primary Hits",IDC_STATIC,107,99,40,9
LTEXT "Primary BH Hits",IDC_STATIC,107,111,50,9
LTEXT "Primary Hit %",IDC_STATIC,107,122,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,107,133,55,9
LTEXT "Secondary Shots",IDC_STATIC,7,145,56,9
LTEXT "Secondary Hits",IDC_STATIC,7,156,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,7,167,63,9
LTEXT "Secondary Hit %",IDC_STATIC,7,177,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,7,189,65,9
LTEXT "Secondary Shots",IDC_STATIC,107,144,56,9
LTEXT "Secondary Hits",IDC_STATIC,107,155,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,107,166,63,9
LTEXT "Secondary Hit %",IDC_STATIC,107,176,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,107,187,65,9
LTEXT "",IDC_PSHOTS,75,90,28,8,SS_SUNKEN
LTEXT "",IDC_PHITS,75,101,28,8,SS_SUNKEN
LTEXT "",IDC_PBHHITS,75,112,28,8,SS_SUNKEN
LTEXT "",IDC_PPCT,75,123,28,8,SS_SUNKEN
LTEXT "",IDC_PBHPCT,75,134,28,8,SS_SUNKEN
LTEXT "",IDC_SSHOTS,75,145,28,8,SS_SUNKEN
LTEXT "",IDC_SECHITS,75,156,28,8,SS_SUNKEN
LTEXT "",IDC_SBHHITS,75,166,28,9,SS_SUNKEN
LTEXT "",IDC_SPCT,75,178,28,8,SS_SUNKEN
LTEXT "",IDC_SBHPCT,75,190,28,8,SS_SUNKEN
LTEXT "",IDC_MPSHOTS,180,89,28,8,SS_SUNKEN
LTEXT "",IDC_MPHITS,180,100,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHHITS,180,111,28,8,SS_SUNKEN
LTEXT "",IDC_MPPCT,180,122,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHPCT,180,134,28,8,SS_SUNKEN
LTEXT "",IDC_MSSHOTS,180,145,28,8,SS_SUNKEN
LTEXT "",IDC_MSECHITS,180,156,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHHITS,180,167,28,8,SS_SUNKEN
LTEXT "",IDC_MSPCT,180,178,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHPCT,180,189,28,8,SS_SUNKEN
SS_SUNKEN,106,24,1,222
LTEXT "All Time Stats",IDC_STATIC,33,59,44,10
LTEXT "Primary Shots",IDC_STATIC,109,118,45,9
LTEXT "Primary Hits",IDC_STATIC,109,129,40,9
LTEXT "Primary BH Hits",IDC_STATIC,109,140,50,9
LTEXT "Primary Hit %",IDC_STATIC,109,151,43,9
LTEXT "Primary BH Hit %",IDC_STATIC,109,162,55,9
LTEXT "Secondary Shots",IDC_STATIC,7,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,7,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,7,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,7,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,7,217,65,9
LTEXT "Secondary Shots",IDC_STATIC,109,173,56,9
LTEXT "Secondary Hits",IDC_STATIC,109,184,49,9
LTEXT "Secondary BH Hits",IDC_STATIC,109,195,63,9
LTEXT "Secondary Hit %",IDC_STATIC,109,206,55,9
LTEXT "Secondary BH Hit %",IDC_STATIC,109,217,65,9
LTEXT "",IDC_PSHOTS,75,118,28,8,SS_SUNKEN
LTEXT "",IDC_PHITS,75,129,28,8,SS_SUNKEN
LTEXT "",IDC_PBHHITS,75,140,28,8,SS_SUNKEN
LTEXT "",IDC_PPCT,75,151,28,8,SS_SUNKEN
LTEXT "",IDC_PBHPCT,75,162,28,8,SS_SUNKEN
LTEXT "",IDC_SSHOTS,75,173,28,8,SS_SUNKEN
LTEXT "",IDC_SECHITS,75,184,28,8,SS_SUNKEN
LTEXT "",IDC_SBHHITS,75,195,28,8,SS_SUNKEN
LTEXT "",IDC_SPCT,75,206,28,8,SS_SUNKEN
LTEXT "",IDC_SBHPCT,75,217,28,8,SS_SUNKEN
LTEXT "",IDC_MPSHOTS,180,118,28,8,SS_SUNKEN
LTEXT "",IDC_MPHITS,180,129,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHHITS,180,140,28,8,SS_SUNKEN
LTEXT "",IDC_MPPCT,180,151,28,8,SS_SUNKEN
LTEXT "",IDC_MPBHPCT,180,162,28,9,SS_SUNKEN
LTEXT "",IDC_MSSHOTS,180,173,28,8,SS_SUNKEN
LTEXT "",IDC_MSECHITS,180,184,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHHITS,180,195,28,8,SS_SUNKEN
LTEXT "",IDC_MSPCT,180,206,28,8,SS_SUNKEN
LTEXT "",IDC_MSBHPCT,180,217,28,8,SS_SUNKEN
CONTROL "",IDC_PINFO_PING,"Static",SS_WHITERECT | SS_NOTIFY |
SS_SUNKEN,7,215,201,1
SS_SUNKEN,7,235,201,1
LTEXT "Player",IDC_STATIC,44,6,20,8
LTEXT "",IDC_PING_TIME,53,38,49,10,SS_SUNKEN
LTEXT "Avg Ping",IDC_STATIC,7,38,32,9
LTEXT "Assists",IDC_STATIC,7,200,54,10
LTEXT "Assists",IDC_STATIC,107,200,54,10
LTEXT "",IDC_ASSISTS,75,201,28,9,SS_SUNKEN
LTEXT "",IDC_MASSISTS,180,200,28,9,SS_SUNKEN
LTEXT "Assists",IDC_STATIC,7,107,54,10
LTEXT "Assists",IDC_STATIC,109,107,54,10
LTEXT "",IDC_ASSISTS,75,107,28,8,SS_SUNKEN
LTEXT "",IDC_MASSISTS,180,107,28,8,SS_SUNKEN
LTEXT "Score",IDC_STATIC,7,73,20,8
LTEXT "Score",IDC_STATIC,109,73,20,8
LTEXT "Kills",IDC_STATIC,7,84,13,8
LTEXT "Kills",IDC_STATIC,109,84,13,8
LTEXT "Friendly Kills",IDC_STATIC,109,96,39,8
LTEXT "Friendly Kills",IDC_STATIC,7,96,39,8
LTEXT "",IDC_SCORE,75,74,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT,75,85,28,8,SS_SUNKEN
LTEXT "",IDC_KILL_COUNT_BH,75,96,28,8,SS_SUNKEN
LTEXT "",IDC_MSCORE,180,74,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT,180,85,28,8,SS_SUNKEN
LTEXT "",IDC_MKILL_COUNT_BH,180,96,28,8,SS_SUNKEN
END
IDD_GODSTUFF DIALOG DISCARDABLE 0, 0, 215, 253
@@ -209,6 +219,10 @@ FONT 8, "MS Sans Serif"
BEGIN
LTEXT "Standalone State :",IDC_STATIC,7,7,61,11
LTEXT "",IDC_STANDALONE_STATE,71,7,125,11,SS_SUNKEN
LTEXT "Multi log:",IDC_STATIC,8,26,29,8
LISTBOX IDC_MULTILOG,7,37,201,209,NOT LBS_NOTIFY |
LBS_NOINTEGRALHEIGHT | LBS_NOSEL | WS_VSCROLL |
WS_HSCROLL | WS_TABSTOP
END
IDD_GEN DIALOG DISCARDABLE 0, 0, 186, 95
@@ -376,6 +390,7 @@ IDB_GOAL_FAIL BITMAP DISCARDABLE "goal_fail.bmp"
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_APP_ICON ICON DISCARDABLE "app_icon.ico"
IDI_APP_ICON_GLOW ICON DISCARDABLE "app_icon_glow.ico"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
@@ -409,4 +424,6 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
// SRGRAMMAR
//
#ifdef FS2_VOICER
IDR_CMD_CFG SRGRAMMAR DISCARDABLE "..\..\code\sound\phrases.cfg"
#endif
+10 -2
View File
@@ -1,6 +1,6 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by FreeSpace.rc
// Used by freespace.rc
//
#define IDD_DEBUG_MENU 101
#define IDD_CONNECT 108
@@ -16,6 +16,7 @@
#define IDB_GOAL_NONE 121
#define IDB_GOAL_FAIL 122
#define IDI_APP_ICON 124
#define IDI_APP_ICON_GLOW 125
#define IDD_GEN 127
#define IDD_RT_VSELECT 128
#define IDD_DIALOG1 129
@@ -81,6 +82,13 @@
#define IDC_COMBO_AATYPE 1071
#define ID_CANCEL 1072
#define ID_OK 1073
#define IDC_SCORE 1074
#define IDC_KILL_COUNT 1075
#define IDC_KILL_COUNT_BH 1076
#define IDC_MSCORE 1077
#define IDC_MKILL_COUNT 1078
#define IDC_MKILL_COUNT_BH 1079
#define IDC_MULTILOG 1084
#define IDC_CON_COUNT 2000
#define IDC_FRAMECAP_STATIC 2001
#define IDC_GODSTUFF_FPS 2002
@@ -95,7 +103,7 @@
#define _APS_3D_CONTROLS 1
#define _APS_NEXT_RESOURCE_VALUE 133
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1074
#define _APS_NEXT_CONTROL_VALUE 1085
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
File diff suppressed because it is too large. Load diff
+31 -5
View File
@@ -23,6 +23,8 @@
#ifndef _FS2NETD_CLIENT_H
#define _FS2NETD_CLIENT_H
#include "network/multi.h"
struct net_addr;
struct player;
@@ -32,6 +34,30 @@ extern char Multi_fs_tracker_channel[];
// channel to use when polling the tracker for games
extern char Multi_fs_tracker_filter[];
typedef struct tracker_game_data {
char name[MAX_GAMENAME_LEN+1];
char mission_name[MAX_GAMENAME_LEN+1];
char title[NAME_LENGTH+1];
char campaign_name[NAME_LENGTH+1];
char chat_channel[MAX_PATH+1];
ubyte campaign_mode;
int flags;
int type_flags;
short players;
short max_players;
ubyte mode;
ubyte rank_base;
ubyte game_state;
ubyte speed;
} tracker_game_data;
extern tracker_game_data Multi_tracker_game_data;
bool fs2netd_is_online();
void fs2netd_reset_connection();
void fs2netd_close();
@@ -41,12 +67,13 @@ void fs2netd_maybe_init();
void fs2netd_do_frame();
void fs2netd_server_send_heartbeat(bool force = false);
void fs2netd_server_disconnect();
void fs2netd_gameserver_start();
void fs2netd_gameserver_update(bool force = false);
void fs2netd_gameserver_disconnect();
int fs2netd_load_servers();
void fs2netd_send_game_request();
void fs2netd_debrief_init();
void fs2netd_store_stats();
bool fs2netd_player_banned(net_addr *addr);
@@ -62,7 +89,6 @@ void fs2netd_options_config_init();
void fs2netd_add_table_validation(char *tblname);
void fs2netd_update_chat_channel();
void fs2netd_update_game_count(char *chan_name);
#endif // _FS2NETD_CLIENT_H
+16 -230
View File
@@ -73,6 +73,8 @@
// Packet IDs
#define PCKT_ID_FIRST 0x00
#define PCKT_SLIST_REQUEST 0x01
#define PCKT_SLIST_REPLY 0x02
#define PCKT_SLIST_HB 0x03
@@ -100,12 +102,21 @@
#define PCKT_CHAT_CHAN_COUNT_RQST 0x18
#define PCKT_CHAT_CHAN_COUNT_REPLY 0x19
#define PCKT_SLIST_HB_2 0x1a
#define PCKT_SLIST_DISCONNECT 0x1b
#define PCKT_SERVER_DISCONNECT 0x1b
#define PCKT_DUP_LOGIN_RQST 0x1c
#define PCKT_DUP_LOGIN_REPLY 0x1d
#define PCKT_SLIST_REQUEST_FILTER 0x1e
#define PCKT_SERVER_START 0x1f
#define PCKT_SERVER_UPDATE 0x20
#define PCKT_ID_LAST 0x21
#define PCKT_INVALID 0xff
#define VALID_PACKET_ID(p) (((p) > PCKT_ID_FIRST) && ((p) < PCKT_ID_LAST))
//***********************************************************************************************************************
// Packet Structures
//***********************************************************************************************************************
struct crc_valid_status {
char name[NAME_LENGTH];
@@ -113,242 +124,17 @@ struct crc_valid_status {
ubyte valid;
};
/* ----- Server List -----
//this one is sent Client->Server and when the Server receives it sends back the server list to the sender of this packet
struct serverlist_request_packet
{
int type; // so you can request only servers of a certain time
int status; // so you can request only servers of a certain status
};
//a server sends this UDP packet to the server every 60 seconds has a "Heartbeat" telling the server it's here -
// if one isn't received for 120 seconds the server is dropped from the list
struct serverlist_hb_packet
{
char name[65];
char mission_name[65];
char title[65];
short players;
int flags;
ushort port;
};
*/
//the server list will be sent one server at a time - each server being on UDP packet containing this
// a terminator will be sent with the following values
// servername = "TERM"
// netspeed = status = players = type = 0
typedef struct serverlist_reply_packet
{
// char name[65];
// char mission_name[65];
// char title[65];
// short players;
int flags;
char ip[16]; // "255.255.255.255"
ushort port;
} net_server;
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
/* ----- Logins -----
//login request
struct fs2open_pxo_login
{
char username[65];
char password[65];
};
//and the reply
struct fs2open_pxo_lreply
{
ubyte login_status; // true if successful, false if failed
int sid; // if (login_status) sid = session id, ip associated and expires after 1 hour
short pilots; // if (login_status) pilots = number of pilots for this account
};
*/
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
/* ----- Missions & Tables -----
struct fs2open_file_check_single
{
char name[60];
unsigned int crc32;
};
struct fs2open_fcheck_reply
{
ubyte status; // 1 = valid, 0 = invalid
};
//request
struct fs2open_file_check
{
ubyte pid; // 0x5 for missions 0x7 for tables ( PCKT_MISSIONS_RQST / PCKT_TABLES_RQST )
};
//reply
struct fs2open_pxo_missreply
{
ubyte pid;
int num_files;
file_record *files;
};
*/
struct file_record
{
char name[60];
char name[33];
uint crc32;
};
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
/* ----- Pilot Management -----
struct fs2open_get_pilot
{
ubyte pid; // 0x9 ( PCKT_PILOT_GET )
int sid; // session id returned upon login
char pilotname[65];
ubyte create; // create pilot
};
*/
struct fs2open_ship_typekill
{
char name[NAME_LENGTH];
ushort kills;
};
/*
struct fs2open_pilot_reply
{
ubyte pid; // 0x0A (PCKT_PILOT_REPLY)
int replytype; // 0 = pilot retrieved, 1 = pilot created, 2 = invalid pilot, 3 = invalid (expired?) sid, 4 = pilot already exists
// if and only if (replytype == 0) then the rest of this data
uint points;
uint missions;
uint flighttime;
uint LastFlight;
uint Kills;
uint Assists;
uint NonFriendlyKills;
uint PriShots;
uint PriHits;
uint PriFHits;
uint SecShots;
uint SecHits;
uint SecFHits;
int rank;
int num_medals;
//fs2open_ship_typekill *type_kills;
//uint ship_types;
//int *medals;
};
struct fs2open_pilot_update
{
ubyte pid; // 0x0B (PCKT_PILOT_UPDATE)
int sid; // session id
char name[65];
char user[65];
int points;
uint missions;
uint flighttime;
int LastFlight;
int Kills;
int Assists;
int NonFriendlyKills;
uint PriShots;
uint PriHits;
uint PriFHits;
uint SecShots;
uint SecHits;
uint SecFHits;
int rank;
int num_medals;
//fs2open_ship_typekill *type_kills;
//uint ship_types;
//int *medals;
};
struct fs2open_pilot_updatereply
{
ubyte pid; // 0x0C (PCKT_PILOT_UREPLY)
ubyte replytype; // 0 = pilot updated, 1 = invalid pilot, 2 = invalid (expired?) sid
};
*/
/* ---------------- Generic Ping -----------------
// ping time is in ticks returned by clock()
struct fs2open_ping
{
int time;
};
struct fs2open_pingreply
{
int time;
};
*/
/* ---------------- Banlist Packets -----------------
struct fs2open_banlist_request
{
ubyte pid; // 0x11 (PCKT_BANLIST_RQST)
int reserved;
};
struct fs2open_banlist_reply
{
ubyte pid; // 0x12 (PCKT_BANLIST_RPLY)
int num_ban_masks;
fs2open_banmask* masks;
};
*/
struct fs2open_banmask
{
char ip_mask[16]; // up to 15 chars (123.123.123.123) and a NULL
};
// ---------------- Global Message Packet -----------------
struct fs2open_network_wall
{
ubyte pid; // 0x13 (PCKT_NETOWRK_WALL)
char message[252];
};
#endif
File diff suppressed because it is too large. Load diff
+28 -22
View File
@@ -83,35 +83,41 @@
#include "globalincs/pstypes.h"
//#pragma warning(disable:4018) // signed/unsigned mismatch
//#pragma warning(disable:4245) // signed/unsigned mismatch in conversion of const value
#define MAX_SERVERS 150
#include "fs2netd/protocol.h"
#include "fs2netd/tcp_socket.h"
#include <vector>
#include <string>
struct player;
struct netgame_info;
int FS2NetD_SendPlayerData(int SID, const char* player_name, const char* user, player *pl, int timeout = 15);
int FS2NetD_GetPlayerData(int SID, const char* player_name, player *pl, bool CanCreate = false, int timeout = 15);
int FS2NetD_CheckSingleMission(const char *m_name, uint crc32, int timeout = 15);
int FS2NetD_CheckValidSID(int SID);
int FS2NetD_GetServerList(int timeout = 15);
void FS2NetD_Ping();
void FS2NetD_SendHeartBeat();
void FS2NetD_SendServerDisconnect(ushort port);
int FS2NetD_Login(const char *username, const char *password, int timeout = 15);
void FS2NetD_Pong(int tstamp);
int FS2NetD_ValidateTableList(int timeout = 30);
void FS2NetD_ChatChannelUpdate(char *chan_name);
void FS2NetD_GameCountUpdate(char *chan_name);
fs2open_banmask *FS2NetD_GetBanList(int *numBanMasks, int timeout = 15);
// longer timeouts - mySQL operations
//file_record *FS2NetD_GetTablesList(int *numTables, int timeout = 30);
file_record *FS2NetD_GetMissionsList(int *numMissions, int timeout = 30);
int FS2NetD_CheckSingleMission(const char *m_name, uint crc32, bool do_send);
int FS2NetD_SendPlayerData(const char *player_name, player *pl, bool do_send);
int FS2NetD_GetPlayerData(const char *player_name, player *pl, bool can_create, bool do_send);
int FS2NetD_GetBanList(std::vector<std::string> &mask_list, bool do_send);
int FS2NetD_GetMissionsList(std::vector<file_record> &m_list, bool do_send);
int FS2NetD_ValidateTableList(bool do_send);
int FS2NetD_Login(const char *username, const char *password, bool do_send);
int FS2NetD_CheckValidID();
void FS2NetD_CheckDuplicateLogin();
void FS2NetD_SendServerStart();
void FS2NetD_SendServerUpdate();
void FS2NetD_SendServerDisconnect();
void FS2NetD_RequestServerList();
void FS2NetD_GameCountUpdate(char *chan_name);
void FS2NetD_Ping();
void FS2NetD_Pong(int tstamp);
+42 -60
View File
@@ -125,31 +125,27 @@
typedef int socklen_t;
#endif
#if !defined(CLOSEFUNC)
#define CLOSEFUNC closesocket
#endif
#if !defined(STYPE)
#define STYPE SOCKET
#endif
static bool Connecting = false;
static bool Connected = false;
static STYPE mySocket;
static SOCKET mySocket = INVALID_SOCKET;
static sockaddr_in PXO_addr;
static sockaddr_in FS2NetD_addr;
void FS2NetD_Disconnect()
{
CLOSEFUNC(mySocket);
if (mySocket != INVALID_SOCKET) {
shutdown(mySocket, 2);
closesocket(mySocket);
mySocket = INVALID_SOCKET;
}
Connected = false;
Connecting = false;
}
int FS2NetD_ConnectToServer(char *host, ushort port)
int FS2NetD_ConnectToServer(const char *host, const char *port)
{
struct hostent *my_host = NULL;
char host_str[5];
@@ -167,10 +163,10 @@ int FS2NetD_ConnectToServer(char *host, ushort port)
}
#endif
memset(&PXO_addr, 0, sizeof(sockaddr_in));
PXO_addr.sin_family = AF_INET;
PXO_addr.sin_addr.s_addr = INADDR_ANY;
PXO_addr.sin_port = 0;
memset(&FS2NetD_addr, 0, sizeof(sockaddr_in));
FS2NetD_addr.sin_family = AF_INET;
FS2NetD_addr.sin_addr.s_addr = INADDR_ANY;
FS2NetD_addr.sin_port = 0;
mySocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
@@ -184,7 +180,7 @@ int FS2NetD_ConnectToServer(char *host, ushort port)
return -1;
}
if ( bind(mySocket, (sockaddr *)&PXO_addr, sizeof(sockaddr)) == SOCKET_ERROR ) {
if ( bind(mySocket, (sockaddr *)&FS2NetD_addr, sizeof(sockaddr)) == SOCKET_ERROR ) {
#ifdef SCP_UNIX
my_error = errno;
ml_printf("FS2NetD ERROR: Couldn't bind socket (\"%s\")!", strerror(my_error));
@@ -222,32 +218,33 @@ int FS2NetD_ConnectToServer(char *host, ushort port)
return -1;
}
PXO_addr.sin_addr.s_addr = ((in_addr *)(my_host->h_addr_list[0]))->s_addr;
FS2NetD_addr.sin_addr.s_addr = ((in_addr *)(my_host->h_addr_list[0]))->s_addr;
}
// we might be in dotted format so try using it as such
else {
PXO_addr.sin_addr.s_addr = inet_addr( host );
FS2NetD_addr.sin_addr.s_addr = inet_addr( host );
}
if (PXO_addr.sin_addr.s_addr == INADDR_ANY) {
if (FS2NetD_addr.sin_addr.s_addr == INADDR_ANY) {
ml_printf("No valid server address to connect with!");
return -1;
}
// we need to set the correct port before moving on
PXO_addr.sin_port = htons(port);
long m_port = strtol(port, (char**)NULL, 10);
FS2NetD_addr.sin_port = htons( (ushort)m_port );
if ( connect(mySocket, (sockaddr *)&PXO_addr, sizeof(sockaddr)) == SOCKET_ERROR ) {
if ( connect(mySocket, (sockaddr *)&FS2NetD_addr, sizeof(sockaddr)) == SOCKET_ERROR ) {
if ( WSAGetLastError() == WSAEWOULDBLOCK ) {
Connecting = true;
return 0;
} else {
#ifdef SCP_UNIX
int errv = errno;
ml_printf("FS2NetD ERROR: Couldn't connect to remote system at %s (\"%s\")!", inet_ntoa(PXO_addr.sin_addr), strerror(errv));
ml_printf("FS2NetD ERROR: Couldn't connect to remote system at %s (\"%s\")!", inet_ntoa(FS2NetD_addr.sin_addr), strerror(errv));
#else
ml_printf("FS2NetD ERROR: Couldn't connect to remote system at %s!", inet_ntoa(PXO_addr.sin_addr));
ml_printf("FS2NetD ERROR: Couldn't connect to remote system at %s!", inet_ntoa(FS2NetD_addr.sin_addr));
#endif
}
@@ -311,20 +308,32 @@ int FS2NetD_ConnectToServer(char *host, ushort port)
return -1;
}
int FS2NetD_GetData(char *buffer, int blen, bool OOB)
int FS2NetD_GetData(char *buffer, int blen)
{
int flags = 0;
int status = SOCKET_ERROR;
if (OOB)
flags = flags | MSG_OOB;
// clear the buffer
memset(buffer, 0, blen);
socklen_t from_len = sizeof(sockaddr);
return recvfrom(mySocket, buffer, blen, flags, (sockaddr*)&FS2NetD_addr, &from_len);
}
int FS2NetD_SendData(char *buffer, int blen)
{
int flags = 0;
socklen_t to_len = sizeof(sockaddr);
return sendto(mySocket, buffer, blen, flags, (sockaddr*)&FS2NetD_addr, to_len);
}
bool FS2NetD_DataReady()
{
timeval wait;
wait.tv_sec = 0;
wait.tv_usec = 0;
wait.tv_usec = 1;
fd_set recvs;
@@ -332,37 +341,10 @@ int FS2NetD_GetData(char *buffer, int blen, bool OOB)
FD_SET(mySocket, &recvs);
#ifndef SCP_UNIX
status = select(1, &recvs, NULL, NULL, &wait);
int status = select(1, &recvs, NULL, NULL, &wait);
#else
status = select(mySocket+1, &recvs, NULL, NULL, &wait);
int status = select(mySocket+1, &recvs, NULL, NULL, &wait);
#endif
if ( (status == SOCKET_ERROR) || !(FD_ISSET(mySocket, &recvs)) )
return -1;
socklen_t from_len = sizeof(sockaddr);
return recvfrom(mySocket, buffer, blen, flags, (sockaddr*)&PXO_addr, &from_len);
}
int FS2NetD_SendData(char *buffer, int msg_len, bool OOB)
{
int flags = 0;
if (OOB)
flags = flags | MSG_OOB;
socklen_t to_len = sizeof(sockaddr);
return sendto(mySocket, buffer, msg_len, flags, (sockaddr*)&PXO_addr, to_len);
}
void FS2NetD_IgnorePackets()
{
// let's say most that is going to be backed up is 32K
char *bitbox = new char[1024*32];
FS2NetD_GetData(bitbox, 1024*32);
delete[] bitbox;
return ( (status != 0) && (status != -1) && FD_ISSET(mySocket, &recvs) );
}
+4 -4
View File
@@ -71,12 +71,12 @@
#include "globalincs/pstypes.h" // make sure _cdecl is defined correctly on *nix
int FS2NetD_ConnectToServer(char *host, ushort port);
int FS2NetD_ConnectToServer(const char *host, const char *port);
void FS2NetD_Disconnect();
int FS2NetD_GetData(char *buffer, int blen, bool OOB = false);
int FS2NetD_SendData(char *buffer, int msg_len, bool OOB = false);
void FS2NetD_IgnorePackets();
int FS2NetD_GetData(char *buffer, int blen);
int FS2NetD_SendData(char *buffer, int blen);
bool FS2NetD_DataReady();
#endif // __TCP_SOCKET_H_
+1 -1
View File
@@ -545,7 +545,7 @@ void parse_helptbl()
return;
}
read_file_text(HELP_OVERLAY_FILENAME);
read_file_text(HELP_OVERLAY_FILENAME, CF_TYPE_TABLES);
// for each overlay...
for (overlay_id=0; overlay_id<MAX_HELP_OVERLAYS; overlay_id++) {
+5 -2
View File
@@ -1178,7 +1178,10 @@ int event_music_friendly_arrival()
return 0;
// Goober5000 - to avoid array out-of-bounds
Assert(Current_pattern >= 0 && Current_pattern < MAX_PATTERNS);
//Assert(Current_pattern >= 0 && Current_pattern < MAX_PATTERNS);
if(Current_pattern < 0 || Current_pattern > MAX_PATTERNS)
return 0;
if ( Patterns[Current_pattern].next_pattern != Patterns[Current_pattern].default_next_pattern )
return 0; // don't squash a pending pattern
@@ -1664,7 +1667,7 @@ void event_music_parse_musictbl(char *filename)
// open localization
lcl_ext_open();
read_file_text(filename);
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// Loop through all the sound-tracks
+1 -1
View File
@@ -531,7 +531,7 @@ void gamesnd_parse_soundstbl()
return;
}
read_file_text("sounds.tbl");
read_file_text("sounds.tbl", CF_TYPE_TABLES);
reset_parse();
// Parse the gameplay sounds section
+69 -4
View File
@@ -762,6 +762,12 @@ $Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1 \n\
;; factor applied to 'fire wait' for hostile ships \n\
$Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1 \n\
\n\
;; factor applied to 'fire wait' for secondaries of friendly ships \n\
$Friendly AI Secondary Fire Delay Scale: 0.4, 0.6, 0.8, 1.0, 1.2 \n\
\n\
;; factor applied to 'fire wait' for secondaries of hostile ships \n\
$Hostile AI Secondary Fire Delay Scale: 1.4, 1.2, 1.0, 0.8, 0.6 \n\
\n\
;; factor applied to time it takes for enemy ships to turn \n\
$AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1 \n\
\n\
@@ -777,7 +783,19 @@ $Max Turret Target Ownage: 3, 4, 7, 12, 19 \n\
\n\
;; maximum number of turrets on one ship allowed to be attacking the \n\
;; player at a given time \n\
$Max Turret Player Ownage: 3, 4, 7, 12, 19 \n\
$Max Turret Player Ownage: 3, 4, 7, 12, 19 \n""\
\n\
;; the minimum percentage of the total assessed damage a player \n\
;; must inflict in order to be awarded a kill \n\
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30 \n\
\n\
;; the minimum percentage of the total assessed damage a player \n\
;; must inflict in order to be awarded an assist \n\
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15 \n\
\n\
;; in TvT and Coop missions all teammates will be granted this \n\
;; percentage of the capships score when someone scores a kill \n\
$Percentage Awarded For Capship Assist: 0.5, 0.5, 0.5, 0.5, 0.5 \n\
\n\
\n\
;; General AI-related flags. These were previously all lumped together \n\
@@ -795,10 +813,15 @@ $smart primary weapon selection: NO \n\
;; proper use of bomber+ missiles) \n\
$smart secondary weapon selection: NO \n\
\n\
;; if set, enables smart shield management (previously was \n\
;; -smart_shields on the command line) \n\
;; if set, shields will devote all their charging energy to the weakest \n\
;; quadrant(s) and not waste energy on fully-charged quadrants \n\
;; (previously was -smart_shields on the command line) \n\
$smart shield management: NO \n\
\n""\
;; if set, the AI will properly use brief pulses of afterburner power \n\
;; instead of afterburning until fuel is exhausted \n\
$smart afterburner management: NO \n\
\n\
;; if set, allows an AI ship to switch to rapid fire for dumbfire \n\
;; missiles \n\
$allow rapid secondary dumbfire: NO \n\
@@ -824,7 +847,7 @@ $shockwaves damage small ship subsystems: NO \n\
;; navigation subsystem is damaged or destroyed \n\
$navigation subsystem governs warpout capability: NO \n\
\n\
;; if set, will not use a minimum speed limit for docked ships \n\
;; if set, will not use a minimum speed limit for docked ships \n""\
;; (like in FS1) \n\
$ignore lower bound for minimum speed of docked ship: NO \n\
\n\
@@ -838,6 +861,48 @@ $disable weapon damage scaling: NO \n\
;; if set, will add the weapon velocity to the firing ship's velocity \n\
$use additive weapon velocity: NO \n\
\n\
;; if set, will dampening closer to real newtonian physics \n\
$use newtonian dampening: NO \n\
\n\
;; if set, beam damage is counted when calculating kills and assists \n\
$include beams for kills and assists: NO \n\
\n\
;; if set, kills gain score based on the percentage damage the killer \n\
;; inflicted on the dead ship \n\
$score kills based on damage caused: NO \n\
\n\
;; if set, kills gain score based on the percentage damage the player \n\
;; gaining the assist inflicted on the dead ship \n\
$score assists based on damage caused: NO \n\
\n\
;; if set, players (rather than just their team) can gain score from \n\
;; events in multiplayer \n\
$allow event and goal scoring in multiplayer: NO \n\
\n\
;; if set, the AI will properly link primaries according to \n\
;; specified percentages of energy levels instead of retail behavior \n\
;; where it mistakenly linked according to absolute energy levels \n\
$fix linked primary weapon decision bug: NO \n\
\n\
;; if set, prevents turrets from targeting bombs beyond maximum \n\
;; range of the weapons of the turret \n\
$prevent turrets targeting too distant bombs: NO \n\
\n""\
;; if set, prevents turrets from trying to target subsystems beyond \n\
;; their fov limits, also keeps the turret subsystem targeting \n\
;; preference order intact regardless of the angle to the target \n\
$smart subsystem targeting for turrets: NO \n\
\n\
;; if set, heat-seeking missiles will not home in on stealth ships \n\
;; (this mirrors the established behavior where heat-seeking missiles \n\
;; do not home in on ships that are hidden from sensors) \n\
$fix heat seekers homing on stealth ships bug: NO \n\
\n\
;; allow a player to commit into a multiplayer game without primaries \n\
$multi allow empty primaries: NO \n\
\n\
;; allow a player to commit into a multiplayer game without secondaries \n\
$multi allow empty secondaries: NO \n\
\n\
#End \n\
";
+16 -1
View File
@@ -634,7 +634,7 @@ extern void _cdecl Warning( char * filename, int line, const char * format, ...
#define Assert(x) do {} while (0)
#else
void gr_activate(int);
#define Assert(x) do { if (!(x)){ gr_activate(0); WinAssert(#x,__FILE__,__LINE__); gr_activate(1); } } while (0)
#define Assert(x) do { if (!(x)){ WinAssert(#x,__FILE__,__LINE__); } } while (0)
#endif
/*******************NEVER UNCOMMENT Assert ************************************************/
@@ -880,6 +880,7 @@ inline float SWAPFLOAT(float *x)
#define FALSE 0
int myrand();
int rand32(); // returns a random number between 0 and 0x7fffffff
// lod checker for (modular) table parsing
@@ -1092,5 +1093,19 @@ typedef struct script_hook
bool IsValid(){return (h_index > -1);}
}script_hook;
class camid
{
private:
int sig;
uint idx;
public:
camid();
camid(int n_idx, int n_sig);
class camera *getCamera();
uint getIndex();
int getSignature();
bool isValid();
};
#endif // PS_TYPES_H
+26 -5
View File
@@ -290,11 +290,14 @@ int Interface_last_tick = -1; // last timer tick on flip
char Processing_filename[MAX_PATH_LEN];
#endif
// If true, then we are using Direct3D hardware. This is used for game type stuff
// that changes when you're using hardware.
int D3D_enabled = 0;
// for OGL
int OGL_enabled = 0;
// override states to skip rendering of certain elements, but without disabling them completely
bool Basemap_override = false;
bool Envmap_override = false;
bool Specmap_override = false;
bool Normalmap_override = false;
bool Heightmap_override = false;
bool Glowpoint_override = false;
bool GLSL_override = false;
// Values used for noise for thruster animations
float Noise[NOISE_NUM_FRAMES] = {
@@ -325,6 +328,24 @@ int myrand()
return rval;
}
// returns a random number between 0 and 0x7fffffff
int rand32()
{
if (RAND_MAX == 0x7fff) {
int random32;
// this gets two random 16 bit numbers and stuffs them into a 32 bit number
random32 = (rand() << 16) | rand();
//since rand() returns between 0 and 0x7fff, there needs to be a thing to randomly generate the 16th bit
random32 |= ((rand() & 1) << 15);
return random32;
}
else {
// karajorma - can't imagine what RAND_MAX could be if it's not 0x7fffffff but let's be careful
Assert(RAND_MAX == 0x7fffffff);
return rand();
}
}
// Variables for the loading callback hooks
static int cf_timestamp = -1;
+8 -5
View File
@@ -367,11 +367,14 @@ extern int Interface_last_tick; // last timer tick on flip
extern float Noise[NOISE_NUM_FRAMES];
// If true, then we are using Direct3D hardware. This is used for game type stuff
// that changes when you're using hardware.
extern int D3D_enabled;
// for OGL
extern int OGL_enabled;
// override states to skip rendering of certain elements, but without disabling them completely
extern bool Basemap_override;
extern bool Envmap_override;
extern bool Specmap_override;
extern bool Normalmap_override;
extern bool Heightmap_override;
extern bool Glowpoint_override;
extern bool GLSL_override;
// game skill levels
#define NUM_SKILL_LEVELS 5
+32 -4
View File
@@ -306,6 +306,8 @@ bool Messagebox_active = false;
#ifdef SHOW_CALL_STACK
static bool Dump_to_log = true;
class DumpBuffer
{
public :
@@ -473,8 +475,12 @@ void PE_Debug :: DumpLineNumber( DumpBuffer& dumpBuffer, DWORD relativeAddress )
}
line++ ;
}
if( lineNum != none )
if( lineNum != none ) {
dumpBuffer.Printf( " line %d\r\n", lineNum ) ;
if (Dump_to_log) {
mprintf(( " line %d\r\n", lineNum )) ;
}
}
// else
// dumpBuffer.Printf( " line <unknown>\r\n" ) ;
}
@@ -725,8 +731,14 @@ void PE_Debug::DumpSymbolInfo( DumpBuffer& dumpBuffer, DWORD relativeAddress )
char tmp_name[1024];
unmangle(tmp_name, GetSymbolName( fnSymbol ) );
dumpBuffer.Printf( " %s()", tmp_name ) ;
if (Dump_to_log) {
mprintf((" %s()", tmp_name )) ;
}
} else {
dumpBuffer.Printf( " <unknown>" ) ;
if (Dump_to_log) {
mprintf((" <unknown>" )) ;
}
}
}
@@ -888,6 +900,9 @@ int PE_Debug::DumpDebugInfo( DumpBuffer& dumpBuffer, const BYTE* caller, HINSTAN
//dumpBuffer.Printf( "Call stack is unavailable, because there is\r\nno COFF debugging info in this module.\r\n" ) ;
//JAS dumpBuffer.Printf( " no debug information\r\n" ) ;
dumpBuffer.Printf( " %s %08x()\r\n", pretty_module, caller ) ;
if (Dump_to_log) {
mprintf((" %s %08x()\r\n", pretty_module, caller )) ;
}
return 0;
}
} catch( ... ) {
@@ -896,6 +911,9 @@ int PE_Debug::DumpDebugInfo( DumpBuffer& dumpBuffer, const BYTE* caller, HINSTAN
}
} else {
dumpBuffer.Printf( " %s %08x()\r\n", pretty_module, caller ) ;
if (Dump_to_log) {
mprintf(( " %s %08x()\r\n", pretty_module, caller )) ;
}
//JAS dumpBuffer.Printf( " module not accessible\r\n" ) ;
//JAS dumpBuffer.Printf( " address: %8X\r\n", caller ) ;
return 0;
@@ -1018,11 +1036,14 @@ void dump_text_to_clipboard(char *text)
void _cdecl WinAssert(char * text, char * filename, int linenum )
{
int val;
// this stuff migt be really useful for solving bug reports and user errors. We should output it!
mprintf(("ASSERTION: \"%s\" at %s:%d\n", text, strrchr(filename, '\\')+1, linenum ));
if (Cmdline_nowarn)
return;
int val;
Messagebox_active = true;
gr_activate(0);
@@ -1030,7 +1051,7 @@ void _cdecl WinAssert(char * text, char * filename, int linenum )
filename = strrchr(filename, '\\')+1;
sprintf( AssertText1, "Assert: %s\r\nFile: %s\r\nLine: %d\r\n", text, filename, linenum );
#ifdef SHOW_CALL_STACK
#ifdef SHOW_CALL_STACK
dumpBuffer.Clear();
dumpBuffer.Printf( AssertText1 );
dumpBuffer.Printf( "\r\n" );
@@ -1176,6 +1197,7 @@ void _cdecl Error( char * filename, int line, const char * format, ... )
filename = strrchr(filename, '\\')+1;
sprintf(AssertText2, "Error: %s\r\nFile: %s\r\nLine: %d\r\n", AssertText1, filename, line);
mprintf(("ERROR: %s\r\nFile: %s\r\nLine: %d\r\n", AssertText1, filename, line));
Messagebox_active = true;
@@ -1269,6 +1291,9 @@ void _cdecl Warning( char *filename, int line, const char *format, ... )
gr_activate(0);
#ifdef SHOW_CALL_STACK
//we don't want to dump the call stack for every single warning
Dump_to_log = false;
dumpBuffer.Clear();
dumpBuffer.Printf( AssertText2 );
dumpBuffer.Printf( "\r\n" );
@@ -1279,6 +1304,9 @@ void _cdecl Warning( char *filename, int line, const char *format, ... )
dumpBuffer.Printf("\r\n\r\nUse Yes to break into Debugger, No to continue.\r\nand Cancel to Quit");
result = MessageBox((HWND)os_get_window(), dumpBuffer.buffer, "Warning!", MB_YESNOCANCEL | MB_DEFBUTTON2 | MB_ICONWARNING | flags );
Dump_to_log = true;
#else
strcat(AssertText2,"\r\n\r\nUse Yes to break into Debugger, No to continue.\r\nand Cancel to Quit");
result = MessageBox((HWND)os_get_window(), AssertText2, "Warning!", MB_YESNOCANCEL | MB_DEFBUTTON2 | MB_ICONWARNING | flags );
+438 -399
View File
File diff suppressed because it is too large. Load diff
+72 -89
View File
@@ -797,19 +797,26 @@ typedef struct color {
} color;
typedef struct tsb_t {
vec3d tangent;
float scaler;
} tsb_t;
// this should be basicly just like it is in the VB
// a list of triangles and their associated normals
struct poly_list {
poly_list(): n_prim(0), n_verts(0), vert(NULL), norm(NULL), currently_allocated(0) {}
poly_list(): n_prim(0), n_verts(0), vert(NULL), norm(NULL), tsb(NULL), currently_allocated(0) {}
~poly_list();
poly_list& operator = (poly_list&);
void allocate(int size);
void make_index_buffer();
void calculate_tangent();
int n_prim;
int n_verts;
vertex *vert;
vec3d *norm;
tsb_t *tsb;
private:
int currently_allocated;
@@ -865,6 +872,8 @@ typedef struct screen {
int offset_x_unscaled, offset_y_unscaled; // Offsets into the screen, in 1024x768 or 640x480 dimensions
int clip_width, clip_height;
int clip_width_unscaled, clip_height_unscaled; // Height and width of clip aread, in 1024x768 or 640x480 dimensions
// center of clip area
float clip_center_x, clip_center_y;
float fog_near, fog_far;
@@ -874,8 +883,6 @@ typedef struct screen {
int clip_left, clip_right, clip_top, clip_bottom;
// same as above except in 1024x768 or 640x480 dimensions
int clip_left_unscaled, clip_right_unscaled, clip_top_unscaled, clip_bottom_unscaled;
// center of clip area
float clip_center_x, clip_center_y;
int current_alphablend_mode; // See GR_ALPHABLEND defines above
int current_bitblt_mode; // See GR_BITBLT_MODE defines above
@@ -889,12 +896,11 @@ typedef struct screen {
// void *offscreen_buffer; // NEVER ACCESS! This+rowsize*y = screen offset
// void *offscreen_buffer_base; // Pointer to lowest address of offscreen buffer
int custom_size;
bool custom_size;
int rendering_to_texture; //wich texture we are rendering to, -1 if the back buffer
int rendering_to_face; //wich face of the texture we are rendering to, -1 if the back buffer
int static_environment_map;
int dynamic_environment_map;
int envmap_render_target;
bool recording_state_block;
int current_state_block;
@@ -905,7 +911,6 @@ typedef struct screen {
//switch onscreen, offscreen
void (*gf_flip)();
void (*gf_flip_window)(uint _hdc, int x, int y, int w, int h );
// Sets the current palette
void (*gf_set_palette)(ubyte * new_pal, int restrict_alphacolor);
@@ -933,9 +938,6 @@ typedef struct screen {
//void (*gf_set_font)(int fontnum);
// Sets the current bitmap
void (*gf_set_bitmap)( int bitmap_num, int alphablend, int bitbltmode, float alpha);
// Call this to create a shader.
// This function takes a while, so don't call it once a frame!
// r,g,b, and c should be between -1.0 and 1.0f
@@ -1045,20 +1047,14 @@ typedef struct screen {
// set fog attributes
void (*gf_fog_set)(int fog_mode, int r, int g, int b, float fog_near, float fog_far);
// get the current pixel color in the framebuffer
void (*gf_get_pixel)(int x, int y, int *r, int *g, int *b);
// poly culling
int (*gf_set_cull)(int cull);
// cross fade
void (*gf_cross_fade)(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct);
// filtering
void (*gf_filter_set)(int filter);
// set a texture into cache. for sectioned bitmaps, pass in sx and sy to set that particular section of the bitmap
int (*gf_tcache_set)(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full, int force, int stage);
int (*gf_tcache_set)(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int stage);
// preload a bitmap into texture memory
int (*gf_preload)(int bitmap_num, int is_aabitmap);
@@ -1126,8 +1122,10 @@ typedef struct screen {
void (*gf_draw_line_list)(colored_vector*lines, int num);
void (*gf_draw_htl_line)(vec3d *start, vec3d* end);
void (*gf_draw_htl_sphere)(float rad);
void (*gf_set_line_width)(float width);
void (*gf_line_htl)(vec3d *start, vec3d* end);
void (*gf_sphere_htl)(float rad);
// void (*gf_set_environment_mapping)(int i);
@@ -1138,12 +1136,6 @@ typedef struct screen {
*/
} screen;
// cpu types
//extern int Gr_amd3d;
//extern int Gr_katmai;
//extern int Gr_cpu;
//extern int Gr_mmx;
// handy macro
#define GR_MAYBE_CLEAR_RES(bmap) do { int bmw = -1; int bmh = -1; if(bmap != -1){ bm_get_info( bmap, &bmw, &bmh, NULL, NULL, NULL); if((bmw != gr_screen.max_w) || (bmh != gr_screen.max_h)){gr_clear();} } else {gr_clear();} } while(0);
@@ -1152,6 +1144,7 @@ typedef struct screen {
// Call this at application startup
// # Software Re-added by Kazan --- THIS HAS TO STAY -- It is used by standalone!
#define GR_DEFAULT (-1) // set to use default settings
#define GR_STUB (100)
#define GR_DIRECT3D (102) // Use Direct3d hardware renderer
#define GR_OPENGL (104) // Use OpenGl hardware renderer
@@ -1161,7 +1154,8 @@ typedef struct screen {
#define GR_640 0 // 640 x 480
#define GR_1024 1 // 1024 x 768
extern bool gr_init(int res, int mode, int depth = 16, int fred_x = -1, int fred_y = -1 );
extern bool gr_init(int d_mode = GR_DEFAULT, int d_width = GR_DEFAULT, int d_height = GR_DEFAULT, int d_depth = GR_DEFAULT);
extern void gr_screen_resize(int width, int height);
// Call this when your app ends.
extern void gr_close();
@@ -1219,9 +1213,6 @@ extern int Web_cursor_bitmap;
// Called by OS when application gets/looses focus
extern void gr_activate(int active);
// Sets up resolution
void gr_init_res(int res, int mode, int fredx = -1, int fredy = -1);
#define GR_CALL(x) (*x)
// These macros make the function indirection look like the
@@ -1231,7 +1222,6 @@ void gr_init_res(int res, int mode, int fredx = -1, int fredy = -1);
//#define gr_flip GR_CALL(gr_screen.gf_flip)
void gr_flip();
#define gr_flip_window GR_CALL(gr_screen.gf_flip_window)
//#define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
__inline void gr_set_clip(int x, int y, int w, int h, bool resize=true)
@@ -1253,10 +1243,7 @@ __inline void gr_set_clip(int x, int y, int w, int h, bool resize=true)
//#define gr_set_color_fast GR_CALL(gr_screen.gf_set_color_fast)
//#define gr_set_bitmap GR_CALL(gr_screen.gf_set_bitmap)
__inline void gr_set_bitmap( int bitmap_num, int alphablend=GR_ALPHABLEND_NONE, int bitbltmode=GR_BITBLT_MODE_NORMAL, float alpha=1.0f )
{
(*gr_screen.gf_set_bitmap)(bitmap_num, alphablend, bitbltmode, alpha);
}
void gr_set_bitmap(int bitmap_num, int alphablend = GR_ALPHABLEND_NONE, int bitbltmode = GR_BITBLT_MODE_NORMAL, float alpha = 1.0f);
//#define gr_create_shader GR_CALL(gr_screen.gf_create_shader)
//#define gr_set_shader GR_CALL(gr_screen.gf_set_shader)
@@ -1337,9 +1324,6 @@ __inline void gr_gradient(int x1, int y1, int x2, int y2, bool resize = true)
#define gr_set_gamma GR_CALL(gr_screen.gf_set_gamma)
#define gr_lock GR_CALL(gr_screen.gf_lock)
#define gr_unlock GR_CALL(gr_screen.gf_unlock)
#define gr_get_region GR_CALL(gr_screen.gf_get_region)
//#define gr_fog_set GR_CALL(gr_screen.gf_fog_set)
@@ -1352,12 +1336,10 @@ __inline void gr_fog_set(int fog_mode, int r, int g, int b, float fog_near = -1.
#define gr_cross_fade GR_CALL(gr_screen.gf_cross_fade)
#define gr_filter_set GR_CALL(gr_screen.gf_filter_set)
//#define gr_tcache_set GR_CALL(gr_screen.gf_tcache_set)
__inline int gr_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full = 0, int force = 0, int stage = 0)
__inline int gr_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int stage = 0)
{
return (*gr_screen.gf_tcache_set)(bitmap_id, bitmap_type, u_scale, v_scale, fail_on_full, force, stage);
return (*gr_screen.gf_tcache_set)(bitmap_id, bitmap_type, u_scale, v_scale, stage);
}
#define gr_preload GR_CALL(gr_screen.gf_preload)
@@ -1389,63 +1371,65 @@ __inline int gr_bm_set_render_target(int n, int face = -1)
#define gr_set_texture_addressing GR_CALL(*gr_screen.gf_set_texture_addressing)
#define gr_make_buffer GR_CALL(*gr_screen.gf_make_buffer)
#define gr_make_buffer GR_CALL(*gr_screen.gf_make_buffer)
#define gr_destroy_buffer GR_CALL(*gr_screen.gf_destroy_buffer)
__inline void gr_render_buffer(int start, int n_prim, ushort *sbuffer, uint *ibuffer = NULL, int flags = TMAP_FLAG_TEXTURED)
{
(*gr_screen.gf_render_buffer)(start, n_prim, sbuffer, ibuffer, flags);
}
#define gr_set_buffer GR_CALL(*gr_screen.gf_set_buffer)
#define gr_set_buffer GR_CALL(*gr_screen.gf_set_buffer)
#define gr_make_flat_buffer GR_CALL(*gr_screen.gf_make_flat_buffer)
#define gr_make_line_buffer GR_CALL(*gr_screen.gf_make_line_buffer)
#define gr_make_flat_buffer GR_CALL(*gr_screen.gf_make_flat_buffer)
#define gr_make_line_buffer GR_CALL(*gr_screen.gf_make_line_buffer)
#define gr_set_proj_matrix GR_CALL(*gr_screen.gf_set_proj_matrix)
#define gr_end_proj_matrix GR_CALL(*gr_screen.gf_end_proj_matrix)
#define gr_set_view_matrix GR_CALL(*gr_screen.gf_set_view_matrix)
#define gr_end_view_matrix GR_CALL(*gr_screen.gf_end_view_matrix)
#define gr_push_scale_matrix GR_CALL(*gr_screen.gf_push_scale_matrix)
#define gr_pop_scale_matrix GR_CALL(*gr_screen.gf_pop_scale_matrix)
#define gr_start_instance_matrix GR_CALL(*gr_screen.gf_start_instance_matrix)
#define gr_start_angles_instance_matrix GR_CALL(*gr_screen.gf_start_angles_instance_matrix)
#define gr_end_instance_matrix GR_CALL(*gr_screen.gf_end_instance_matrix)
#define gr_set_proj_matrix GR_CALL(*gr_screen.gf_set_proj_matrix)
#define gr_end_proj_matrix GR_CALL(*gr_screen.gf_end_proj_matrix)
#define gr_set_view_matrix GR_CALL(*gr_screen.gf_set_view_matrix)
#define gr_end_view_matrix GR_CALL(*gr_screen.gf_end_view_matrix)
#define gr_push_scale_matrix GR_CALL(*gr_screen.gf_push_scale_matrix)
#define gr_pop_scale_matrix GR_CALL(*gr_screen.gf_pop_scale_matrix)
#define gr_start_instance_matrix GR_CALL(*gr_screen.gf_start_instance_matrix)
#define gr_start_angles_instance_matrix GR_CALL(*gr_screen.gf_start_angles_instance_matrix)
#define gr_end_instance_matrix GR_CALL(*gr_screen.gf_end_instance_matrix)
#define gr_make_light GR_CALL (*gr_screen.gf_make_light)
#define gr_modify_light GR_CALL (*gr_screen.gf_modify_light)
#define gr_destroy_light GR_CALL (*gr_screen.gf_destroy_light)
#define gr_set_light GR_CALL (*gr_screen.gf_set_light)
#define gr_reset_lighting GR_CALL (*gr_screen.gf_reset_lighting)
#define gr_make_light GR_CALL(*gr_screen.gf_make_light)
#define gr_modify_light GR_CALL(*gr_screen.gf_modify_light)
#define gr_destroy_light GR_CALL(*gr_screen.gf_destroy_light)
#define gr_set_light GR_CALL(*gr_screen.gf_set_light)
#define gr_reset_lighting GR_CALL(*gr_screen.gf_reset_lighting)
#define gr_set_ambient_light GR_CALL(*gr_screen.gf_set_ambient_light)
#define gr_set_lighting GR_CALL (*gr_screen.gf_lighting)
#define gr_center_alpha GR_CALL (*gr_screen.gf_center_alpha)
#define gr_set_lighting GR_CALL(*gr_screen.gf_lighting)
#define gr_center_alpha GR_CALL(*gr_screen.gf_center_alpha)
#define gr_start_clip GR_CALL (*gr_screen.gf_start_clip_plane)
#define gr_end_clip GR_CALL (*gr_screen.gf_end_clip_plane)
#define gr_start_clip GR_CALL(*gr_screen.gf_start_clip_plane)
#define gr_end_clip GR_CALL(*gr_screen.gf_end_clip_plane)
#define gr_zbias GR_CALL (*gr_screen.gf_zbias)
#define gr_set_fill_mode GR_CALL (*gr_screen.gf_set_fill_mode)
#define gr_set_texture_panning GR_CALL (*gr_screen.gf_set_texture_panning)
#define gr_zbias GR_CALL(*gr_screen.gf_zbias)
#define gr_set_fill_mode GR_CALL(*gr_screen.gf_set_fill_mode)
#define gr_set_texture_panning GR_CALL(*gr_screen.gf_set_texture_panning)
#define gr_start_state_block GR_CALL (*gr_screen.gf_start_state_block)
#define gr_end_state_block GR_CALL (*gr_screen.gf_end_state_block)
#define gr_set_state_block GR_CALL (*gr_screen.gf_set_state_block)
#define gr_start_state_block GR_CAL(*gr_screen.gf_start_state_block)
#define gr_end_state_block GR_CALL(*gr_screen.gf_end_state_block)
#define gr_set_state_block GR_CALL(*gr_screen.gf_set_state_block)
//#define gr_set_environment_mapping GR_CALL (*gr_screen.gf_set_environment_mapping)
//#define gr_set_environment_mapping GR_CALL(*gr_screen.gf_set_environment_mapping)
#define gr_setup_background_fog GR_CALL (*gr_screen.gf_setup_background_fog)
#define gr_setup_background_fog GR_CALL(*gr_screen.gf_setup_background_fog)
#define gr_draw_line_list GR_CALL (*gr_screen.gf_draw_line_list)
#define gr_draw_line_list GR_CALL(*gr_screen.gf_draw_line_list)
#define gr_draw_htl_line GR_CALL(*gr_screen.gf_draw_htl_line)
#define gr_draw_htl_sphere GR_CALL(*gr_screen.gf_draw_htl_sphere)
#define gr_set_line_width GR_CALL(*gr_screen.gf_set_line_width)
#define gr_line_htl GR_CALL(*gr_screen.gf_line_htl)
#define gr_sphere_htl GR_CALL(*gr_screen.gf_sphere_htl)
/*
#define gr_begin_sprites GR_CALL (*gr_screen.gf_begin_sprites)
#define gr_draw_sprites GR_CALL (*gr_screen.gf_draw_sprites)
#define gr_end sprites GR_CALL (*gr_screen.gf_end_sprites)
#define gr_display_sprites GR_CALL (*gr_screen.gf_display_sprites)
#define gr_begin_sprites GR_CALL(*gr_screen.gf_begin_sprites)
#define gr_draw_sprites GR_CALL(*gr_screen.gf_draw_sprites)
#define gr_end sprites GR_CALL(*gr_screen.gf_end_sprites)
#define gr_display_sprites GR_CALL(*gr_screen.gf_display_sprites)
*/
// color functions
@@ -1469,16 +1453,15 @@ void gr_bitmap_list(bitmap_rect_list* list, int n_bm, bool allow_scaling);
// Moreover, it is _really_ intended for use with 45 degree angles.
void gr_pline_special(vec3d **pts, int num_pts, int thickness,bool resize=true);
#define VERTEX_FLAG_POSITION (1<<0)
#define VERTEX_FLAG_RHW (1<<1) //incompatable with the next normal
#define VERTEX_FLAG_NORMAL (1<<2)
#define VERTEX_FLAG_DIFUSE (1<<3)
#define VERTEX_FLAG_SPECULAR (1<<4)
#define VERTEX_FLAG_UV1 (1<<5) //how many UV coords, only use one of these
#define VERTEX_FLAG_UV2 (1<<6)
#define VERTEX_FLAG_UV3 (1<<7)
#define VERTEX_FLAG_UV4 (1<<8)
void poly_tsb_calc(vertex *v0, vertex *v1, vertex *v2, vec3d *o_norm, vec3d *o_stan, vec3d *o_ttan);
#define VERTEX_FLAG_POSITION (1<<0)
#define VERTEX_FLAG_RHW (1<<1) //incompatable with the next normal
#define VERTEX_FLAG_NORMAL (1<<2)
#define VERTEX_FLAG_DIFUSE (1<<3)
#define VERTEX_FLAG_SPECULAR (1<<4)
#define VERTEX_FLAG_UV1 (1<<5) //how many UV coords, only use one of these
#define VERTEX_FLAG_UV2 (1<<6)
#define VERTEX_FLAG_UV3 (1<<7)
#define VERTEX_FLAG_UV4 (1<<8)
#define VERTEX_FLAG_TANGENT (1<<9)
#endif
+1869 -920
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+1 -1
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@@ -931,6 +931,7 @@ void d3d_setup_function_pointers()
gr_screen.gf_end_clip_plane = gr_d3d_end_clip;
gr_screen.gf_setup_background_fog = gr_d3d_setup_background_fog;
gr_screen.gf_draw_line_list = gr_d3d_draw_line_list;
gr_screen.gf_set_line_width = gr_d3d_set_line_width;
gr_screen.gf_draw_htl_line = gr_d3d_draw_htl_line;
gr_screen.gf_draw_htl_sphere = gr_d3d_draw_htl_sphere;
// gr_screen.gf_set_environment_mapping = d3d_render_to_env;
@@ -1560,7 +1561,6 @@ bool gr_d3d_init()
d3d_setup_color();
// Tell FreeSpace code that we're using Direct3D.
D3D_enabled = 1;
GlobalD3DVars::D3D_inited = true;
d3d_generate_state_blocks();
+1
View File
@@ -251,6 +251,7 @@
#include "globalincs/globals.h" // just in case pstypes.h messed up
extern int Gr_cursor;
extern int Gr_cursor_size;
//#define GR_SCREEN_PTR(type,x,y) ((type *)(ptr_u(gr_screen.offscreen_buffer) + ptr_u(((x)+gr_screen.offset_x)*sizeof(type)) + ptr_u(((y)+gr_screen.offset_y)*gr_screen.rowsize)))
//#define GR_SCREEN_PTR_SIZE(bpp,x,y) ((ptr_u)(ptr_u(gr_screen.offscreen_buffer) + ptr_u(((x)+gr_screen.offset_x)*(bpp)) + ptr_u(((y)+gr_screen.offset_y)*gr_screen.rowsize)))
+326 -2099
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+457 -16
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@@ -184,8 +184,10 @@
#define STUB_FUNCTION 0
#elif defined(SCP_UNIX)
#ifdef __APPLE__
#define GL_GLEXT_LEGACY // I'd like to punch the idiot that made this needed
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#define GL_GLEXT_FUNCTION_POINTERS // we need the ptr versions of the functions
#include <OpenGL/glext.h>
#else
#include <GL/gl.h>
@@ -198,6 +200,14 @@
#include "graphics/grinternal.h"
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
// in case it's missing from the GL headers
#ifndef GL_ARB_pixel_buffer_object
#define GL_ARB_pixel_buffer_object 1
@@ -273,6 +283,49 @@
#define GL_COORD_REPLACE_ARB 0x8862
#endif
#ifndef GL_ARB_vertex_buffer_object
#define GL_ARB_vertex_buffer_object 1
#ifdef __APPLE__
typedef long GLintptrARB;
typedef long GLsizeiptrARB;
typedef void (* glBindBufferARBProcPtr) (GLenum target, GLuint buffer);
typedef void (* glDeleteBuffersARBProcPtr) (GLsizei n, const GLuint *buffers);
typedef void (* glGenBuffersARBProcPtr) (GLsizei n, GLuint *buffers);
typedef GLboolean (* glIsBufferARBProcPtr) (GLuint buffer);
typedef void (* glBufferDataARBProcPtr) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
typedef void (* glBufferSubDataARBProcPtr) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
typedef void (* glGetBufferSubDataARBProcPtr) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data);
typedef GLvoid *(* glMapBufferARBProcPtr) (GLenum target, GLenum access);
typedef GLboolean (* glUnmapBufferARBProcPtr) (GLenum target);
typedef void (* glGetBufferParameterivARBProcPtr) (GLenum target, GLenum pname, GLint *params);
typedef void (* glGetBufferPointervARBProcPtr) (GLenum target, GLenum pname, GLvoid **params);
#else
typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);
typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC) (GLuint buffer);
typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data);
typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access);
typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC) (GLenum target);
typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params);
#endif // __APPLE__
#endif
#ifndef GL_EXT_compiled_vertex_array
#define GL_EXT_compiled_vertex_array 1
#ifdef __APPLE__
typedef void (* glLockArraysEXTProcPtr) (GLint, GLsizei);
typedef void (* glUnlockArraysEXTProcPtr) (void);
#else
typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);
typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC) (void);
#endif // __APPLE__
#endif
#ifndef GL_EXT_framebuffer_object
#define GL_EXT_framebuffer_object 1
#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
@@ -328,10 +381,25 @@
#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifdef __APPLE__
typedef GLboolean (* glIsRenderbufferEXTProcPtr) (GLuint renderbuffer);
typedef void (* glBindRenderbufferEXTProcPtr) (GLenum target, GLuint renderbuffer);
typedef void (* glDeleteRenderbuffersEXTProcPtr) (GLsizei n, const GLuint *renderbuffers);
typedef void (* glGenRenderbuffersEXTProcPtr) (GLsizei n, GLuint *renderbuffers);
typedef void (* glRenderbufferStorageEXTProcPtr) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
typedef void (* glGetRenderbufferParameterivEXTProcPtr) (GLenum target, GLenum pname, GLint *params);
typedef GLboolean (* glIsFramebufferEXTProcPtr) (GLuint framebuffer);
typedef void (* glBindFramebufferEXTProcPtr) (GLenum target, GLuint framebuffer);
typedef void (* glDeleteFramebuffersEXTProcPtr) (GLsizei n, const GLuint *framebuffers);
typedef void (* glGenFramebuffersEXTProcPtr) (GLsizei n, GLuint *framebuffers);
typedef GLenum (* glCheckFramebufferStatusEXTProcPtr) (GLenum target);
typedef void (* glFramebufferTexture1DEXTProcPtr) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (* glFramebufferTexture2DEXTProcPtr) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
typedef void (* glFramebufferTexture3DEXTProcPtr) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
typedef void (* glFramebufferRenderbufferEXTProcPtr) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (* glGetFramebufferAttachmentParameterivEXTProcPtr) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
typedef void (* glGenerateMipmapEXTProcPtr) (GLenum target);
#else
typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer);
typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer);
typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint *renderbuffers);
@@ -349,24 +417,397 @@ typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum
typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC) (GLenum target);
#endif // __APPLE__
#endif // GL_EXT_framebuffer_object
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_SAMPLER_1D_ARB 0x8B5D
#define GL_SAMPLER_2D_ARB 0x8B5E
#define GL_SAMPLER_3D_ARB 0x8B5F
#define GL_SAMPLER_CUBE_ARB 0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
typedef char GLcharARB; /* native character */
typedef unsigned int GLhandleARB; /* shader object handle */
#ifdef __APPLE__
typedef void (* glDeleteObjectARBProcPtr) (GLhandleARB obj);
typedef GLhandleARB (* glGetHandleARBProcPtr) (GLenum pname);
typedef void (* glDetachObjectARBProcPtr) (GLhandleARB containerObj, GLhandleARB attachedObj);
typedef GLhandleARB (* glCreateShaderObjectARBProcPtr) (GLenum shaderType);
typedef void (* glShaderSourceARBProcPtr) (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length);
typedef void (* glCompileShaderARBProcPtr) (GLhandleARB shaderObj);
typedef GLhandleARB (* glCreateProgramObjectARBProcPtr) (void);
typedef void (* glAttachObjectARBProcPtr) (GLhandleARB containerObj, GLhandleARB obj);
typedef void (* glLinkProgramARBProcPtr) (GLhandleARB programObj);
typedef void (* glUseProgramObjectARBProcPtr) (GLhandleARB programObj);
typedef void (* glValidateProgramARBProcPtr) (GLhandleARB programObj);
typedef void (* glUniform1fARBProcPtr) (GLint location, GLfloat v0);
typedef void (* glUniform2fARBProcPtr) (GLint location, GLfloat v0, GLfloat v1);
typedef void (* glUniform3fARBProcPtr) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (* glUniform4fARBProcPtr) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (* glUniform1iARBProcPtr) (GLint location, GLint v0);
typedef void (* glUniform2iARBProcPtr) (GLint location, GLint v0, GLint v1);
typedef void (* glUniform3iARBProcPtr) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (* glUniform4iARBProcPtr) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (* glUniform1fvARBProcPtr) (GLint location, GLsizei count, const GLfloat *value);
typedef void (* glUniform2fvARBProcPtr) (GLint location, GLsizei count, const GLfloat *value);
typedef void (* glUniform3fvARBProcPtr) (GLint location, GLsizei count, const GLfloat *value);
typedef void (* glUniform4fvARBProcPtr) (GLint location, GLsizei count, const GLfloat *value);
typedef void (* glUniform1ivARBProcPtr) (GLint location, GLsizei count, const GLint *value);
typedef void (* glUniform2ivARBProcPtr) (GLint location, GLsizei count, const GLint *value);
typedef void (* glUniform3ivARBProcPtr) (GLint location, GLsizei count, const GLint *value);
typedef void (* glUniform4ivARBProcPtr) (GLint location, GLsizei count, const GLint *value);
typedef void (* glUniformMatrix2fvARBProcPtr) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (* glUniformMatrix3fvARBProcPtr) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (* glUniformMatrix4fvARBProcPtr) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (* glGetObjectParameterfvARBProcPtr) (GLhandleARB obj, GLenum pname, GLfloat *params);
typedef void (* glGetObjectParameterivARBProcPtr) (GLhandleARB obj, GLenum pname, GLint *params);
typedef void (* glGetInfoLogARBProcPtr) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
typedef void (* glGetAttachedObjectsARBProcPtr) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
typedef GLint (* glGetUniformLocationARBProcPtr) (GLhandleARB programObj, const GLcharARB *name);
typedef void (* glGetActiveUniformARBProcPtr) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
typedef void (* glGetUniformfvARBProcPtr) (GLhandleARB programObj, GLint location, GLfloat *params);
typedef void (* glGetUniformivARBProcPtr) (GLhandleARB programObj, GLint location, GLint *params);
typedef void (* glGetShaderSourceARBProcPtr) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
#else
typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname);
typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params);
typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params);
typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
#endif // __APPLE__
#endif // GL_ARB_shader_objects
#ifndef GL_ARB_vertex_shader
#define GL_ARB_vertex_shader 1
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
#ifdef __APPLE__
typedef void (* glBindAttribLocationARBProcPtr) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
typedef void (* glGetActiveAttribARBProcPtr) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
typedef GLint (* glGetAttribLocationARBProcPtr) (GLhandleARB programObj, const GLcharARB *name);
#else
typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
#endif // __APPLE__
#endif // GL_ARB_vertex_shader
#ifndef GL_ARB_fragment_shader
#define GL_ARB_fragment_shader 1
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
#endif // GL_ARB_fragment_shader
#ifndef GL_ARB_shading_language_100
#define GL_ARB_shading_language_100 1
#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
#endif // GL_ARB_shading_language_100
// as usual, OS X headers completely suck
#ifndef GL_SHADING_LANGUAGE_VERSION_ARB
#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
#endif
// most of following is probably useless, but some of it is required by GL_ARB_*_shader
#ifndef GL_ARB_vertex_program
#define GL_ARB_vertex_program 1
#define GL_COLOR_SUM_ARB 0x8458
#define GL_VERTEX_PROGRAM_ARB 0x8620
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
#define GL_PROGRAM_LENGTH_ARB 0x8627
#define GL_PROGRAM_STRING_ARB 0x8628
#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
#define GL_CURRENT_MATRIX_ARB 0x8641
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
#define GL_PROGRAM_BINDING_ARB 0x8677
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
#define GL_PROGRAM_FORMAT_ARB 0x8876
#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
#define GL_MATRIX0_ARB 0x88C0
#define GL_MATRIX1_ARB 0x88C1
#define GL_MATRIX2_ARB 0x88C2
#define GL_MATRIX3_ARB 0x88C3
#define GL_MATRIX4_ARB 0x88C4
#define GL_MATRIX5_ARB 0x88C5
#define GL_MATRIX6_ARB 0x88C6
#define GL_MATRIX7_ARB 0x88C7
#define GL_MATRIX8_ARB 0x88C8
#define GL_MATRIX9_ARB 0x88C9
#define GL_MATRIX10_ARB 0x88CA
#define GL_MATRIX11_ARB 0x88CB
#define GL_MATRIX12_ARB 0x88CC
#define GL_MATRIX13_ARB 0x88CD
#define GL_MATRIX14_ARB 0x88CE
#define GL_MATRIX15_ARB 0x88CF
#define GL_MATRIX16_ARB 0x88D0
#define GL_MATRIX17_ARB 0x88D1
#define GL_MATRIX18_ARB 0x88D2
#define GL_MATRIX19_ARB 0x88D3
#define GL_MATRIX20_ARB 0x88D4
#define GL_MATRIX21_ARB 0x88D5
#define GL_MATRIX22_ARB 0x88D6
#define GL_MATRIX23_ARB 0x88D7
#define GL_MATRIX24_ARB 0x88D8
#define GL_MATRIX25_ARB 0x88D9
#define GL_MATRIX26_ARB 0x88DA
#define GL_MATRIX27_ARB 0x88DB
#define GL_MATRIX28_ARB 0x88DC
#define GL_MATRIX29_ARB 0x88DD
#define GL_MATRIX30_ARB 0x88DE
#define GL_MATRIX31_ARB 0x88DF
#ifdef __APPLE__
typedef void (* glVertexAttrib1dARBProcPtr) (GLuint index, GLdouble x);
typedef void (* glVertexAttrib1dvARBProcPtr) (GLuint index, const GLdouble *v);
typedef void (* glVertexAttrib1fARBProcPtr) (GLuint index, GLfloat x);
typedef void (* glVertexAttrib1fvARBProcPtr) (GLuint index, const GLfloat *v);
typedef void (* glVertexAttrib1sARBProcPtr) (GLuint index, GLshort x);
typedef void (* glVertexAttrib1svARBProcPtr) (GLuint index, const GLshort *v);
typedef void (* glVertexAttrib2dARBProcPtr) (GLuint index, GLdouble x, GLdouble y);
typedef void (* glVertexAttrib2dvARBProcPtr) (GLuint index, const GLdouble *v);
typedef void (* glVertexAttrib2fARBProcPtr) (GLuint index, GLfloat x, GLfloat y);
typedef void (* glVertexAttrib2fvARBProcPtr) (GLuint index, const GLfloat *v);
typedef void (* glVertexAttrib2sARBProcPtr) (GLuint index, GLshort x, GLshort y);
typedef void (* glVertexAttrib2svARBProcPtr) (GLuint index, const GLshort *v);
typedef void (* glVertexAttrib3dARBProcPtr) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (* glVertexAttrib3dvARBProcPtr) (GLuint index, const GLdouble *v);
typedef void (* glVertexAttrib3fARBProcPtr) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (* glVertexAttrib3fvARBProcPtr) (GLuint index, const GLfloat *v);
typedef void (* glVertexAttrib3sARBProcPtr) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (* glVertexAttrib3svARBProcPtr) (GLuint index, const GLshort *v);
typedef void (* glVertexAttrib4NbvARBProcPtr) (GLuint index, const GLbyte *v);
typedef void (* glVertexAttrib4NivARBProcPtr) (GLuint index, const GLint *v);
typedef void (* glVertexAttrib4NsvARBProcPtr) (GLuint index, const GLshort *v);
typedef void (* glVertexAttrib4NubARBProcPtr) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (* glVertexAttrib4NubvARBProcPtr) (GLuint index, const GLubyte *v);
typedef void (* glVertexAttrib4NuivARBProcPtr) (GLuint index, const GLuint *v);
typedef void (* glVertexAttrib4NusvARBProcPtr) (GLuint index, const GLushort *v);
typedef void (* glVertexAttrib4bvARBProcPtr) (GLuint index, const GLbyte *v);
typedef void (* glVertexAttrib4dARBProcPtr) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (* glVertexAttrib4dvARBProcPtr) (GLuint index, const GLdouble *v);
typedef void (* glVertexAttrib4fARBProcPtr) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (* glVertexAttrib4fvARBProcPtr) (GLuint index, const GLfloat *v);
typedef void (* glVertexAttrib4ivARBProcPtr) (GLuint index, const GLint *v);
typedef void (* glVertexAttrib4sARBProcPtr) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (* glVertexAttrib4svARBProcPtr) (GLuint index, const GLshort *v);
typedef void (* glVertexAttrib4ubvARBProcPtr) (GLuint index, const GLubyte *v);
typedef void (* glVertexAttrib4uivARBProcPtr) (GLuint index, const GLuint *v);
typedef void (* glVertexAttrib4usvARBProcPtr) (GLuint index, const GLushort *v);
typedef void (* glVertexAttribPointerARBProcPtr) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
typedef void (* glDisableVertexAttribArrayARBProcPtr) (GLuint index);
typedef void (* glEnableVertexAttribArrayARBProcPtr) (GLuint index);
typedef void (* glGetVertexAttribPointervARBProcPtr) (GLuint index, GLenum pname, GLvoid **pointer);
typedef void (* glGetVertexAttribdvARBProcPtr) (GLuint index, GLenum pname, GLdouble *params);
typedef void (* glGetVertexAttribfvARBProcPtr) (GLuint index, GLenum pname, GLfloat *params);
typedef void (* glGetVertexAttribivARBProcPtr) (GLuint index, GLenum pname, GLint *params);
typedef void (* glBindProgramARBProcPtr) (GLenum target, GLuint program);
typedef void (* glDeleteProgramsARBProcPtr) (GLsizei n, const GLuint *programs);
typedef void (* glGenProgramsARBProcPtr) (GLsizei n, GLuint *programs);
typedef GLboolean (* glIsProgramARBProcPtr) (GLuint program);
typedef void (* glProgramEnvParameter4dARBProcPtr) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (* glProgramEnvParameter4dvARBProcPtr) (GLenum target, GLuint index, const GLdouble *params);
typedef void (* glProgramEnvParameter4fARBProcPtr) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (* glProgramEnvParameter4fvARBProcPtr) (GLenum target, GLuint index, const GLfloat *params);
typedef void (* glProgramLocalParameter4dARBProcPtr) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (* glProgramLocalParameter4dvARBProcPtr) (GLenum target, GLuint index, const GLdouble *params);
typedef void (* glProgramLocalParameter4fARBProcPtr) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (* glProgramLocalParameter4fvARBProcPtr) (GLenum target, GLuint index, const GLfloat *params);
typedef void (* glGetProgramEnvParameterdvARBProcPtr) (GLenum target, GLuint index, GLdouble *params);
typedef void (* glGetProgramEnvParameterfvARBProcPtr) (GLenum target, GLuint index, GLfloat *params);
typedef void (* glGetProgramLocalParameterdvARBProcPtr) (GLenum target, GLuint index, GLdouble *params);
typedef void (* glGetProgramLocalParameterfvARBProcPtr) (GLenum target, GLuint index, GLfloat *params);
typedef void (* glProgramStringARBProcPtr) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
typedef void (* glGetProgramStringARBProcPtr) (GLenum target, GLenum pname, GLvoid *string);
typedef void (* glGetProgramivARBProcPtr) (GLenum target, GLenum pname, GLint *params);
#else
typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs);
typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs);
typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program);
#endif // __APPLE__
#endif // GL_ARB_vertex_program
const ubyte GL_zero_3ub[3] = { 0, 0, 0 };
void gr_opengl_init(int reinit=0);
bool gr_opengl_init();
void gr_opengl_cleanup(int minimize=1);
void opengl_setup_render_states(int &r,int &g,int &b,int &alpha, int &tmap_type, int flags, int is_scaler = 0);
void opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt);
//void gr_opengl_bitmap(int x, int y);
void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize);
void opengl_set_spec_mapping(int tmap_type, float *u_scale, float *v_scale, int stage = 0 );
void opengl_reset_spec_mapping();
int opengl_check_for_errors();
int opengl_check_for_errors(char *err_at = NULL);
extern int VBO_ENABLED;
#ifndef NDEBUG
#define GL_CHECK_FOR_ERRORS(s) opengl_check_for_errors((s))
#else
#define GL_CHECK_FOR_ERRORS(s)
#endif
extern gr_texture_source GL_current_tex_src;
extern gr_alpha_blend GL_current_alpha_blend;
extern gr_zbuffer_type GL_current_ztype;
extern int Use_VBOs;
extern int Use_PBOs;
extern int Use_GLSL;
#endif
+14 -7
View File
@@ -218,6 +218,7 @@ int gr_opengl_bm_load(ubyte type, int n, char *filename, CFILE *img_cfp, int *w,
if (type == BM_TYPE_DDS) {
int dds_error = dds_read_header( filename, img_cfp, w, h, bpp, &dds_ct, mm_lvl, size );
if (dds_error != DDS_ERROR_NONE) {
mprintf(("DDS ERROR: Couldn't open '%s' -- %s\n", filename, dds_error_string(dds_error)));
return -1;
@@ -302,7 +303,7 @@ void gr_opengl_bm_init(int n)
// specific instructions for setting up the start of a page-in session
void gr_opengl_bm_page_in_start()
{
gr_opengl_preload_init();
opengl_preload_init();
}
extern void bm_clean_slot(int n);
@@ -645,8 +646,9 @@ void gr_opengl_bm_save_render_target(int n)
{
Assert( (n >= 0) && (n < MAX_BITMAPS) );
if ( !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) || Cmdline_no_fbo )
if ( !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) || Cmdline_no_fbo ) {
return;
}
bitmap_entry *be = &bm_bitmaps[n];
bitmap *bmp = &be->bm;
@@ -667,11 +669,13 @@ int gr_opengl_bm_make_render_target(int n, int *width, int *height, ubyte *bpp,
{
Assert( (n >= 0) && (n < MAX_BITMAPS) );
if ( !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) || Cmdline_no_fbo )
if ( !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) || Cmdline_no_fbo ) {
return 0;
}
if ( (flags & BMP_FLAG_CUBEMAP) && !Is_Extension_Enabled(OGL_ARB_TEXTURE_CUBE_MAP) )
if ( (flags & BMP_FLAG_CUBEMAP) && !Is_Extension_Enabled(OGL_ARB_TEXTURE_CUBE_MAP) ) {
return 0;
}
if ( (flags & BMP_FLAG_CUBEMAP) && (*width != *height) ) {
MIN(*width, *height) = MAX(*width, *height);
@@ -679,16 +683,18 @@ int gr_opengl_bm_make_render_target(int n, int *width, int *height, ubyte *bpp,
Assert( is_power_of_two(*width, *height) );
if ( opengl_make_render_target(bm_bitmaps[n].handle, n, width, height, bpp, mm_lvl, flags) )
if ( opengl_make_render_target(bm_bitmaps[n].handle, n, width, height, bpp, mm_lvl, flags) ) {
return 1;
}
return 0;
}
int gr_opengl_bm_set_render_target(int n, int face)
{
if ( !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) || Cmdline_no_fbo )
if ( !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) || Cmdline_no_fbo ) {
return 0;
}
if (n == -1) {
opengl_set_render_target(-1);
@@ -699,8 +705,9 @@ int gr_opengl_bm_set_render_target(int n, int face)
int is_static = (bm_bitmaps[n].type == BM_TYPE_RENDER_TARGET_STATIC);
if ( opengl_set_render_target(n, face, is_static) )
if ( opengl_set_render_target(n, face, is_static) ) {
return 1;
}
return 0;
}
+1658
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+54
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@@ -0,0 +1,54 @@
/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef GR_OPENGLDRAW_H
#define GR_OPENGLDRAW_H
typedef struct glvertexc {
float x, y, z;
float u, v;
ubyte r, g, b, a;
} glvertexc;
extern glvertexc *GLVertex_c;
void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror);
void gr_opengl_aabitmap(int x, int y, bool resize, bool mirror);
void gr_opengl_string(int sx, int sy, char *s, bool resize = true);
void gr_opengl_string(float sx, float sy, char *s, bool resize = true);
void gr_opengl_line(int x1,int y1,int x2,int y2, bool resize);
void gr_opengl_aaline(vertex *v1, vertex *v2);
void gr_opengl_pixel(int x, int y, bool resize);
void gr_opengl_gradient(int x1, int y1, int x2, int y2, bool resize);
void gr_opengl_circle(int xc, int yc, int d, bool resize);
void gr_opengl_curve(int xc, int yc, int r, int direction);
void gr_opengl_scaler(vertex *va, vertex *vb);
void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct);
void gr_opengl_shade(int x, int y, int w, int h, bool resize);
void gr_opengl_flash(int r, int g, int b);
void gr_opengl_flash_alpha(int r, int g, int b, int a);
void gr_opengl_fade_in(int instantaneous);
void gr_opengl_fade_out(int instantaneous);
void gr_opengl_tmapper(int nverts, vertex **verts, uint flags);
void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize);
void opengl_render_timer_bar(int colour, float x, float y, float w, float h);
void opengl_set_spec_mapping(int tmap_type, float *u_scale, float *v_scale, int stage = 0);
void opengl_reset_spec_mapping();
void gr_opengl_line_htl(vec3d *start, vec3d *end);
void gr_opengl_sphere_htl(float rad);
void gr_opengl_draw_line_list(colored_vector *lines, int num);
#endif // !GR_OPENGLDRAW_H
+123 -6
View File
@@ -119,6 +119,9 @@
#include "globalincs/pstypes.h"
#include "graphics/gropengl.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengltexture.h"
#include "cmdline/cmdline.h"
#include "ddsutils/ddsutils.h"
#include "osapi/outwnd.h"
@@ -132,7 +135,7 @@ char *OGL_extension_string = NULL;
// - number of extensions to check for
// - extension name(s) (max is 3 variants)
// - number of functions that extension needs/wants
// - function names that extension needs (max is 15)
// - function names that extension needs (max is 20)
// OpenGL extensions that we will want to use
ogl_extension GL_Extensions[NUM_OGL_EXTENSIONS] =
@@ -193,9 +196,9 @@ ogl_extension GL_Extensions[NUM_OGL_EXTENSIONS] =
"glMapBufferARB", "glUnmapBufferARB" } },
// allows pixel data to use buffer objects
{ false, false, 2, { "GL_ARB_pixel_buffer_object", "GL_EXT_pixel_buffer_object" }, 6, {
{ false, false, 2, { "GL_ARB_pixel_buffer_object", "GL_EXT_pixel_buffer_object" }, 7, {
"glBindBufferARB", "glDeleteBuffersARB", "glGenBuffersARB", "glBufferDataARB",
"glMapBufferARB", "glUnmapBufferARB" } },
"glBufferSubDataARB", "glMapBufferARB", "glUnmapBufferARB" } },
// Mac-only extension that allows use of system copy of texture to avoid an additional API copy
// { false, 0, 1, { "GL_APPLE_client_storage" }, 0, { NULL } },
@@ -225,7 +228,28 @@ ogl_extension GL_Extensions[NUM_OGL_EXTENSIONS] =
{ false, false, 1, { "GL_EXT_texture_lod_bias" }, 0, { NULL } },
// point sprites (for particles)
{ false, false, 2, { "GL_ARB_point_sprite", "NV_point_sprite" }, 0, { NULL } }
{ false, false, 2, { "GL_ARB_point_sprite", "NV_point_sprite" }, 0, { NULL } },
// OpenGL Shading Language support. If this is present, then GL_ARB_shader_objects, GL_ARB_fragment_shader
// and GL_ARB_vertex_shader should also be available.
{ false, false, 1, { "GL_ARB_shading_language_100" }, 0, { NULL } },
// shader objects and program object management
{ false, false, 1, { "GL_ARB_shader_objects" }, 17, { "glDeleteObjectARB", "glCreateShaderObjectARB", "glShaderSourceARB",
"glCompileShaderARB", "glGetObjectParameterivARB", "glGetInfoLogARB", "glCreateProgramObjectARB",
"glAttachObjectARB", "glLinkProgramARB", "glUseProgramObjectARB", "glValidateProgramARB", "glGetUniformLocationARB",
"glGetUniformivARB", "glUniform1fARB", "glUniform3fARB", "glUniform1iARB", "glUniformMatrix4fvARB" } },
// programmable vertex level processing
// some of functions are provided by GL_ARB_vertex_program
{ false, false, 1, { "GL_ARB_vertex_shader" }, 4, { "glEnableVertexAttribArrayARB", "glDisableVertexAttribArrayARB",
"glGetAttribLocationARB", "glVertexAttribPointerARB" } },
// programmable fragment level processing
{ false, false, 1, { "GL_ARB_fragment_shader" }, 0, { NULL } },
// shader version 3.0 detection extensions (if any of these extensions exist then we should have a SM3.0 compatible card, hopefully)
{ false, false, 3, { "GL_ARB_shader_texture_lod", "GL_NV_vertex_program3", "GL_ATI_shader_texture_lod" }, 0, { NULL } }
};
// ogl_funcion is:
@@ -254,6 +278,7 @@ ogl_function GL_Functions[NUM_OGL_FUNCTIONS] =
{ "glDeleteBuffersARB", 0 },
{ "glGenBuffersARB", 0 },
{ "glBufferDataARB", 0 },
{ "glBufferSubDataARB", 0 },
{ "glMapBufferARB", 0 },
{ "glUnmapBufferARB", 0 },
{ "glIsRenderbufferEXT", 0 },
@@ -270,13 +295,37 @@ ogl_function GL_Functions[NUM_OGL_FUNCTIONS] =
{ "glFramebufferTexture2DEXT", 0 },
{ "glFramebufferRenderbufferEXT", 0 },
{ "glGetFramebufferAttachmentParameterivEXT", 0 },
{ "glGenerateMipmapEXT", 0 }
{ "glGenerateMipmapEXT", 0 },
{ "glDeleteObjectARB", 0 },
{ "glCreateShaderObjectARB", 0 },
{ "glShaderSourceARB", 0 },
{ "glCompileShaderARB", 0 },
{ "glGetObjectParameterivARB", 0 },
{ "glGetInfoLogARB", 0 },
{ "glCreateProgramObjectARB", 0 },
{ "glAttachObjectARB", 0 },
{ "glLinkProgramARB", 0 },
{ "glUseProgramObjectARB", 0 },
{ "glValidateProgramARB", 0 },
{ "glEnableVertexAttribArrayARB", 0 },
{ "glDisableVertexAttribArrayARB", 0 },
{ "glGetAttribLocationARB", 0 },
{ "glVertexAttribPointerARB", 0 },
{ "glGetUniformLocationARB", 0 },
{ "glGetUniformivARB", 0 },
{ "glUniform1fARB", 0 },
{ "glUniform3fARB", 0 },
{ "glUniform3fvARB", 0 },
{ "glUniform4fvARB", 0 },
{ "glUniform1iARB", 0 },
{ "glUniformMatrix4fvARB", 0 }
};
// special extensions (only special functions are supported at the moment)
ogl_function GL_EXT_Special[NUM_OGL_EXT_SPECIAL] = {
{ "wglSwapIntervalEXT", 0 },
{ "glXSwapIntervalSGI", 0 }
{ "glXSwapIntervalSGI", 0 },
{ "glClampColorARB", 0 }
};
@@ -402,3 +451,71 @@ Next:
return num_found;
}
extern int OGL_fogmode;
void opengl_extensions_init()
{
opengl_get_extensions();
// if S3TC compression is found, then "GL_ARB_texture_compression" must be an extension
Use_compressed_textures = Is_Extension_Enabled(OGL_EXT_TEXTURE_COMPRESSION_S3TC);
Texture_compression_available = Is_Extension_Enabled(OGL_ARB_TEXTURE_COMPRESSION);
//allow VBOs to be used
if ( !Cmdline_nohtl && !Cmdline_novbo && Is_Extension_Enabled(OGL_ARB_VERTEX_BUFFER_OBJECT) ) {
Use_VBOs = 1;
}
// if ( Is_Extension_Enabled(OGL_ARB_PIXEL_BUFFER_OBJECT) ) {
// Use_PBOs = 1;
// }
if ( !Cmdline_noglsl && Is_Extension_Enabled(OGL_ARB_SHADER_OBJECTS) && Is_Extension_Enabled(OGL_ARB_FRAGMENT_SHADER)
&& Is_Extension_Enabled(OGL_ARB_VERTEX_SHADER) && Is_Extension_Enabled(OGL_SM30) )
{
Use_GLSL = 1;
}
// setup the best fog function found
if ( !Fred_running ) {
if ( Is_Extension_Enabled(OGL_EXT_FOG_COORD) ) {
OGL_fogmode = 2;
} else {
OGL_fogmode = 1;
}
}
// if we can't do cubemaps then turn off Cmdline_env
if ( !(Is_Extension_Enabled(OGL_ARB_TEXTURE_CUBE_MAP) && Is_Extension_Enabled(OGL_ARB_TEXTURE_ENV_COMBINE)) ) {
Cmdline_env = 0;
}
// can't have this stuff without GLSL support
if ( !Use_GLSL ) {
Cmdline_normal = 0;
Cmdline_height = 0;
}
if (Use_GLSL) {
GLint max_texture_units;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &max_texture_units);
// we need enough texture slots for this stuff to work
if (max_texture_units < 4) {
Int3();
Use_GLSL = 0;
}
if (max_texture_units < 5) {
Cmdline_normal = 0;
Cmdline_height = 0;
}
if (max_texture_units < 6) {
Cmdline_height = 0;
}
}
}
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