Compare commits

..
Author SHA1 Message Date
karajorma f475ae983e Sync with Trunk (Part IV) 2010-09-20 08:21:41 +00:00
karajorma 3be57f609e Sync with Trunk (Part III) 2010-09-20 08:06:39 +00:00
karajorma fc66e2f78b Sync with Trunk (Part II) - I knew I'd miss something. 2010-09-20 07:17:50 +00:00
karajorma 1afadaa142 Sync with Trunk (Part I) 2010-09-20 05:49:34 +00:00
karajorma 1583b74c9d Missed that somehow. 2010-03-04 09:53:05 +00:00
karajorma e8ba07ee43 Sync with trunk 2010-03-02 05:25:56 +00:00
karajorma 7f706d398f Revert the Toggle Behaviour When Crippled flag as it's not good enough really. I'll add a better solution later. 2010-03-01 14:57:43 +00:00
karajorma 7b50be4afb Sync with trunk 2010-02-24 03:27:01 +00:00
karajorma f690e124d0 These should have been removed. 2010-02-23 13:50:27 +00:00
karajorma df6e87f552 As promised, a much better fix for the issue of ships losing orders/getting protected as soon as something has disarm/disable orders. 2010-02-23 13:49:15 +00:00
karajorma 45305bf78f Sync with trunk 2010-02-19 04:44:25 +00:00
karajorma e6f640c53d Sync with trunk 2009-11-02 07:12:36 +00:00
karajorma 4f1d39ed0e Sync with trunk 2009-07-19 09:42:46 +00:00
karajorma a7570926c9 Some minor changes which appear to have slipped into one codebase but not the other. 2009-07-18 17:48:22 +00:00
karajorma aa481d7463 Sync with trunk 2009-07-18 17:26:06 +00:00
karajorma e79afa5b65 Fix a couple of typos other people made. One minor, one not so minor. 2009-07-15 21:50:23 +00:00
karajorma b69a80db90 Sync with trunk 2009-07-15 21:29:08 +00:00
karajorma 5f64b680f5 Sync with trunk 2009-07-10 17:20:11 +00:00
karajorma a3508be54a Sync with the right branch this time! 2009-07-05 20:55:42 +00:00
karajorma 0fede5f475 Revert last sync 2009-07-05 20:47:25 +00:00
karajorma a8c36b9654 Sync with trunk 2009-07-05 20:30:57 +00:00
karajorma 8c98287b39 Sync with trunk 2009-07-02 17:21:49 +00:00
karajorma 345fa9c3ac Sync with trunk again 2009-06-30 22:09:08 +00:00
karajorma cf483e0237 Sync with trunk 2009-06-30 07:20:30 +00:00
karajorma f40710f500 Mark Selected Ships via information in FRED too as this is more likely to still be used rather than the slow wireframe marking. 2009-06-27 12:34:25 +00:00
karajorma 9f162d813f Sync with trunk 2009-06-22 20:17:00 +00:00
karajorma 3edee14eea Sync with trunk 2009-06-14 16:09:49 +00:00
karajorma 82757763e6 Sync with trunk 2009-06-06 10:51:02 +00:00
karajorma 91346a814d Sync with trunk 2009-05-24 22:01:10 +00:00
karajorma 5f013ad41d Allow lua to send variable changes from client to server. 2009-05-24 15:42:19 +00:00
karajorma 00cd5490c4 Sync with trunk 2009-05-21 14:59:36 +00:00
karajorma a4542cf71b Fix a newline issue with skybox flags. 2009-05-21 14:02:40 +00:00
karajorma f4521da771 Sync with trunk 2009-05-21 13:50:06 +00:00
karajorma 6ba0f3622a Fix Mantis 1926 (Piranha submunitions home in on the ship that fired them in dogfight mode) 2009-05-18 21:41:20 +00:00
karajorma e3765e24e1 Sync with trunk 2009-05-17 12:08:06 +00:00
karajorma 7171bf1005 Sync with trunk 2009-05-16 12:36:06 +00:00
karajorma b85ee3217d A couple of minor corrections. 2009-05-15 20:31:01 +00:00
karajorma 12f137c645 Version Bump 2009-05-10 09:54:14 +00:00
karajorma f0eb798f7e Add the High Praise and Primaries Low builtin message types 2009-05-09 18:37:18 +00:00
karajorma 5c60351288 Sync with Trunk 2009-05-09 17:40:14 +00:00
karajorma 5895aca2c5 Warning level bump 2009-05-09 09:34:05 +00:00
karajorma cfd2469f8b Fix some minor warnings 2009-05-09 09:30:34 +00:00
karajorma 0094a5dba4 Sync with trunk 2009-05-08 17:19:10 +00:00
karajorma 94e84fc9b8 Switch a couple of Asserts to Assertions. 2009-05-08 17:18:46 +00:00
karajorma 35ad2c5cdc Add support for multiple builtins of the same type. 2009-05-08 17:17:40 +00:00
karajorma af7e0a700b Add support for new builtin message types 2009-05-08 17:08:01 +00:00
karajorma 8943449825 Switch network variables over to the SEXP packet except for when called from lua 2009-05-08 17:05:43 +00:00
karajorma 555488e0bb Add the Assertion Macro as an alternative to Assert. 2009-05-05 10:09:15 +00:00
karajorma c6cf9da861 Add the set-ambient-light SEXP 2009-05-05 10:07:00 +00:00
karajorma f11e9253b2 Allow multi-docking in multiplayer. 2009-05-04 12:19:34 +00:00
karajorma fac68e4838 Maybe fix a crash with voice recognition. 2009-05-01 17:01:29 +00:00
karajorma 17d8105c38 Fix an issue with calling up the options menu while waiting for popupdead to appear. 2009-05-01 09:54:26 +00:00
karajorma a31eed376c This one too. 2009-04-30 11:22:01 +00:00
karajorma e8abd881d2 Forgot to commit that. 2009-04-30 10:43:57 +00:00
karajorma 136b5c936d Add a ship and parse flag to lock all turrets initially. Fix the Lock Primary/Secondary checkboxes to work for multi-selection. Add a checkbox for lock afterburner. 2009-04-28 13:13:47 +00:00
karajorma 34855d000e Break up the status SEXPs into sub-categories. 2009-04-26 22:13:03 +00:00
karajorma b6eed01e41 Auto-expand branches after pasting, add-pasting or replacing SEXPs. I really don't know why someone didn't get rid of that petty annoyance years ago. 2009-04-26 21:56:59 +00:00
karajorma 9616fb4cd7 Fix an assertion that crops up when you have no selected message but click on delete message. Has the side effect of making the message editor much less annoying too. 2009-04-26 21:51:53 +00:00
karajorma 344d8ba217 Fix a bug where the order of SEXP arguments was reversed. 2009-04-25 18:21:28 +00:00
karajorma 7e5239aff0 An ounce of prevention with the multiplayer SEXP packet code. 2009-04-24 21:56:09 +00:00
karajorma 09d5225883 Fix Mantis 1371 (Can target target's target even if it is stealthed or hidden from sensors). 2009-04-24 21:54:12 +00:00
karajorma 7f3ba14cec Fix Mantis 1538 (special hitpoints not updated properly on deletion) 2009-04-24 21:17:10 +00:00
karajorma 850414b358 Fix Mantis 1909 (Can't paste variables in FRED) 2009-04-24 19:58:29 +00:00
karajorma f18fa672f2 Fix (part of) Mantis 1677 (cap-subsys-cargo-known-delay doesn't list the correct ships) 2009-04-24 16:43:09 +00:00
karajorma fcb62348b9 Fix Mantis 1813 (Negative number constants could be added in FRED for SEXPs which expected OPF_POSITIVE, often resulting in crashes). 2009-04-24 15:54:44 +00:00
karajorma fbbb31bc49 Previous fix makes this code unnecessary so it might as well be removed. 2009-04-24 13:08:29 +00:00
karajorma 4d0e574ba4 Fix Mantis 1911 (Add Data doesn't show the <argument> option) 2009-04-24 13:05:24 +00:00
karajorma ce5b56fdf7 Don't need to set that flag. 2009-04-24 10:33:17 +00:00
karajorma 04de7f7498 Fix Mantis 1913 (Characters after # are visible in the wings and reinforcements comms menu) 2009-04-23 18:46:29 +00:00
karajorma 46b2165312 Sync with trunk 2009-04-23 18:43:02 +00:00
karajorma 4182951b19 Fix Mantis 1884 (Entering the name of an invalid operator in any dialog other than events editor would crash FRED)
Fix a typo in disable-builtin-messages
2009-04-22 20:39:32 +00:00
karajorma cbd6f247d9 Fix Mantis 1916 (Can't change the dockpoint a ship is initial docked to without undocking it) 2009-04-21 18:00:03 +00:00
karajorma 73facc313e Fix Mantis 1907 (Error in the get-damage-caused description) 2009-04-21 08:18:02 +00:00
karajorma d2e3094544 Add SEXPs to set weapon, shield and afterburner energy. 2009-04-15 19:34:12 +00:00
karajorma 61512d5b8f First commit of the SEXP packet code. 2009-04-15 19:32:56 +00:00
karajorma 2b42038c09 Fix Mantis 1910 (Assist Percentage resets itself when ships are multi selected) 2009-04-09 14:36:48 +00:00
karajorma ad8f6ccda3 Some minor changes to the way the game uses the scoring features I added earlier. 2009-04-08 15:56:22 +00:00
karajorma a201c9b3f3 Move the repair penalty to an AI profile setting. 2009-04-05 16:55:08 +00:00
karajorma 7edde650a1 Add the validate-argument SEXP.
Fix a minor initialisation error with the ship-tag SEXP.
2009-04-05 16:48:07 +00:00
karajorma ae3b88f23b Sync with trunk 2009-04-02 17:37:42 +00:00
karajorma c86e58e5e8 Fix Mantis 1883 (spaces at the end of ship and wing names can cause errors) 2009-04-02 17:33:29 +00:00
karajorma f441432d57 Fix a bug which was causing FRED to choke on the ; and " replacement fix. 2009-04-02 17:30:10 +00:00
karajorma 417982862e Fix an issue with homing capship missiles not tracking correctly. 2009-04-01 11:17:48 +00:00
karajorma 158733df8f Apparently even the null terminator needs to be coloured. 2009-03-31 18:38:13 +00:00
karajorma 4b75870857 Sync with trunk 2009-03-29 21:31:50 +00:00
karajorma dbfe86f018 Allow wireframe for the targetbox to be set from hud_gauges.tbl. 2009-03-29 21:03:24 +00:00
karajorma f7d95acec8 Fix Mantis 1753 (Using " or ; in briefings and messages causes them to either vanish or truncate the message)
Fix a bug that prevented lcl_replace_stuff() working properly when a message had two or more replacements of the same type.
2009-03-29 17:56:32 +00:00
karajorma 506686cfb7 Fix Mantis 1859 (FRED crashes if an unknown ship type is detected in the loadout.) 2009-03-29 12:39:01 +00:00
karajorma 8415a591e1 Allow the boilerplate traitor debrief to be turned off even if the player did turn traitor. 2009-03-24 15:22:57 +00:00
karajorma 1f8644f059 Fix Mantis 1620 (Replace Number/String don't work in FRED) 2009-03-21 21:48:20 +00:00
karajorma f32f947b62 Sync with trunk 2009-03-20 14:01:12 +00:00
karajorma 99ce717f7e Allow beams on any player ship to count for kills. Not just fighters and bombers. 2009-03-20 13:49:14 +00:00
karajorma 28f32a2f6d Fix the FictionViewer truncating anything with more than 70 lines. 2009-03-17 18:01:59 +00:00
karajorma 3d5d730306 Sync with trunk. 2009-03-05 22:19:24 +00:00
karajorma 96426de56f Fix Mantis 1661 (Ships leaving via the fighter bay don't disappear on multiplayer clients). 2009-03-05 22:12:34 +00:00
karajorma b14b5e3622 Fix multiplayer for Inferno builds. 2009-03-02 09:28:08 +00:00
karajorma 35cd6ea336 Various fixes needed to allow multiplayer to use over 255 weapons. 2009-02-27 20:04:44 +00:00
karajorma 3332870e9e Bobboau's Skybox flags code (via Wanderer then me) 2009-02-27 11:53:20 +00:00
karajorma 944c4bb2f2 Add new sexps to determine the amount of afterburner and weapon energy remaining. Add a missing resource file. 2009-02-26 13:17:00 +00:00
karajorma 705faf4a78 Sync up project files with Trunk 2009-02-25 20:02:18 +00:00
karajorma 614eda3b08 Sync with Trunk 2009-02-25 19:56:10 +00:00
karajorma 593cf6a533 Sync with trunk 2009-02-14 23:38:11 +00:00
karajorma 17ddae5db4 Fix Mantis 1486 (Pressing F4 locks multiplayer). Since this fix breaks compatibility I'll save up a few similar breaks and commit them all to trunk at the same time. 2009-02-14 21:47:53 +00:00
karajorma d1b1eb65b6 Add Wanderer's Salvo Mode. Sync the 2008 project files up with Trunk. 2009-01-27 20:25:00 +00:00
karajorma 43ee74a2e0 Patch in Wanderer's subsystem flag 2009-01-13 17:43:09 +00:00
karajorma 20d33ac699 Sync with trunk 2009-01-09 18:29:01 +00:00
karajorma 1609e9211f Sync with Trunk 2008-12-15 19:08:07 +00:00
karajorma c8c05e9d0b Add support for cutscenes before the various briefing and debriefing sections (FRED support for this feature will come later.) 2008-12-15 18:43:43 +00:00
karajorma 35130122e4 Sync up with trunk 2008-12-14 18:44:06 +00:00
karajorma c1b549867a Sync with Trunk. 2008-11-17 18:27:02 +00:00
karajorma efea823ef1 Fix a bug where the log displays incorrect percentages for kills. 2008-11-17 15:12:41 +00:00
karajorma 91e375693c Sync with Trunk. 2008-10-15 19:28:40 +00:00
karajorma 022aa38ad1 KeldorKatarn's afterburner lock SEXPs 2008-09-12 21:54:57 +00:00
karajorma 40419fb891 Allow players to filter who they send messages to when using the chatbox 2008-09-10 17:36:09 +00:00
karajorma 25d4a3b439 Update branch to latest SVN 2008-09-10 15:10:32 +00:00
karajorma 968e8d3d66 Sync with trunk 2008-08-20 20:58:15 +00:00
karajorma 6610938b80 Sync with trunk 2008-08-04 19:18:47 +00:00
karajorma 4b2691f572 Might as well update the project files too 2008-07-25 17:43:21 +00:00
karajorma 0ac2532fe5 Metge branch with trunk 2008-07-25 17:40:17 +00:00
karajorma e42892cb90 Change the project file to add the new alt classes file. 2008-06-17 19:39:02 +00:00
karajorma 0d14a559eb FRED changes for team loadout. 2008-06-17 19:36:16 +00:00
karajorma 2a65fcb388 Commit the actual team loadout code. 2008-06-17 19:20:34 +00:00
karajorma a02b9d953a Get-Damage-Caused SEXP and a couple of functions for counting the number of variables of a certain type. 2008-06-17 19:17:55 +00:00
karajorma 53f8c36587 Changes to allow more data to be used from exited_ship. Make ship_exited dynamic too. 2008-06-17 19:10:28 +00:00
karajorma 8323f5b4ad A couple of new parsing functions for dealing with variables in fields that previously only accepted integers or strings. 2008-06-17 18:49:11 +00:00
Goober5000 6ef349a6d4 made a copy 2008-06-17 02:52:56 +00:00
1924 changed files with 382274 additions and 415866 deletions

No files matched your search

-7
View File
@@ -1,7 +0,0 @@
root = true
[*.{h,cpp}]
indent_style = tab
[*.sdr]
indent_style = tab
-258
View File
@@ -1,258 +0,0 @@
#OS junk files
[Tt]humbs.db
*.DS_Store
#Visual Studio files
*.[Oo]bj
*.user
*.aps
*.pch
*.vspscc
*.vssscc
*_i.c
*_p.c
*.ncb
*.suo
*.tlb
*.tlh
*.bak
*.[Cc]ache
*.ilk
*.log
*.lib
*.sbr
*.sdf
*.opensdf
*.unsuccessfulbuild
ipch/
[Oo]bj/
[Bb]in
[Dd]ebug*/
[Rr]elease*/
Ankh.NoLoad
*.VC.db
*.VC.VC.opendb
#MonoDevelop
*.pidb
*.userprefs
#Tooling
_ReSharper*/
*.resharper
[Tt]est[Rr]esult*
*.sass-cache
#Project files
[Bb]uild/
#Subversion files
.svn
# Office Temp Files
~$*
# vim Temp Files
*~
#NuGet
packages/
*.nupkg
#ncrunch
*ncrunch*
*crunch*.local.xml
# visual studio database projects
*.dbmdl
#Test files
*.testsettings
#===========
#########################
# .gitignore file for Xcode4 and Xcode5 Source projects
#
# Apple bugs, waiting for Apple to fix/respond:
#
# 15564624 - what does the xccheckout file in Xcode5 do? Where's the documentation?
#
# Version 2.1
# For latest version, see: http://stackoverflow.com/questions/49478/git-ignore-file-for-xcode-projects
#
# 2013 updates:
# - fixed the broken "save personal Schemes"
# - added line-by-line explanations for EVERYTHING (some were missing)
#
# NB: if you are storing "built" products, this WILL NOT WORK,
# and you should use a different .gitignore (or none at all)
# This file is for SOURCE projects, where there are many extra
# files that we want to exclude
#
#########################
#####
# OS X temporary files that should never be committed
#
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.DS_Store
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
.Trashes
# c.f. http://www.westwind.com/reference/os-x/invisibles.html
*.swp
# *.lock - this is used and abused by many editors for many different things.
# For the main ones I use (e.g. Eclipse), it should be excluded
# from source-control, but YMMV
*.lock
#
# profile - REMOVED temporarily (on double-checking, this seems incorrect; I can't find it in OS X docs?)
#profile
####
# Xcode temporary files that should never be committed
#
# NB: NIB/XIB files still exist even on Storyboard projects, so we want this...
*~.nib
####
# Xcode build files -
#
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "DerivedData"
DerivedData/
# NB: slash on the end, so we only remove the FOLDER, not any files that were badly named "build"
build/
#####
# Xcode private settings (window sizes, bookmarks, breakpoints, custom executables, smart groups)
#
# This is complicated:
#
# SOMETIMES you need to put this file in version control.
# Apple designed it poorly - if you use "custom executables", they are
# saved in this file.
# 99% of projects do NOT use those, so they do NOT want to version control this file.
# ..but if you're in the 1%, comment out the line "*.pbxuser"
# .pbxuser: http://lists.apple.com/archives/xcode-users/2004/Jan/msg00193.html
*.pbxuser
# .mode1v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode1v3
# .mode2v3: http://lists.apple.com/archives/xcode-users/2007/Oct/msg00465.html
*.mode2v3
# .perspectivev3: http://stackoverflow.com/questions/5223297/xcode-projects-what-is-a-perspectivev3-file
*.perspectivev3
# NB: also, whitelist the default ones, some projects need to use these
!default.pbxuser
!default.mode1v3
!default.mode2v3
!default.perspectivev3
####
# Xcode 4 - semi-personal settings
#
#
# OPTION 1: ---------------------------------
# throw away ALL personal settings (including custom schemes!
# - unless they are "shared")
#
# NB: this is exclusive with OPTION 2 below
xcuserdata
# OPTION 2: ---------------------------------
# get rid of ALL personal settings, but KEEP SOME OF THEM
# - NB: you must manually uncomment the bits you want to keep
#
# NB: this *requires* git v1.8.2 or above; you may need to upgrade to latest OS X,
# or manually install git over the top of the OS X version
# NB: this is exclusive with OPTION 1 above
#
#xcuserdata/**/*
# (requires option 2 above): Personal Schemes
#
#!xcuserdata/**/xcschemes/*
####
# XCode 4 workspaces - more detailed
#
# Workspaces are important! They are a core feature of Xcode - don't exclude them :)
#
# Workspace layout is quite spammy. For reference:
#
# /(root)/
# /(project-name).xcodeproj/
# project.pbxproj
# /project.xcworkspace/
# contents.xcworkspacedata
# /xcuserdata/
# /(your name)/xcuserdatad/
# UserInterfaceState.xcuserstate
# /xcsshareddata/
# /xcschemes/
# (shared scheme name).xcscheme
# /xcuserdata/
# /(your name)/xcuserdatad/
# (private scheme).xcscheme
# xcschememanagement.plist
#
#
####
# Xcode 4 - Deprecated classes
#
# Allegedly, if you manually "deprecate" your classes, they get moved here.
#
# We're using source-control, so this is a "feature" that we do not want!
*.moved-aside
# .xccheckout
#
# Per http://stackoverflow.com/questions/18340453/should-xccheckout-files-in-xcode5-be-ignored-under-vcs
#
*.xccheckout
####
# Visual Studio Code
.vscode
####
# Documentation
#
documentation/doxygen/*
!documentation/doxygen/.gitkeep
.idea/*
projects/*
/.vs
CMakeSettings.json
# Weird files created by Linux
.fuse_hidden*
-3
View File
@@ -1,3 +0,0 @@
[submodule "cmake/external/rpavlik-cmake-modules"]
path = cmake/external/rpavlik-cmake-modules
url = https://github.com/asarium/cmake-modules.git
-124
View File
@@ -1,124 +0,0 @@
language: generic
sudo: required
dist: trusty
cache:
directories:
- $HOME/cmake
addons:
apt:
packages: &global_deps
- ninja-build
- libopenal-dev
- libreadline6-dev
- libpng12-dev
- libjpeg62-dev
- liblua5.1-0-dev
- libjansson-dev
- libsdl2-dev
- valgrind
coverity_scan:
project:
name: "scp-fs2open/fs2open.github.com"
notification_email: [email protected]
build_command: "ci/travis/script.sh"
# must match TRAVIS_BRANCH check below
branch_pattern: coverity_scan
env:
global:
# The next declaration is the encrypted COVERITY_SCAN_TOKEN, created
# via the "travis encrypt" command using the project repo's public key
# also note that fork's don't get access to secure keys
# you have to test using a branch in the main repo
- secure: "C3wF967ZeliwwP1vC12EMIBOaC568n26Z/cPnwzn317ve59DWH3YSfPZVgvt08GzmaXITGGsJvPB+qxfGoKvQzYE4O1B73q81RpUe5pB3IhF+ThQ91VfQZIRJR5xEGJaLINUlHTTZGX5jxlkVO9wAcauVj/s3b8sQ3dvUZauPvk="
# These declarations set INDIEGAMES_USER and INDIEGAMES_PASSWORD for uploading nightly builds to the indiegames server
- secure: "lUuRu8XIi8MKNf1ebOfyC4iVEpPyASojJIDWXRo2bNqEF4ILAljXdkVeXeN6H5yKCHD52cxCNTtyePIG/o3p3QEuGSVud9bDS3D7LaQicLETGGrsw3l07U49gF2OKHXGopg0MzBbZUU9QmhoFTAe8t6PV9NDuEayYCheqvTqjZg="
- secure: "E/DHLYcPK/hBUqxBYYlUqp5sjgvIqY5A0qRHyQ4bmjsB+WB/Xx71bGCSiF7hk6lTxar1ZI1i5RAXXh9AIvNVaYAIdEOlCP+q3gvwCYuc5naZEKmkxlUCf0oEL4O9Fye93A/3VkFHuBdC1TGPYYf69m4W5r4367wWO9dPRIdWpJA="
# These declarations set FS2DOWNLOADS_USER and FS2DOWNLOADS_PASSWORD
- secure: "h6GbMX2jLsW1bS9fCM9fthOSJ1nfQQIRWi6EUH2p8u4NFLD5Bfi/C8JhQPKHUzyo3wvKkSHl+PsW7bgr1oXLusRwAur/dtv2N3imqvtbfIz305b00hZlsvbcYmQmUzQFSAdOGShK57JJ5aKQKccaUBP25KqB7Q+JaqBRdaMBS54="
- secure: "fUDAPAUUaaYZy8I4zU3SJ0JcK7aw4eb6eTdaEr7LyNyTMSfPgwY6P1MrbSQC0lJNQIUQ5ffjdxE5g7D7OYpoJF9L14ni4UY8t2QASt7kmpgcYihmjeuYy8FQXgmFG8CTxiWBPKTybZJ7voQcvIvRaNG7b2wM9PMfc5lRIondB6c="
deploy:
- provider: releases
api_key:
secure: "Wdt4Ccefo7a0ZDjEJQJgpghh7n72FtNJuKSAPUvoz4gtEX6Ct9J8yJI1t9V3jE3CTbbLJ21/Q6eZRDfT7UfNJe5DdepoJsP9DeFhKMWqQCq+AChqQWlm0KeZAffJoJreL8vXYhnRYcLT9ceZHEH6AqwN9TPV+xJziGPISAkYNZ8="
skip_cleanup: true
file_glob: true
file: "/tmp/builds/*"
on:
condition: '"$RELEASE_BUILD" == true'
tags: true
- provider: script
script: bash ci/travis/ftp_deploy.sh
on:
condition: '"$NIGHTLY_BUILD" == true'
tags: true
- provider: script
skip_cleanup: true
script: bash ci/travis/ftp_deploy.sh
on:
condition: $TEST_BUILD = true
all_branches: true
matrix:
include:
# note that gcc Debug MUST be 1st for Coverity
- os: linux
env: CONFIGURATION="Debug" CC=gcc-5 CXX=g++-5
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- g++-5
- *global_deps
- os: linux
env: CONFIGURATION="Debug" CC=clang-3.6 CXX=clang++-3.6
addons:
apt:
sources:
- llvm-toolchain-precise
packages:
- clang-3.6
- libc++-dev
- *global_deps
- os: osx
env: CONFIGURATION="Debug"
- os: linux
env: CONFIGURATION="Release" CC=gcc-5 CXX=g++-5
addons:
apt:
sources:
- ubuntu-toolchain-r-test
packages:
- g++-5
- *global_deps
- os: linux
env: CONFIGURATION="Release" CC=clang-3.6 CXX=clang++-3.6
addons:
apt:
sources:
- llvm-toolchain-precise
packages:
- clang-3.6
- libc++-dev
- *global_deps
- os: osx
env: CONFIGURATION="Release"
before_install:
# ugly hack; if running a coverity scan abort all except the 1st build
# see note re gcc compiler above needing to be 1st
# also note that branch_pattern & the TRAVIS_BRANCH check must match
# unfortunately COVERITY_SCAN_BRANCH isn't defined until later in the
# build process
- if ([[ "${TRAVIS_JOB_NUMBER##*.}" != "1" ]] && [[ "${TRAVIS_BRANCH}" == "coverity_scan" ]]); then false ; fi
- source "./ci/travis/check_release.sh"
- "./ci/travis/before_install.sh"
install:
- "./ci/travis/install.sh"
- export PATH=$HOME/cmake/bin:$PATH
before_script:
- "./ci/travis/before_script.sh"
script:
- if [ "$BUILD_DEPLOYMENT" = true ] ; then ./ci/travis/release.sh ; else ./ci/travis/script.sh ; fi
-187
View File
@@ -1,187 +0,0 @@
CMAKE_MINIMUM_REQUIRED(VERSION 3.4)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
# Make sure the source and binary directory are not the sample
if ("${CMAKE_CURRENT_SOURCE_DIR}" STREQUAL "${CMAKE_CURRENT_BINARY_DIR}")
message(FATAL_ERROR "Binary and source directory can not be the same! Choose another build directory.")
endif()
include(cmake/util.cmake)
# Set a few policies
set_policy(CMP0051 OLD)
set_policy(CMP0053 NEW)
set_policy(CMP0054 NEW)
SET(FSO_PROJECT_DESCRIPTION "Open source project based on the original FreeSpace 2 source code.")
SET(EXECUTABLE_OUTPUT_PATH ${CMAKE_BINARY_DIR}/bin CACHE PATH "Executable output path")
SET(LIBRARY_OUTPUT_PATH ${CMAKE_BINARY_DIR}/bin CACHE PATH "Library output path")
# CMAKE_INSTALL_PREFIX is defined but also overwritten by the PROJECT command so we need to set it later
IF(NOT DEFINED CMAKE_INSTALL_PREFIX)
SET(RESET_INSTALL_PREFIX TRUE)
ENDIF(NOT DEFINED CMAKE_INSTALL_PREFIX)
# Reset this variable
SET(TARGET_COPY_FILES "" CACHE INTERNAL "" FORCE)
SET(TARGET_COPY_DIRS "" CACHE INTERNAL "" FORCE)
### Define options and editable variables in the section below:
# This is only needed for single configuration generators so don't annoy others
if(NOT CMAKE_BUILD_TYPE AND NOT DEFINED CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE "Release" CACHE STRING "Default build configuration used." FORCE)
message(WARNING "CMAKE_BUILD_TYPE was not specified, defaulting to Release configuration.")
endif(NOT CMAKE_BUILD_TYPE AND NOT DEFINED CMAKE_CONFIGURATION_TYPES)
# Override standard CMake configurations
set(CMAKE_CONFIGURATION_TYPES Debug Release FastDebug CACHE STRING "Available configurations" FORCE)
PROJECT(FS2_Open)
IF(CMAKE_CROSSCOMPILING)
SET(IMPORT_EXE_DIR "IMPORT_EXE_DIR-NOTFOUND" CACHE FILEPATH "Required for a cross compiling build, point to binary directory of a cmake build for the real OS")
INCLUDE(${IMPORT_EXE_DIR}/ImportExecutables.cmake)
ENDIF(CMAKE_CROSSCOMPILING)
# Check if the external modules exists
IF(NOT IS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/rpavlik-cmake-modules/launcher-templates")
message(FATAL_ERROR "External submodules could not be found. Please make sure you have updated your submodules.")
endif()
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/finder")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/rpavlik-cmake-modules")
LIST(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/external/cotire")
IF(RESET_INSTALL_PREFIX)
IF(NOT $ENV{FS2PATH} STREQUAL "")
IF(NOT IS_DIRECTORY $ENV{FS2PATH})
MESSAGE(WARNING "The path '$ENV{FS2PATH}' of the environment variable FS2PATH does not point to a directory! Install prefix wasn't set.")
ELSE(NOT IS_DIRECTORY $ENV{FS2PATH})
SET(CMAKE_INSTALL_PREFIX "$ENV{FS2PATH}" CACHE FILEPATH "Install path" FORCE)
FILE(TO_CMAKE_PATH ${CMAKE_INSTALL_PREFIX} CMAKE_INSTALL_PREFIX)
ENDIF(NOT IS_DIRECTORY $ENV{FS2PATH})
ELSE(NOT $ENV{FS2PATH} STREQUAL "")
MESSAGE(STATUS "NO FS2PATH environment variable found, you can define this to point to your freespace install but it is not required.")
ENDIF(NOT $ENV{FS2PATH} STREQUAL "")
ENDIF(RESET_INSTALL_PREFIX)
IF (WIN32)
OPTION(FSO_USE_SPEECH "Use Windows specific text-to-speach libraries" ON)
OPTION(FSO_USE_VOICEREC "Enable voice recognition support" ON)
OPTION(FSO_BUILD_FRED2 "Build FRED2 binary" ON)
elseif(UNIX)
option(FSO_BUILD_APPIMAGE "Build an AppImage package" OFF)
set(APPIMAGE_ASSISTANT "" CACHE STRING "The root directory of an AppImage clone.")
ENDIF(WIN32)
OPTION(FSO_BUILD_TOOLS "Build tools related to FSO" OFF)
OPTION(FSO_BUILD_TESTS "Build unit tests" OFF)
OPTION(FSO_DEVELOPMENT_MODE "Generate binaries in development mode, only use if you know what you're doing!" OFF)
OPTION(FSO_BUILD_WXFRED2 "Build wxFRED2 binary" OFF)
IF(WIN32 OR APPLE)
# On windows and mac the default should be to always build the included libraries
SET(FSO_BUILD_INCLUDED_LIBS_DEFAULT ON)
ELSE()
SET(FSO_BUILD_INCLUDED_LIBS_DEFAULT OFF)
ENDIF()
OPTION(FSO_BUILD_INCLUDED_LIBS "Build and use the included libraries istead of using the system headers and libraries" ${FSO_BUILD_INCLUDED_LIBS_DEFAULT})
OPTION(FSO_USE_LUAJIT "Use LuaJIT for Lua scripting, needs a working internet connection!" OFF)
OPTION(FSO_USE_OPENALSOFT "Download and build OpenAL Soft instead of using the system libraries" OFF)
OPTION(FSO_FATAL_WARNINGS "Determines if warnings in the build are considered fatal errors, primarily used for CI" OFF)
SET(FSO_FREESPACE_PATH "${CMAKE_INSTALL_PREFIX}" CACHE FILEPATH "The path of the FreeSpace directory you want to use. Please note that you will have to change CMAKE_INSTALL_PREFIX if you change this at some point.")
SET(FSO_RUN_ARGUMENTS "" CACHE STRING "Additional arguments passed to a generated executable when run with the generated build files.")
option(FSO_INSTALL_DEBUG_FILES "Install some debug files (currently only PDB files on windows)" OFF)
MARK_AS_ADVANCED(FORCE FSO_CMAKE_DEBUG)
MARK_AS_ADVANCED(FORCE FSO_BUILD_INCLUDED_LIBS)
MARK_AS_ADVANCED(FORCE FSO_USE_OPENALSOFT)
MARK_AS_ADVANCED(FORCE FSO_USE_LUAJIT)
MARK_AS_ADVANCED(FORCE FSO_DEVELOPMENT_MODE)
MARK_AS_ADVANCED(FORCE FSO_FATAL_WARNINGS)
mark_as_advanced(FORCE FSO_INSTALL_DEBUG_FILES)
# Include cotire file from https://github.com/sakra/cotire/
include(cotire)
INCLUDE(globals)
INCLUDE(toolchain)
INCLUDE(platforms)
include(version)
INCLUDE(headers)
SET(GENERATED_SOURCE_DIR ${CMAKE_CURRENT_BINARY_DIR}/generated_source)
include(generateHeaders)
if(FSO_BUILD_APPIMAGE)
include(appimage)
endif()
# This includes source code for some tools, either used in the build or also for something else
ADD_SUBDIRECTORY(tools)
ADD_SUBDIRECTORY(lib)
ADD_SUBDIRECTORY(code)
ADD_SUBDIRECTORY(freespace2)
IF(FSO_BUILD_FRED2)
ADD_SUBDIRECTORY(fred2)
ENDIF(FSO_BUILD_FRED2)
IF(FSO_BUILD_WXFRED2)
ADD_SUBDIRECTORY(wxfred2)
ENDIF(FSO_BUILD_WXFRED2)
if(FSO_BUILD_TESTS)
add_subdirectory(test)
endif()
if ("${CMAKE_VERSION}" VERSION_GREATER "3.5")
# Default to using Freespace2 as startup project if CMake supports it.
set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT Freespace2)
endif()
IF(MSVC_USE_RUNTIME_DLL)
SET(CMAKE_INSTALL_SYSTEM_RUNTIME_DESTINATION "${BINARY_DESTINATION}")
IF(FSO_BUILD_FRED2)
SET(CMAKE_INSTALL_MFC_LIBRARIES ON)
ENDIF(FSO_BUILD_FRED2)
INCLUDE(InstallRequiredSystemLibraries)
ENDIF(MSVC_USE_RUNTIME_DLL)
include(package)
include(doxygen)
# Print used options to log
IF (WIN32)
message(STATUS "Building FRED2: ${FSO_BUILD_FRED2}")
message(STATUS "Using text to speech: ${FSO_USE_SPEECH}")
message(STATUS "Using voice recogition: ${FSO_USE_VOICEREC}")
elseif(UNIX)
message(STATUS "Building AppImage: ${FSO_BUILD_APPIMAGE}")
ENDIF()
message(STATUS "Building FSO tools: ${FSO_BUILD_TOOLS}")
message(STATUS "Building wxFRED: ${FSO_BUILD_WXFRED2}")
message(STATUS "Fatal warnings: ${FSO_FATAL_WARNINGS}")
+1 -21
View File
@@ -1,26 +1,6 @@
ChangeLog for fs2_open. All times are UTC.
Updated 2002-10-31 03:46
Features: September 2013
http://www.hard-light.net/forums/index.php?topic=85700.0
- show-subtitle-text can now display messages as well as raw text - Goober5000
- toggle subsytem scanning, scannable, cargo revealed, hidden from sensors, stealth and friendly stealth added to the alter-ship-flag sexp - karajorma
- Support added to add more languages besides English, French, German and Polish, leading the way to better localization! - karajorma
- event.log can now snapshot events checked in a frame and record the status of an event the previous time it was checked as well as the current state - karajorma
- added a player-is-cheating sexp - The E
- allow a user-specified number of credit images - Goober5000
- allow the specification of the positions of medals, callsigns and labels on the medal screen. - Goober5000
- lua function to check if a ship is warp capable, and access to a ship's auto-aim FOV - zookeeper
- is-facing now works for things that aren't ships (like waypoints!) - zookeeper
- experimental configurations to make AVX builds (see this post for more explainations) - The E
- new ship flag to enable smarter AI use of afterburners. Now it can use them while flying waypoints or attacking capital ships (use the free-afterburner-use flag with alter-ship-flag) - Admiral MS
- the number of medals is now dynamic! - Goober5000
- frame profiling code, see what exactly is slowing down FreeSpace. (Mostly for devs or coders) - Swifty + The E
- allowing fade-in and fade-out sexps to use any color, not just black, white and red. - Goober5000
==================================================================
( massive gap in updates, maybe this will be filled in someday...)
==================================================================
2002-10-30 22:57 randomtiger
+77
View File
@@ -0,0 +1,77 @@
# Makefile.am for fs2_open (top level)
#
# This file uses GNU Automake to generate makefiles
SUBDIRS = code
EXTRA_DIST = \
FS2OpenSCPReadMe.doc \
projects/MSVC_2005/Freespace2.sln \
projects/MSVC_2005/Freespace2.vcproj \
projects/MSVC_2005/code.vcproj \
projects/MSVC_6/Fred2.dsp \
projects/MSVC_6/Freespace2.dsp \
projects/MSVC_6/Freespace2.dsw \
projects/MSVC_6/code.dsp \
projects/MSVC_6/libjpeg.dsp \
projects/MSVC_6/liblua.dsp \
projects/MSVC_6/wxFRED2.dsp \
projects/Xcode/English.lproj/InfoPlist.strings \
projects/Xcode/FS2_Open.icns \
projects/Xcode/FS2_Open.xcodeproj/project.pbxproj \
projects/Xcode/Frameworks.tgz \
projects/Xcode/Info-debug.plist \
projects/Xcode/Info.plist \
projects/Xcode/README.Xcode \
projects/Xcode/SDLMain.h \
projects/Xcode/SDLMain.m
# D_ variants are defaults and should always be used
AM_CXXFLAGS = -I./code @D_CFLAGS@
AM_LDFLAGS = @D_LDFLAGS@
EXTRA_PROGRAMS = cfilearchiver cfileextractor cryptstring scramble
###############################################################################
##
## Begin utilitites
##
# cfilearchiver -- to create VPs
cfilearchiver_SOURCES = \
code/cfilearchiver/cfilearchiver.cpp
# cfileextractor -- to extract files from VPs
cfileextractor_SOURCES = \
code/cfileextractor/cfileextractor.cpp
# cryptstring -- to encrypt strings that are used as cheat codes
cryptstring_SOURCES = \
code/cryptstring/cryptstring.cpp
# scramble -- to encrypt tables
scramble_SOURCES = \
code/parse/encrypt.cpp \
code/scramble/scramble.cpp \
code/scramble/scramble.h
# catch all to build utilitites
tools: cfilearchiver cfileextractor cryptstring scramble
# cleaning
clean-tools:
-test -z "$(EXTRA_PROGRAMS)" || rm -f $(EXTRA_PROGRAMS)
##
## End utilitites
##
###############################################################################
# make sure we get this stuff cleaned up
clean-generic: clean-tools
+8
View File
@@ -0,0 +1,8 @@
The "projects" directory contains ready projects for:
Microsoft Visual C++ 6
Microsoft Visual C++ 2005
Anjuta 1 (please see README with project before using)
See the ChangeLog to see what's new.
See the INSTALL file for instructions on how to build fs2_open.
-42
View File
@@ -1,42 +0,0 @@
FreeSpace2 *S*ource *C*ode *P*roject
==
[![Travis-CI Build Status](https://travis-ci.org/scp-fs2open/fs2open.github.com.svg?branch=master)](https://travis-ci.org/scp-fs2open/fs2open.github.com)
[![AppVeyor Build Status](https://ci.appveyor.com/api/projects/status/github/scp-fs2open/fs2open.github.com?branch=master&svg=true)](https://ci.appveyor.com/project/SirKnightly/fs2open-github-com/branch/master)
[![Coverity](https://img.shields.io/coverity/scan/870.svg)](https://scan.coverity.com/projects/870)
Building
--
Before you do anything, make sure you have updated your git submodules, either by running `git submodule update --init --recursive` or by cloning the repository with the `--recursive` flag.<br/>
<br/>
For building you will need [CMake](http://www.cmake.org/cmake/resources/software.html). Version 3.4 is required. Once you have installed CMake you should create a build directory where the project/make files should be created, **do not create them inside the source tree!**<br>
<br>
On Windows you can use the `cmake-gui` executable to get a nice GUI, on Unix just use `cmake`. Use the newly created directory as build directory (change to this directory on Unix) and run cmake. On Windows this can be done by clicking the `Configure` button. Choose your compiler version and hit `Generate` when configuring is done. <br>
Depending on the makefile generator used build the `all` or `ALL_BUILD` target to compile the project.<br>
### Available variables to control the build
* `FSO_BUILD_WXFRED2`: Build the wxfred2 project, requires wxWidgets
* `FSO_FREESPACE_PATH`: Sets the path of your FreeSpace install, can be used to automatically run the generated executables with the correct working directory, this is an optional variable. By default this will use the value of the `FS2PATH` environment variable.
* `FSO_BUILD_TOOLS`: Build some tools related to FSO
* `CMAKE_BUILD_TYPE`: Sets the binary build type between `Debug` and `Release` (default)
#### Windows only variables
* `FSO_BUILD_FRED2`: Build FRED2, requires a Visual Studio version that ships with MFC
* `FSO_USE_SPEECH`: Build a binary with text-to-speech support
* `FSO_USE_VOICEREC`: Build a binary with voice recognition support
#### Advanced variables
You should only use these variables if you know what you're doing
* `FSO_CMAKE_DEBUG`: Print CMake debugging informations
* `FSO_BUILD_INCLUDED_LIBS`: Build libraries from the included source
* `FSO_USE_OPENALSOFT`: Use [OpenALSoft](http://kcat.strangesoft.net/openal.html) for OpenAL support
* `FSO_USE_LUAJIT`: Use [luajit](http://luajit.org/) as a replacement for lua
* `FSO_DEVELOPMENT_MODE`: Toggles some development behavior, only use if you really need it.
* `FSO_RUN_ARGUMENTS`: If you run an executable from within the project, these arguments will also be passed to the executable
* `FSO_BUILD_POSTFIX`: Sets a postfix to be added to the executable name, may be useful for release candidates.
#### Visual Studio specific variables
* `MSVC_USE_RUNTIME_DLL`: Use the DLL version of the runtime, experimental and not well tested.
* `MSVC_SIMD_INSTRUCTIONS`: The instruction set the executables will be optimized for.
### Generating an installation package
CMake can automatically generate installation packages of the project. To do this you will just need to run the `package` target of the build system and the package will be placed inside your build directory. On Windows you will have to install [NSIS](http://nsis.sourceforge.net/Main_Page) to use this.
+714
View File
@@ -0,0 +1,714 @@
# Configure paths for SDL
# Sam Lantinga 9/21/99
# stolen from Manish Singh
# stolen back from Frank Belew
# stolen from Manish Singh
# Shamelessly stolen from Owen Taylor
dnl AM_PATH_SDL([MINIMUM-VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]]])
dnl Test for SDL, and define SDL_CFLAGS and SDL_LIBS
dnl
AC_DEFUN([AM_PATH_SDL],
[dnl
dnl Get the cflags and libraries from the sdl-config script
dnl
AC_ARG_WITH(sdl-prefix,[ --with-sdl-prefix=PFX Prefix where SDL is installed (optional)],
sdl_prefix="$withval", sdl_prefix="")
AC_ARG_WITH(sdl-exec-prefix,[ --with-sdl-exec-prefix=PFX Exec prefix where SDL is installed (optional)],
sdl_exec_prefix="$withval", sdl_exec_prefix="")
AC_ARG_ENABLE(sdltest, [ --disable-sdltest Do not try to compile and run a test SDL program],
, enable_sdltest=yes)
if test x$sdl_exec_prefix != x ; then
sdl_args="$sdl_args --exec-prefix=$sdl_exec_prefix"
if test x${SDL_CONFIG+set} != xset ; then
SDL_CONFIG=$sdl_exec_prefix/bin/sdl-config
fi
fi
if test x$sdl_prefix != x ; then
sdl_args="$sdl_args --prefix=$sdl_prefix"
if test x${SDL_CONFIG+set} != xset ; then
SDL_CONFIG=$sdl_prefix/bin/sdl-config
fi
fi
AC_REQUIRE([AC_CANONICAL_TARGET])
PATH="$prefix/bin:$prefix/usr/bin:$PATH"
AC_PATH_PROG(SDL_CONFIG, sdl-config, no, [$PATH])
min_sdl_version=ifelse([$1], ,0.11.0,$1)
AC_MSG_CHECKING(for SDL - version >= $min_sdl_version)
no_sdl=""
if test "$SDL_CONFIG" = "no" ; then
no_sdl=yes
else
SDL_CFLAGS=`$SDL_CONFIG $sdlconf_args --cflags`
SDL_LIBS=`$SDL_CONFIG $sdlconf_args --libs`
sdl_major_version=`$SDL_CONFIG $sdl_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
sdl_minor_version=`$SDL_CONFIG $sdl_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
sdl_micro_version=`$SDL_CONFIG $sdl_config_args --version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
if test "x$enable_sdltest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_CXXFLAGS="$CXXFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
dnl
dnl Now check if the installed SDL is sufficiently new. (Also sanity
dnl checks the results of sdl-config to some extent
dnl
rm -f conf.sdltest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "SDL.h"
char*
my_strdup (char *str)
{
char *new_str;
if (str)
{
new_str = (char *)malloc ((strlen (str) + 1) * sizeof(char));
strcpy (new_str, str);
}
else
new_str = NULL;
return new_str;
}
int main (int argc, char *argv[])
{
int major, minor, micro;
char *tmp_version;
/* This hangs on some systems (?)
system ("touch conf.sdltest");
*/
{ FILE *fp = fopen("conf.sdltest", "a"); if ( fp ) fclose(fp); }
/* HP/UX 9 (%@#!) writes to sscanf strings */
tmp_version = my_strdup("$min_sdl_version");
if (sscanf(tmp_version, "%d.%d.%d", &major, &minor, &micro) != 3) {
printf("%s, bad version string\n", "$min_sdl_version");
exit(1);
}
if (($sdl_major_version > major) ||
(($sdl_major_version == major) && ($sdl_minor_version > minor)) ||
(($sdl_major_version == major) && ($sdl_minor_version == minor) && ($sdl_micro_version >= micro)))
{
return 0;
}
else
{
printf("\n*** 'sdl-config --version' returned %d.%d.%d, but the minimum version\n", $sdl_major_version, $sdl_minor_version, $sdl_micro_version);
printf("*** of SDL required is %d.%d.%d. If sdl-config is correct, then it is\n", major, minor, micro);
printf("*** best to upgrade to the required version.\n");
printf("*** If sdl-config was wrong, set the environment variable SDL_CONFIG\n");
printf("*** to point to the correct copy of sdl-config, and remove the file\n");
printf("*** config.cache before re-running configure\n");
return 1;
}
}
],, no_sdl=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
if test "x$no_sdl" = x ; then
AC_MSG_RESULT(yes)
ifelse([$2], , :, [$2])
else
AC_MSG_RESULT(no)
if test "$SDL_CONFIG" = "no" ; then
echo "*** The sdl-config script installed by SDL could not be found"
echo "*** If SDL was installed in PREFIX, make sure PREFIX/bin is in"
echo "*** your path, or set the SDL_CONFIG environment variable to the"
echo "*** full path to sdl-config."
else
if test -f conf.sdltest ; then
:
else
echo "*** Could not run SDL test program, checking why..."
CFLAGS="$CFLAGS $SDL_CFLAGS"
CXXFLAGS="$CXXFLAGS $SDL_CFLAGS"
LIBS="$LIBS $SDL_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include "SDL.h"
int main(int argc, char *argv[])
{ return 0; }
#undef main
#define main K_and_R_C_main
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding SDL or finding the wrong"
echo "*** version of SDL. If it is not finding SDL, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means SDL was incorrectly installed"
echo "*** or that you have moved SDL since it was installed. In the latter case, you"
echo "*** may want to edit the sdl-config script: $SDL_CONFIG" ])
CFLAGS="$ac_save_CFLAGS"
CXXFLAGS="$ac_save_CXXFLAGS"
LIBS="$ac_save_LIBS"
fi
fi
SDL_CFLAGS=""
SDL_LIBS=""
ifelse([$3], , :, [$3])
fi
AC_SUBST(SDL_CFLAGS)
AC_SUBST(SDL_LIBS)
rm -f conf.sdltest
])
dnl ---------------------------------------------------------------------------
dnl Macros for wxWindows detection. Typically used in configure.in as:
dnl
dnl AC_ARG_ENABLE(...)
dnl AC_ARG_WITH(...)
dnl ...
dnl AM_OPTIONS_WXCONFIG
dnl ...
dnl ...
dnl AM_PATH_WXCONFIG(2.3.4, wxWin=1)
dnl if test "$wxWin" != 1; then
dnl AC_MSG_ERROR([
dnl wxWindows must be installed on your system
dnl but wx-config script couldn't be found.
dnl
dnl Please check that wx-config is in path, the directory
dnl where wxWindows libraries are installed (returned by
dnl 'wx-config --libs' command) is in LD_LIBRARY_PATH or
dnl equivalent variable and wxWindows version is 2.3.4 or above.
dnl ])
dnl fi
dnl CPPFLAGS="$CPPFLAGS $WX_CPPFLAGS"
dnl CXXFLAGS="$CXXFLAGS $WX_CXXFLAGS_ONLY"
dnl CFLAGS="$CFLAGS $WX_CFLAGS_ONLY"
dnl
dnl LDFLAGS="$LDFLAGS $WX_LIBS"
dnl ---------------------------------------------------------------------------
dnl ---------------------------------------------------------------------------
dnl AM_OPTIONS_WXCONFIG
dnl
dnl adds support for --wx-prefix, --wx-exec-prefix and --wx-config
dnl command line options
dnl ---------------------------------------------------------------------------
AC_DEFUN([AM_OPTIONS_WXCONFIG],
[
AC_ARG_WITH(wx-prefix, [ --with-wx-prefix=PREFIX Prefix where wxWindows is installed (optional)],
wx_config_prefix="$withval", wx_config_prefix="")
AC_ARG_WITH(wx-exec-prefix,[ --with-wx-exec-prefix=PREFIX Exec prefix where wxWindows is installed (optional)],
wx_config_exec_prefix="$withval", wx_config_exec_prefix="")
AC_ARG_WITH(wx-config,[ --with-wx-config=CONFIG wx-config script to use (optional)],
wx_config_name="$withval", wx_config_name="")
])
dnl ---------------------------------------------------------------------------
dnl AM_PATH_WXCONFIG(VERSION, [ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl
dnl Test for wxWindows, and define WX_C*FLAGS, WX_LIBS and WX_LIBS_STATIC
dnl (the latter is for static linking against wxWindows). Set WX_CONFIG_NAME
dnl environment variable to override the default name of the wx-config script
dnl to use. Set WX_CONFIG_PATH to specify the full path to wx-config - in this
dnl case the macro won't even waste time on tests for its existence.
dnl ---------------------------------------------------------------------------
dnl
dnl Get the cflags and libraries from the wx-config script
dnl
AC_DEFUN([AM_PATH_WXCONFIG],
[
dnl do we have wx-config name: it can be wx-config or wxd-config or ...
if test x${WX_CONFIG_NAME+set} != xset ; then
WX_CONFIG_NAME=wx-config
fi
if test "x$wx_config_name" != x ; then
WX_CONFIG_NAME="$wx_config_name"
fi
dnl deal with optional prefixes
if test x$wx_config_exec_prefix != x ; then
wx_config_args="$wx_config_args --exec-prefix=$wx_config_exec_prefix"
WX_LOOKUP_PATH="$wx_config_exec_prefix/bin"
fi
if test x$wx_config_prefix != x ; then
wx_config_args="$wx_config_args --prefix=$wx_config_prefix"
WX_LOOKUP_PATH="$WX_LOOKUP_PATH:$wx_config_prefix/bin"
fi
dnl don't search the PATH if WX_CONFIG_NAME is absolute filename
if test -x "$WX_CONFIG_NAME" ; then
AC_MSG_CHECKING(for wx-config)
WX_CONFIG_PATH="$WX_CONFIG_NAME"
AC_MSG_RESULT($WX_CONFIG_PATH)
else
AC_PATH_PROG(WX_CONFIG_PATH, $WX_CONFIG_NAME, no, "$WX_LOOKUP_PATH:$PATH")
fi
if test "$WX_CONFIG_PATH" != "no" ; then
WX_VERSION=""
no_wx=""
min_wx_version=ifelse([$1], ,2.2.1,$1)
AC_MSG_CHECKING(for wxWindows version >= $min_wx_version)
WX_CONFIG_WITH_ARGS="$WX_CONFIG_PATH $wx_config_args"
WX_VERSION=`$WX_CONFIG_WITH_ARGS --version`
wx_config_major_version=`echo $WX_VERSION | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
wx_config_minor_version=`echo $WX_VERSION | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
wx_config_micro_version=`echo $WX_VERSION | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
wx_requested_major_version=`echo $min_wx_version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\1/'`
wx_requested_minor_version=`echo $min_wx_version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\2/'`
wx_requested_micro_version=`echo $min_wx_version | \
sed 's/\([[0-9]]*\).\([[0-9]]*\).\([[0-9]]*\)/\3/'`
wx_ver_ok=""
if test $wx_config_major_version -gt $wx_requested_major_version; then
wx_ver_ok=yes
else
if test $wx_config_major_version -eq $wx_requested_major_version; then
if test $wx_config_minor_version -gt $wx_requested_minor_version; then
wx_ver_ok=yes
else
if test $wx_config_minor_version -eq $wx_requested_minor_version; then
if test $wx_config_micro_version -ge $wx_requested_micro_version; then
wx_ver_ok=yes
fi
fi
fi
fi
fi
if test "x$wx_ver_ok" = x ; then
no_wx=yes
else
WX_LIBS=`$WX_CONFIG_WITH_ARGS --libs`
WX_LIBS_STATIC=`$WX_CONFIG_WITH_ARGS --static --libs`
dnl starting with version 2.2.6 wx-config has --cppflags argument
wx_has_cppflags=""
if test $wx_config_major_version -gt 2; then
wx_has_cppflags=yes
else
if test $wx_config_major_version -eq 2; then
if test $wx_config_minor_version -gt 2; then
wx_has_cppflags=yes
else
if test $wx_config_minor_version -eq 2; then
if test $wx_config_micro_version -ge 6; then
wx_has_cppflags=yes
fi
fi
fi
fi
fi
if test "x$wx_has_cppflags" = x ; then
dnl no choice but to define all flags like CFLAGS
WX_CFLAGS=`$WX_CONFIG_WITH_ARGS --cflags`
WX_CPPFLAGS=$WX_CFLAGS
WX_CXXFLAGS=$WX_CFLAGS
WX_CFLAGS_ONLY=$WX_CFLAGS
WX_CXXFLAGS_ONLY=$WX_CFLAGS
else
dnl we have CPPFLAGS included in CFLAGS included in CXXFLAGS
WX_CPPFLAGS=`$WX_CONFIG_WITH_ARGS --cppflags`
WX_CXXFLAGS=`$WX_CONFIG_WITH_ARGS --cxxflags`
WX_CFLAGS=`$WX_CONFIG_WITH_ARGS --cflags`
WX_CFLAGS_ONLY=`echo $WX_CFLAGS | sed "s@^$WX_CPPFLAGS *@@"`
WX_CXXFLAGS_ONLY=`echo $WX_CXXFLAGS | sed "s@^$WX_CFLAGS *@@"`
fi
fi
if test "x$no_wx" = x ; then
AC_MSG_RESULT(yes (version $WX_VERSION))
ifelse([$2], , :, [$2])
else
if test "x$WX_VERSION" = x; then
dnl no wx-config at all
AC_MSG_RESULT(no)
else
AC_MSG_RESULT(no (version $WX_VERSION is not new enough))
fi
WX_CFLAGS=""
WX_CPPFLAGS=""
WX_CXXFLAGS=""
WX_LIBS=""
WX_LIBS_STATIC=""
ifelse([$3], , :, [$3])
fi
fi
AC_SUBST(WX_CPPFLAGS)
AC_SUBST(WX_CFLAGS)
AC_SUBST(WX_CXXFLAGS)
AC_SUBST(WX_CFLAGS_ONLY)
AC_SUBST(WX_CXXFLAGS_ONLY)
AC_SUBST(WX_LIBS)
AC_SUBST(WX_LIBS_STATIC)
AC_SUBST(WX_VERSION)
])
# Configure paths for libogg
# Jack Moffitt <[email protected]> 10-21-2000
# Shamelessly stolen from Owen Taylor and Manish Singh
dnl XIPH_PATH_OGG([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Test for libogg, and define OGG_CFLAGS and OGG_LIBS
dnl
AC_DEFUN([XIPH_PATH_OGG],
[dnl
dnl Get the cflags and libraries
dnl
AC_ARG_WITH(ogg,[ --with-ogg=PFX Prefix where libogg is installed (optional)], ogg_prefix="$withval", ogg_prefix="")
AC_ARG_WITH(ogg-libraries,[ --with-ogg-libraries=DIR Directory where libogg library is installed (optional)], ogg_libraries="$withval", ogg_libraries="")
AC_ARG_WITH(ogg-includes,[ --with-ogg-includes=DIR Directory where libogg header files are installed (optional)], ogg_includes="$withval", ogg_includes="")
AC_ARG_ENABLE(oggtest, [ --disable-oggtest Do not try to compile and run a test Ogg program],, enable_oggtest=yes)
if test "x$ogg_libraries" != "x" ; then
OGG_LIBS="-L$ogg_libraries"
elif test "x$ogg_prefix" != "x" ; then
OGG_LIBS="-L$ogg_prefix/lib"
elif test "x$prefix" != "xNONE" ; then
OGG_LIBS="-L$libdir"
fi
OGG_LIBS="$OGG_LIBS -logg"
if test "x$ogg_includes" != "x" ; then
OGG_CFLAGS="-I$ogg_includes"
elif test "x$ogg_prefix" != "x" ; then
OGG_CFLAGS="-I$ogg_prefix/include"
elif test "x$prefix" != "xNONE"; then
OGG_CFLAGS=""
fi
AC_MSG_CHECKING(for Ogg)
no_ogg=""
if test "x$enable_oggtest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $OGG_LIBS"
dnl
dnl Now check if the installed Ogg is sufficiently new.
dnl
rm -f conf.oggtest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ogg/ogg.h>
int main ()
{
system("touch conf.oggtest");
return 0;
}
],, no_ogg=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
if test "x$no_ogg" = "x" ; then
AC_MSG_RESULT(yes)
ifelse([$1], , :, [$1])
else
AC_MSG_RESULT(no)
if test -f conf.oggtest ; then
:
else
echo "*** Could not run Ogg test program, checking why..."
CFLAGS="$CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $OGG_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include <ogg/ogg.h>
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding Ogg or finding the wrong"
echo "*** version of Ogg. If it is not finding Ogg, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means Ogg was incorrectly installed"
echo "*** or that you have moved Ogg since it was installed." ])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
OGG_CFLAGS=""
OGG_LIBS=""
ifelse([$2], , :, [$2])
fi
AC_SUBST(OGG_CFLAGS)
AC_SUBST(OGG_LIBS)
rm -f conf.oggtest
])
# Configure paths for libvorbis
# Jack Moffitt <[email protected]> 10-21-2000
# Shamelessly stolen from Owen Taylor and Manish Singh
# thomasvs added check for vorbis_bitrate_addblock which is new in rc3
dnl XIPH_PATH_VORBIS([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Test for libvorbis, and define VORBIS_CFLAGS and VORBIS_LIBS
dnl
AC_DEFUN([XIPH_PATH_VORBIS],
[dnl
dnl Get the cflags and libraries
dnl
AC_ARG_WITH(vorbis,[ --with-vorbis=PFX Prefix where libvorbis is installed (optional)], vorbis_prefix="$withval", vorbis_prefix="")
AC_ARG_WITH(vorbis-libraries,[ --with-vorbis-libraries=DIR Directory where libvorbis library is installed (optional)], vorbis_libraries="$withval", vorbis_libraries="")
AC_ARG_WITH(vorbis-includes,[ --with-vorbis-includes=DIR Directory where libvorbis header files are installed (optional)], vorbis_includes="$withval", vorbis_includes="")
AC_ARG_ENABLE(vorbistest, [ --disable-vorbistest Do not try to compile and run a test Vorbis program],, enable_vorbistest=yes)
if test "x$vorbis_libraries" != "x" ; then
VORBIS_LIBS="-L$vorbis_libraries"
elif test "x$vorbis_prefix" != "x" ; then
VORBIS_LIBS="-L$vorbis_prefix/lib"
elif test "x$prefix" != "xNONE"; then
VORBIS_LIBS="-L$libdir"
fi
VORBIS_LIBS="$VORBIS_LIBS -lvorbis -lm"
VORBISFILE_LIBS="-lvorbisfile"
VORBISENC_LIBS="-lvorbisenc"
if test "x$vorbis_includes" != "x" ; then
VORBIS_CFLAGS="-I$vorbis_includes"
elif test "x$vorbis_prefix" != "x" ; then
VORBIS_CFLAGS="-I$vorbis_prefix/include"
elif test "x$prefix" != "xNONE"; then
VORBIS_CFLAGS=""
fi
AC_MSG_CHECKING(for Vorbis)
no_vorbis=""
if test "x$enable_vorbistest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $VORBIS_CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $VORBIS_LIBS $VORBISENC_LIBS $OGG_LIBS"
dnl
dnl Now check if the installed Vorbis is sufficiently new.
dnl
rm -f conf.vorbistest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vorbis/codec.h>
#include <vorbis/vorbisenc.h>
int main ()
{
vorbis_block vb;
vorbis_dsp_state vd;
vorbis_info vi;
vorbis_info_init (&vi);
vorbis_encode_init (&vi, 2, 44100, -1, 128000, -1);
vorbis_analysis_init (&vd, &vi);
vorbis_block_init (&vd, &vb);
/* this function was added in 1.0rc3, so this is what we're testing for */
vorbis_bitrate_addblock (&vb);
system("touch conf.vorbistest");
return 0;
}
],, no_vorbis=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
if test "x$no_vorbis" = "x" ; then
AC_MSG_RESULT(yes)
ifelse([$1], , :, [$1])
else
AC_MSG_RESULT(no)
if test -f conf.vorbistest ; then
:
else
echo "*** Could not run Vorbis test program, checking why..."
CFLAGS="$CFLAGS $VORBIS_CFLAGS"
LIBS="$LIBS $VORBIS_LIBS $OGG_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include <vorbis/codec.h>
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding Vorbis or finding the wrong"
echo "*** version of Vorbis. If it is not finding Vorbis, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means Vorbis was incorrectly installed"
echo "*** or that you have moved Vorbis since it was installed." ])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
VORBIS_CFLAGS=""
VORBIS_LIBS=""
VORBISFILE_LIBS=""
VORBISENC_LIBS=""
ifelse([$2], , :, [$2])
fi
AC_SUBST(VORBIS_CFLAGS)
AC_SUBST(VORBIS_LIBS)
AC_SUBST(VORBISFILE_LIBS)
AC_SUBST(VORBISENC_LIBS)
rm -f conf.vorbistest
])
dnl XIPH_PATH_THEORA([ACTION-IF-FOUND [, ACTION-IF-NOT-FOUND]])
dnl Test for libtheora, and define THEORA_CFLAGS and THEORA_LIBS
dnl
AC_DEFUN([XIPH_PATH_THEORA],
[dnl
dnl Get the cflags and libraries
dnl
AC_ARG_WITH(theora,[ --with-theora=PFX Prefix where libtheora is installed (optional)], theora_prefix="$withval", theora_prefix="")
AC_ARG_WITH(theora-libraries,[ --with-theora-libraries=DIR Directory where libtheora library is installed (optional)], theora_libraries="$withval", theora_libraries="")
AC_ARG_WITH(theora-includes,[ --with-theora-includes=DIR Directory where libtheora header files are installed (optional)], theora_includes="$withval", theora_includes="")
AC_ARG_ENABLE(theoratest, [ --disable-theoratest Do not try to compile and run a test Theora program],, enable_theoratest=yes)
if test "x$theora_libraries" != "x" ; then
THEORA_LIBS="-L$theora_libraries"
elif test "x$theora_prefix" != "x" ; then
THEORA_LIBS="-L$theora_prefix/lib"
elif test "x$prefix" != "xNONE"; then
THEORA_LIBS="-L$libdir"
fi
THEORA_LIBS="$THEORA_LIBS -ltheora"
if test "x$theora_includes" != "x" ; then
THEORA_CFLAGS="-I$theora_includes"
elif test "x$theora_prefix" != "x" ; then
THEORA_CFLAGS="-I$theora_prefix/include"
elif test "x$prefix" != "xNONE"; then
THEORA_CFLAGS=""
fi
AC_MSG_CHECKING(for Theora)
no_theora=""
if test "x$enable_theoratest" = "xyes" ; then
ac_save_CFLAGS="$CFLAGS"
ac_save_LIBS="$LIBS"
CFLAGS="$CFLAGS $THEORA_CFLAGS $OGG_CFLAGS"
LIBS="$LIBS $THEORA_LIBS $OGG_LIBS"
dnl
dnl Now check if the installed Theora is sufficiently new.
dnl
rm -f conf.theoratest
AC_TRY_RUN([
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <theora/theora.h>
#include <vorbis/codec.h>
int main ()
{
theora_info ti;
theora_state ts;
theora_info_init(&ti);
system("touch conf.theoratest");
return 0;
}
],, no_theora=yes,[echo $ac_n "cross compiling; assumed OK... $ac_c"])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
if test "x$no_theora" = "x" ; then
AC_MSG_RESULT(yes)
ifelse([$1], , :, [$1])
else
AC_MSG_RESULT(no)
if test -f conf.theoratest ; then
:
else
echo "*** Could not run Theora test program, checking why..."
CFLAGS="$CFLAGS $THEORA_CFLAGS"
LIBS="$LIBS $THEORA_LIBS $OGG_LIBS"
AC_TRY_LINK([
#include <stdio.h>
#include <vorbis/codec.h>
], [ return 0; ],
[ echo "*** The test program compiled, but did not run. This usually means"
echo "*** that the run-time linker is not finding Theora or finding the wrong"
echo "*** version of Theora. If it is not finding Theora, you'll need to set your"
echo "*** LD_LIBRARY_PATH environment variable, or edit /etc/ld.so.conf to point"
echo "*** to the installed location Also, make sure you have run ldconfig if that"
echo "*** is required on your system"
echo "***"
echo "*** If you have an old version installed, it is best to remove it, although"
echo "*** you may also be able to get things to work by modifying LD_LIBRARY_PATH"],
[ echo "*** The test program failed to compile or link. See the file config.log for the"
echo "*** exact error that occured. This usually means Theora was incorrectly installed"
echo "*** or that you have moved Theora since it was installed." ])
CFLAGS="$ac_save_CFLAGS"
LIBS="$ac_save_LIBS"
fi
THEORA_CFLAGS=""
THEORA_LIBS=""
ifelse([$2], , :, [$2])
fi
AC_SUBST(THEORA_CFLAGS)
AC_SUBST(THEORA_LIBS)
rm -f conf.theoratest
])
-61
View File
@@ -1,61 +0,0 @@
version: 1.0.0.{build}
configuration:
- Debug
- Release
clone_depth: 10
environment:
matrix:
- BuildID: 0
CMAKE_GENERATOR: Visual Studio 12 2013
PlatformToolset: v120_xp
- BuildID: 1
CMAKE_GENERATOR: Visual Studio 14 2015 Win64
PlatformToolset: v140_xp
before_build:
- git submodule update --init --recursive
build_script:
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/build.ps1
test_script:
- ps: . $Env:APPVEYOR_BUILD_FOLDER/ci/appveyor/test.ps1
deploy:
- provider: GitHub
auth_token:
secure: 3kV4efHXwRnfXzmJPRAOs8D7+MhwXUXYeayI/P5y114L09kJa6b6L70beXdW7yYr
on:
ReleaseBuild: true # deploy on release push only
- provider: FTP
protocol: sftp
host: scp.indiegames.us
username:
secure: SFivQZfatqWHXK1ijYK3GQ==
password:
secure: q6Zk/412o1ri+NEya1dl1Q==
folder: public_html/builds/nightly/$(VersionName)
on:
NightlyBuild: true # deploy on nightly push only
- provider: FTP
protocol: ftp
host: swc.fs2downloads.com
username:
secure: EXg2ADoKzMduZF90ip2Q0g==
password:
secure: x0LL0uY9yBAQ7JTARhQ6AA==
folder: swc.fs2downloads.com/builds/nightly/$(VersionName)
beta: true
on:
NightlyBuild: true # deploy on nightly push only
- provider: FTP
protocol: ftp
host: swc.fs2downloads.com
username:
secure: EXg2ADoKzMduZF90ip2Q0g==
password:
secure: x0LL0uY9yBAQ7JTARhQ6AA==
folder: swc.fs2downloads.com/builds/test/$(VersionName)
beta: true
on:
TestBuild: true # deploy on test build push only
Executable
+137
View File
@@ -0,0 +1,137 @@
#!/bin/sh
# Run this to generate all the initial makefiles, etc.
srcdir=`dirname $0`
PKG_NAME="fs2_open"
# check the version of a package
check_version() {
COMMAND=$1
MAJOR=$2
MINOR=$3
MICRO=$4
($COMMAND --version) </dev/null >/dev/null 2>&1 || return 1
ver=`$COMMAND --version|head -n 1|sed 's/^.*) //'|sed 's/ (.*)//'`
major=`echo $ver | cut -d. -f1 | sed s/[a-zA-Z\-].*//g`
minor=`echo $ver | cut -d. -f2 | sed s/[a-zA-Z\-].*//g`
micro=`echo $ver | cut -d. -f3 | sed s/[a-zA-Z\-].*//g`
test -z "$major" && major=0
test -z "$minor" && minor=0
test -z "$micro" && micro=0
fail=0
if [ ! "$major" -gt "$MAJOR" ]; then
if [ "$major" -lt "$MAJOR" ]; then
fail=1
elif [ ! "$minor" -gt "$MINOR" ]; then
if [ "$minor" -lt "$MINOR" ]; then
fail=1
elif [ "$micro" -lt "$MICRO" ]; then
fail=1
fi
fi
fi
return "$fail"
}
AUTOMAKE=
ACLOCAL=
DIE=0
(autoconf --version) < /dev/null > /dev/null 2>&1 || {
echo
echo "**Error**: You must have \`autoconf' installed to."
echo "Download the appropriate package for your distribution,"
echo "or get the source tarball at ftp://ftp.gnu.org/pub/gnu/"
DIE=1
}
for AM in automake-1.11 automake-1.10 automake-1.9 automake-1.8 automake-1.7 automake-1.6 automake; do
(check_version "$AM" 1 6 1) && {
AUTOMAKE="$AM"
break
}
done
if [ -z "$AUTOMAKE" ]; then
echo
echo "**Error**: You must have \`automake' version 1.6.1 or greater"
echo "installed to compile $PKG_NAME. Download the appropriate package"
echo "for your distribution, or get the source tarball at"
echo "ftp://ftp.gnu.org/pub/gnu/"
DIE=1
fi
# if no automake, don't bother testing for aclocal
test -z "$AUTOMAKE" || {
for ACL in aclocal-1.11 aclocal-1.10 aclocal-1.9 aclocal-1.8 aclocal-1.7 aclocal-1.6 aclocal; do
(check_version "$ACL" 1 6 1) && {
ACLOCAL="$ACL"
break
}
done
if [ -z "$ACLOCAL" ]; then
echo
echo "**Error**: Missing \`aclocal'. The version of \`automake'"
echo "installed seems to be outdated. Get a recent package from"
echo "ftp://ftp.gnu.org/pub/gnu/"
DIE=1
fi
}
if test "$DIE" -eq 1; then
exit 1
fi
if test -z "$*"; then
echo "**Warning**: I am going to run \`configure' with no arguments."
echo "If you wish to pass any to it, please specify them on the"
echo \`$0\'" command line."
echo
fi
case $CC in
xlc )
am_opt=--include-deps;;
esac
for coin in `find $srcdir -name configure.ac -print`
do
dr=`dirname $coin`
if test -f $dr/NO-AUTO-GEN; then
echo skipping $dr -- flagged as no auto-gen
else
echo processing $dr
macrodirs=`sed -n -e 's,AM_ACLOCAL_INCLUDE(\(.*\)),\1,gp' < $coin`
( cd $dr
aclocalinclude="$ACLOCAL_FLAGS"
for k in $macrodirs; do
if test -d $k; then
aclocalinclude="$aclocalinclude -I $k"
##else
## echo "**Warning**: No such directory \`$k'. Ignored."
fi
done
echo "Running $ACLOCAL $aclocalinclude ..."
"$ACLOCAL" $aclocalinclude
echo "Running $AUTOMAKE --add-missing --copy --foreign $am_opt ..."
"$AUTOMAKE" --add-missing --copy --foreign $am_opt
echo "Running autoconf..."
autoconf
)
fi
done
#conf_flags="--enable-maintainer-mode --enable-compile-warnings" #--enable-iso-c
if test x$NOCONFIGURE = x; then
echo Running $srcdir/configure $conf_flags "$@" ...
$srcdir/configure $conf_flags "$@" \
&& echo Now type \`make\' to compile $PKG_NAME.
else
echo Skipping configure process.
fi
-151
View File
@@ -1,151 +0,0 @@
class BuildConfig {
[string]$Generator
[string]$PackageType
[string]$Toolset
[string]$SimdType
[Bool]$SourcePackage
}
$NightlyConfigurations = @(
[BuildConfig]@{
Generator="Visual Studio 14 2015 Win64";
PackageType="Win64";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$false;
},
[BuildConfig]@{
Generator="Visual Studio 14 2015";
PackageType="Win32";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$false;
}
)
$ReleaseConfigurations = @(
[BuildConfig]@{
Generator="Visual Studio 14 2015";
PackageType="Win32";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$true;
}
[BuildConfig]@{
Generator="Visual Studio 14 2015";
PackageType="Win32-AVX";
Toolset="v140_xp";
SimdType="AVX";
SourcePackage=$false;
}
[BuildConfig]@{
Generator="Visual Studio 14 2015 Win64";
PackageType="Win64";
Toolset="v140_xp";
SimdType="SSE2";
SourcePackage=$false;
}
[BuildConfig]@{
Generator="Visual Studio 14 2015 Win64";
PackageType="Win64-AVX";
Toolset="v140_xp";
SimdType="AVX";
SourcePackage=$false;
}
)
$BuildConfigurations = $null
# Default values
$ReleaseBuild = $false
$NightlyBuild = $false
$TestBuild = $false
# Set to true to test either the release or the nightly part of this script
$ReleaseTest = $false
$NightlyTest = $false
$TestBuildTest = $false
if ($ReleaseTest -Or ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^release_(.*)"))) {
# Tag matches
$ReleaseBuild = $true
$PackageName = "fs2_open_$($matches[1])"
$BuildConfigurations = $ReleaseConfigurations
}
if ($NightlyTest -Or ([System.Convert]::ToBoolean($env:APPVEYOR_REPO_TAG) -And ("$env:APPVEYOR_REPO_TAG_NAME" -match "^nightly_(.*)"))) {
# Tag matches
$NightlyBuild = $true
$PackageName = "nightly_$($matches[1])"
Set-AppveyorBuildVariable 'VersionName' "$($matches[1])"
$BuildConfigurations = $NightlyConfigurations
}
if ($TestBuildTest -Or ([System.Convert]::ToInt32($env:APPVEYOR_PULL_REQUEST_NUMBER) -le 0 -And ("$env:APPVEYOR_REPO_BRANCH" -match "^test\/(.*)"))) {
# Tag matches
$TestBuild = $true
$PackageName = "test_$($matches[1])"
Set-AppveyorBuildVariable 'VersionName' "$($matches[1])"
$BuildConfigurations = $NightlyConfigurations
# Override the revision string so that the builds are named correctly
[System.IO.File]::WriteAllLines("$env:APPVEYOR_BUILD_FOLDER/version_override.cmake", "set(FSO_VERSION_REVISION_STR $env:VersionName)")
}
# Multiply by 2 so that we can add 0 or 1 for debug or release Configs
$buildID = [convert]::ToInt32($env:BuildID) * 2
if ($Env:Configuration -eq "Release") {
$buildID = $buildID + 1
}
$DeployBuild = $false
if ($ReleaseBuild -Or $NightlyBuild -Or $TestBuild) {
$DeployBuild = $true
}
Set-AppveyorBuildVariable 'ReleaseBuild' "$ReleaseBuild"
Set-AppveyorBuildVariable 'NightlyBuild' "$NightlyBuild"
Set-AppveyorBuildVariable 'TestBuild' "$TestBuild"
New-Item build -type directory
Set-Location -Path build
if ($DeployBuild) {
# Release build
if ($buildID -ge $BuildConfigurations.Length) {
# Not needed
exit 0
}
$buildConfig = $BuildConfigurations[$buildID]
if ($buildConfig.SourcePackage -eq $True) {
7z a -xr'!.git' "$($PackageName)-source-Win.zip" "$env:APPVEYOR_BUILD_FOLDER"
Push-AppveyorArtifact "$($PackageName)-source-Win.zip"
}
cmake -DCMAKE_INSTALL_PREFIX="$env:APPVEYOR_BUILD_FOLDER/../install" -DFSO_USE_SPEECH="ON" `
-DFSO_USE_VOICEREC="ON" -DMSVC_SIMD_INSTRUCTIONS="$($buildConfig.SimdType)" `
-G "$($buildConfig.Generator)" -T "$($buildConfig.Toolset)" ..
$Configs = @("Release", "FastDebug")
foreach ($config in $Configs) {
cmake --build . --config "$config" --target INSTALL -- /verbosity:minimal
if (! ($?)) {
Add-AppveyorMessage "A release build failed!"
exit 1
}
}
7z a "$($PackageName)-builds-$($buildConfig.PackageType).zip" "$env:APPVEYOR_BUILD_FOLDER/../install/*"
Push-AppveyorArtifact "$($PackageName)-builds-$($buildConfig.PackageType).zip"
} else {
cmake -DFSO_USE_SPEECH="ON" -DFSO_FATAL_WARNINGS="ON" -DFSO_USE_VOICEREC="ON" -DFSO_BUILD_TESTS="ON" -DMSVC_SIMD_INSTRUCTIONS=SSE2 `
-G "$Env:CMAKE_GENERATOR" -T "$Env:PlatformToolset" ..
cmake --build . --config "$Env:CONFIGURATION" -- /verbosity:minimal
if (! ($?)) {
exit 1
}
}
-13
View File
@@ -1,13 +0,0 @@
if ([System.Convert]::ToBoolean($env:ReleaseBuild) -Or [System.Convert]::ToBoolean($env:NightlyBuild) -Or [System.Convert]::ToBoolean($env:TestBuild)) {
# Skip tests for deployment
exit 0
} else {
write "Running unit tests..."
# Run unit tests
&"$pwd\bin\$Env:CONFIGURATION\unittests.exe" --gtest_shuffle 2>&1
if (! ($?)) {
exit 1
}
}
-19
View File
@@ -1,19 +0,0 @@
{
"package": {
"subject": "scp-fs2open",
"repo": "FSO",
"name": "nightly"
},
"version": {
"name": "$VERSION_NAME"
},
"files": [
{
"includePattern": "/tmp/builds/(.*)",
"uploadPattern": "$1"
}
],
"publish": true
}
-8
View File
@@ -1,8 +0,0 @@
#!/usr/bin/env sh
set -ex
if [ "$NIGHTLY_BUILD" = true ]; then
echo "Generating bintray config..."
sed -e "s/\$VERSION_NAME/$VERSION_NAME/" ci/bintray.template.json > ci/bintray.json
fi
-11
View File
@@ -1,11 +0,0 @@
#!/usr/bin/env sh
set -ex
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
# Nothing to do here
:
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
# Nothing to do here
:
fi
-43
View File
@@ -1,43 +0,0 @@
#!/usr/bin/env bash
set -ex
mkdir -p build
cd build
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
if [ "$RELEASE_BUILD" = true ]; then
PARENT_DIR="$(basename $PWD)"
(cd .. && tar -czvf /tmp/builds/$PACKAGE_NAME-source-Unix.tar.gz --exclude-vcs "$PARENT_DIR")
fi
CXXFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
CFLAGS="-m64 -mtune=generic -mfpmath=sse -msse -msse2 -pipe -Wno-unknown-pragmas"
if [[ "$CC" =~ ^clang.*$ ]]; then
CXXFLAGS="$CXXFLAGS -stdlib=libc++"
fi
export CXXFLAGS
export CFLAGS
CMAKE="cmake -G Ninja -DFSO_FATAL_WARNINGS=ON"
if [ "$BUILD_DEPLOYMENT" = true ]; then
for config in $BUILD_CONFIGS
do
mkdir -p $config
cd $config
eval $CMAKE -DFSO_INSTALL_DEBUG_FILES=ON -DCMAKE_BUILD_TYPE=$config -DCMAKE_INSTALL_PREFIX="/tmp/release/$config" \
-DFSO_BUILD_APPIMAGE=ON -DAPPIMAGE_ASSISTANT="$HOME/AppImageAssistant" \
-DFSO_BUILD_INCLUDED_LIBS=ON -DFFMPEG_USE_PRECOMPILED=ON ../..
cd ..
done
else
eval $CMAKE -DCMAKE_BUILD_TYPE=$CONFIGURATION -DFSO_BUILD_TESTS=ON -DFSO_BUILD_INCLUDED_LIBS=ON ..
fi
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
if [ "$BUILD_DEPLOYMENT" = true ]; then
cmake -G "Xcode" -DFSO_FATAL_WARNINGS=ON -DFSO_INSTALL_DEBUG_FILES=ON -DCMAKE_INSTALL_PREFIX="/tmp/release" ..
else
cmake -G "Xcode" ..
fi
fi
-69
View File
@@ -1,69 +0,0 @@
#!/usr/bin/env sh
RELEASE_BUILD=false
NIGHTLY_BUILD=false
TEST_BUILD=false
BUILD_DEPLOYMENT=false
BUILD_CONFIGS="Release FastDebug"
VERSION_NAME=""
PACKAGE_NAME=""
RELEASE_PATTERN="^release_(.*)$"
NIGHTLY_PATTERN="^nightly_(.*)$"
TEST_BUILD_PATTERN="^test\/(.*)$"
# These are for testing
NIGHTLY_TEST=false
RELEASE_TEST=false
TEST_BUILD_TEST=false
if [ "$RELEASE_TEST" = true ] || [[ "$TRAVIS_TAG" =~ $RELEASE_PATTERN ]]; then
echo "This is a release tag!";
RELEASE_BUILD=true;
PACKAGE_NAME="fs2_open_${BASH_REMATCH[1]}";
fi
if [ "$NIGHTLY_TEST" = true ] || [[ "$TRAVIS_TAG" =~ $NIGHTLY_PATTERN ]]; then
echo "This is a nightly tag!";
NIGHTLY_BUILD=true;
VERSION_NAME="${BASH_REMATCH[1]}";
PACKAGE_NAME="nightly_${BASH_REMATCH[1]}";
fi
if [ "$TEST_BUILD_TEST" = true ] || [[ "$TRAVIS_PULL_REQUEST" == "false" && "$TRAVIS_BRANCH" =~ $TEST_BUILD_PATTERN ]]; then
echo "This is a test build branch!";
TEST_BUILD=true;
if [ "$TEST_BUILD_TEST" = true ]; then
VERSION_NAME="test";
PACKAGE_NAME="test_test";
else
VERSION_NAME="${BASH_REMATCH[1]}";
PACKAGE_NAME="test_${BASH_REMATCH[1]}";
fi
# Override the revision string so that the builds are named correctly
echo "set(FSO_VERSION_REVISION_STR $VERSION_NAME)" > "$TRAVIS_BUILD_DIR/version_override.cmake"
fi
if ([ "$RELEASE_BUILD" = true ] || [ "$NIGHTLY_BUILD" = true ] || [ "$TEST_BUILD" = true ]); then
BUILD_DEPLOYMENT=true;
fi
if [ "$BUILD_DEPLOYMENT" = true ]; then
if ([ "$TRAVIS_OS_NAME" = "linux" ] && (! [[ "$CC" =~ ^gcc.*$ ]])); then
echo "Skipping non-release compiler";
exit 0;
fi
if ([[ "$CONFIGURATION" == "Debug" ]]); then
echo "Skipping non-release configuration";
exit 0;
fi
fi
export RELEASE_BUILD
export NIGHTLY_BUILD
export TEST_BUILD
export BUILD_DEPLOYMENT
export BUILD_CONFIGS
export VERSION_NAME
export PACKAGE_NAME
-54
View File
@@ -1,54 +0,0 @@
#!/usr/bin/env bash
set -e
set -u
if [[ ! "$(curl -V)" == *"sftp"* ]]; then
# Before
echo "Before:"
curl -V
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
# Since the Travis CI people are not capable of enabling SSH/SCP support for their libcurl we need to build that manually...
# These commands are based on the tutorial from here: http://zeroset.mnim.org/2013/03/14/sftp-support-for-curl-in-ubuntu-12-10-quantal-quetzal-and-later/
mkdir /tmp/curl
cd /tmp/curl
sudo apt-get update
sudo apt-get install build-essential debhelper libssh2-1-dev libgnutls-dev libidn11-dev libkrb5-dev libldap2-dev libnss3-dev librtmp-dev libtool openssh-server quilt
apt-get source curl
sudo apt-get build-dep curl
cd curl-*
export DEB_BUILD_OPTIONS="nocheck"
sudo dpkg-buildpackage -uc -us -j"$(grep -c ^processor /proc/cpuinfo)"
cd ..
dpkg -l | grep curl
ls -al
sudo dpkg -i libcurl3*.deb
sudo dpkg -i curl*.deb
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
brew install curl --with-libssh2
export PATH="/usr/local/opt/curl/bin:$PATH"
fi
# After
echo "After:"
curl -V
fi
cd /tmp/builds
for file in *; do
if [ "$TEST_BUILD" = true ]; then
# Upload to fs2downloads
curl -k "ftp://swc.fs2downloads.com/swc.fs2downloads.com/builds/test/$VERSION_NAME/" --user "$FS2DOWNLOADS_USER:$FS2DOWNLOADS_PASSWORD" -T "$file" --ftp-create-dirs
else
# Upload to indiegames
curl -k "sftp://scp.indiegames.us/~/public_html/builds/nightly/$VERSION_NAME/" --user "$INDIEGAMES_USER:$INDIEGAMES_PASSWORD" -T "$file" --ftp-create-dirs
# Upload to fs2downloads
curl -k "ftp://swc.fs2downloads.com/swc.fs2downloads.com/builds/nightly/$VERSION_NAME/" --user "$FS2DOWNLOADS_USER:$FS2DOWNLOADS_PASSWORD" -T "$file" --ftp-create-dirs
fi
done
-31
View File
@@ -1,31 +0,0 @@
#!/usr/bin/env sh
set -ex
FILENAME=
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
if [ ! -d "$HOME/cmake/bin" ]; then
# If the cache does not currently contain CMake then download and install it
FILENAME=cmake-3.4.3-Linux-x86_64
mkdir -p $HOME/cmake/
wget -O /tmp/cmake.tar.gz --no-check-certificate https://www.cmake.org/files/v3.4/$FILENAME.tar.gz
tar -xzf /tmp/cmake.tar.gz -C $HOME/cmake/ --strip-components=1
fi
export PATH=$HOME/cmake/bin:$PATH
cd $HOME
if [ "${BUILD_DEPLOYMENT}" = true ]; then
wget -c "https://github.com/probonopd/AppImageKit/releases/download/5/AppImageAssistant" # (64-bit)
chmod a+x ./AppImageAssistant
fi
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
gem install xcpretty
brew update
brew outdated cmake || brew upgrade cmake
fi
cmake --version
-35
View File
@@ -1,35 +0,0 @@
#!/usr/bin/env sh
set -ex
mkdir -p /tmp/builds
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
cd build
for config in $BUILD_CONFIGS
do
cd "$config"
ninja appimage
cd ..
done
cp `find /tmp/release -name '*.AppImage' -print` /tmp/release
(cd /tmp/release && tar -cvzf /tmp/builds/$PACKAGE_NAME-builds-Linux.tar.gz *.AppImage)
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
cd build
for config in $BUILD_CONFIGS
do
cmake --build . --config "$config" --target install | tee build.log \
| xcpretty
XCODE_RET=${PIPESTATUS[0]}
if [ "$XCODE_RET" -ne "0" ]; then
tar -cvzf build.log.tar.gz build.log
curl --upload-file build.log.tar.gz "https://transfer.sh/build.log.tar.gz"
exit $XCODE_RET
fi
done
ls -al /tmp/release
(cd /tmp/release && tar -cvzf /tmp/builds/$PACKAGE_NAME-builds-MacOSX.tar.gz *)
fi
-20
View File
@@ -1,20 +0,0 @@
#!/usr/bin/env sh
set -e
cd build
if [ "$TRAVIS_OS_NAME" = "linux" ]; then
ninja all
valgrind --leak-check=full --error-exitcode=1 --gen-suppressions=all \
--suppressions="$TRAVIS_BUILD_DIR/ci/travis/valgrind.supp" ./bin/unittests --gtest_shuffle
elif [ "$TRAVIS_OS_NAME" = "osx" ]; then
cmake --build . --config "$CONFIGURATION" | tee build.log | xcpretty
XCODE_RET=${PIPESTATUS[0]}
if [ "$XCODE_RET" -ne "0" ]; then
tar -cvzf build.log.tar.gz build.log
curl --upload-file build.log.tar.gz "https://transfer.sh/build.log.tar.gz"
exit $XCODE_RET
fi
fi
-28
View File
@@ -1,28 +0,0 @@
{
liblsan Invalid read
Memcheck:Addr8
obj:/usr/lib64/liblsan.so.0.0.0
obj:/usr/lib64/liblsan.so.0.0.0
obj:/usr/lib64/liblsan.so.0.0.0
obj:*
obj:*
obj:*
}
{
Travis memleak
Memcheck:Leak
match-leak-kinds: definite
fun:malloc
fun:_dl_signal_error
fun:_dl_open
fun:dlopen_doit
fun:_dl_catch_error
fun:_dlerror_run
fun:dlopen@@GLIBC_2.2.5
obj:/usr/lib/x86_64-linux-gnu/libmirclient.so.7
fun:call_init.part.0
fun:call_init
fun:_dl_init
fun:dl_open_worker
fun:_dl_catch_error
}
-4
View File
@@ -1,4 +0,0 @@
[Desktop Entry]
Name=FreeSpace Open
Exec=$<TARGET_FILE_NAME:Freespace2>
Icon=app_icon.png
-4
View File
@@ -1,4 +0,0 @@
#!/bin/sh
HERE=$(dirname $(readlink -f "${0}"))
export LD_LIBRARY_PATH="${HERE}"/lib:"$LD_LIBRARY_PATH"
"${HERE}"/bin/$<TARGET_FILE_NAME:Freespace2> $@
-17
View File
@@ -1,17 +0,0 @@
include(WriteCompilerDetectionHeader)
set(CMAKE_CXX_STANDARD_REQUIRED 11)
set(CMAKE_CXX_STANDARD 11)
set(REQUIRED_CXX_FEATURES cxx_rvalue_references cxx_nullptr)
get_property(CMAKE_CXX_KNOWN_FEATURES GLOBAL PROPERTY CMAKE_CXX_KNOWN_FEATURES)
write_compiler_detection_header(
FILE "${GENERATED_SOURCE_DIR}/scp_compiler_detection.h"
PREFIX SCP
COMPILERS AppleClang Clang GNU MSVC
FEATURES ${CMAKE_CXX_KNOWN_FEATURES}
VERSION 3.2
)
-23
View File
@@ -1,23 +0,0 @@
SET(BINARY_DESTINATION "bin")
SET(LIBRAY_DESTINATION "lib")
configure_file("${CMAKE_CURRENT_LIST_DIR}/AppRun.in" "${CMAKE_CURRENT_BINARY_DIR}/AppRun.gen" @ONLY)
file(GENERATE OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/AppRun-$<CONFIG>"
INPUT "${CMAKE_CURRENT_BINARY_DIR}/AppRun.gen")
install(PROGRAMS "${CMAKE_CURRENT_BINARY_DIR}/AppRun-$<CONFIG>" DESTINATION "." RENAME "AppRun")
configure_file("${CMAKE_CURRENT_LIST_DIR}/AppImage.desktop.in" "${CMAKE_CURRENT_BINARY_DIR}/AppImage.desktop.gen" @ONLY)
file(GENERATE OUTPUT "${CMAKE_CURRENT_BINARY_DIR}/AppImage-$<CONFIG>.desktop"
INPUT "${CMAKE_CURRENT_BINARY_DIR}/AppImage.desktop.gen")
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/AppImage-$<CONFIG>.desktop" DESTINATION "." RENAME "fso.desktop")
install(FILES "${CMAKE_SOURCE_DIR}/freespace2/resources/app_icon.png" DESTINATION ".")
add_custom_target(appimage
COMMAND "${APPIMAGE_ASSISTANT}" "${CMAKE_INSTALL_PREFIX}" "${CMAKE_INSTALL_PREFIX}/fs2_open_${FSO_BINARY_SUFFIX}.AppImage")
add_dependencies(appimage install)
-59
View File
@@ -1,59 +0,0 @@
// Code snippet from http://stackoverflow.com/a/7495023
#ifdef _WIN32
#include <intrin.h>
// Windows
#define cpuid __cpuid
#else
// GCC Inline Assembly
void cpuid(int CPUInfo[4],int InfoType){
__asm__ __volatile__ (
"cpuid":
"=a" (CPUInfo[0]),
"=b" (CPUInfo[1]),
"=c" (CPUInfo[2]),
"=d" (CPUInfo[3]) :
"a" (InfoType)
);
}
#endif
#include <iostream>
int main( int argc, char* argv[] )
{
int SSE = false;
int SSE2 = false;
int AVX = false;
int AVX2 = false;
int info[4];
cpuid(info, 0);
int nIds = info[0];
// Detect Instruction Set
if (nIds >= 1){
cpuid(info,0x00000001);
SSE = (info[3] & ((int)1 << 25)) != 0;
SSE2 = (info[3] & ((int)1 << 26)) != 0;
AVX = (info[2] & ((int)1 << 28)) != 0;
}
if (nIds >= 7){
cpuid(info,0x00000007);
AVX2 = (info[1] & ((int)1 << 5)) != 0;
}
if (AVX2)
std::cout << "AVX2";
else if(AVX)
std::cout << "AVX";
else if(SSE2)
std::cout << "SSE2";
else if(SSE)
std::cout << "SSE";
return 0;
}
-26
View File
@@ -1,26 +0,0 @@
# Sample toolchain file for building for Windows from a Linux system.
#
# Typical usage:
# *) install cross compiler: `sudo apt-get install mingw-w64 g++-mingw-w64`
# *) cd build
# *) cmake -DCMAKE_TOOLCHAIN_FILE=~/Toolchain-Ubuntu-mingw64.cmake ..
set(CMAKE_SYSTEM_NAME Windows)
set(TOOLCHAIN_PREFIX x86_64-w64-mingw32)
# cross compilers to use for C and C++
set(CMAKE_C_COMPILER ${TOOLCHAIN_PREFIX}-gcc)
set(CMAKE_CXX_COMPILER ${TOOLCHAIN_PREFIX}-g++)
set(CMAKE_RC_COMPILER ${TOOLCHAIN_PREFIX}-windres)
# target environment on the build host system
# set 1st to dir with the cross compiler's C/C++ headers/libs
set(CMAKE_FIND_ROOT_PATH /usr/${TOOLCHAIN_PREFIX})
# modify default behavior of FIND_XXX() commands to
# search for headers/libs in the target environment and
# don't search for programs in the build host environment
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
-154
View File
@@ -1,154 +0,0 @@
# ------------------------- Begin Generic CMake Variable Logging ------------------
# /* C++ comment style not allowed */
# if you are building in-source, this is the same as CMAKE_SOURCE_DIR, otherwise
# this is the top level directory of your build tree
MESSAGE( STATUS "CMAKE_BINARY_DIR: " ${CMAKE_BINARY_DIR} )
# if you are building in-source, this is the same as CMAKE_CURRENT_SOURCE_DIR, otherwise this
# is the directory where the compiled or generated files from the current CMakeLists.txt will go to
MESSAGE( STATUS "CMAKE_CURRENT_BINARY_DIR: " ${CMAKE_CURRENT_BINARY_DIR} )
# this is the directory, from which cmake was started, i.e. the top level source directory
MESSAGE( STATUS "CMAKE_SOURCE_DIR: " ${CMAKE_SOURCE_DIR} )
# this is the directory where the currently processed CMakeLists.txt is located in
MESSAGE( STATUS "CMAKE_CURRENT_SOURCE_DIR: " ${CMAKE_CURRENT_SOURCE_DIR} )
# contains the full path to the top level directory of your build tree
MESSAGE( STATUS "PROJECT_BINARY_DIR: " ${PROJECT_BINARY_DIR} )
MESSAGE( STATUS "CMAKE_CXX_COMPILER_ID: " ${CMAKE_CXX_COMPILER_ID} )
# contains the full path to the root of your project source directory,
# i.e. to the nearest directory where CMakeLists.txt contains the PROJECT() command
MESSAGE( STATUS "PROJECT_SOURCE_DIR: " ${PROJECT_SOURCE_DIR} )
# set this variable to specify a common place where CMake should put all executable files
# (instead of CMAKE_CURRENT_BINARY_DIR)
MESSAGE( STATUS "EXECUTABLE_OUTPUT_PATH: " ${EXECUTABLE_OUTPUT_PATH} )
# set this variable to specify a common place where CMake should put all libraries
# (instead of CMAKE_CURRENT_BINARY_DIR)
MESSAGE( STATUS "LIBRARY_OUTPUT_PATH: " ${LIBRARY_OUTPUT_PATH} )
# tell CMake to search first in directories listed in CMAKE_MODULE_PATH
# when you use FIND_PACKAGE() or INCLUDE()
MESSAGE( STATUS "CMAKE_MODULE_PATH: " ${CMAKE_MODULE_PATH} )
# this is the complete path of the cmake which runs currently (e.g. /usr/local/bin/cmake)
MESSAGE( STATUS "CMAKE_COMMAND: " ${CMAKE_COMMAND} )
# this is the CMake installation directory
MESSAGE( STATUS "CMAKE_ROOT: " ${CMAKE_ROOT} )
# this is the filename including the complete path of the file where this variable is used.
MESSAGE( STATUS "CMAKE_CURRENT_LIST_FILE: " ${CMAKE_CURRENT_LIST_FILE} )
# this is linenumber where the variable is used
MESSAGE( STATUS "CMAKE_CURRENT_LIST_LINE: " ${CMAKE_CURRENT_LIST_LINE} )
# this is used when searching for include files e.g. using the FIND_PATH() command.
MESSAGE( STATUS "CMAKE_INCLUDE_PATH: " ${CMAKE_INCLUDE_PATH} )
# this is used when searching for libraries e.g. using the FIND_LIBRARY() command.
MESSAGE( STATUS "CMAKE_LIBRARY_PATH: " ${CMAKE_LIBRARY_PATH} )
# the complete system name, e.g. "Linux-2.4.22", "FreeBSD-5.4-RELEASE" or "Windows 5.1"
MESSAGE( STATUS "CMAKE_SYSTEM: " ${CMAKE_SYSTEM} )
# the short system name, e.g. "Linux", "FreeBSD" or "Windows"
MESSAGE( STATUS "CMAKE_SYSTEM_NAME: " ${CMAKE_SYSTEM_NAME} )
# only the version part of CMAKE_SYSTEM
MESSAGE( STATUS "CMAKE_SYSTEM_VERSION: " ${CMAKE_SYSTEM_VERSION} )
# the processor name (e.g. "Intel(R) Pentium(R) M processor 2.00GHz")
MESSAGE( STATUS "CMAKE_SYSTEM_PROCESSOR: " ${CMAKE_SYSTEM_PROCESSOR} )
# is TRUE on all UNIX-like OS's, including Apple OS X and CygWin
MESSAGE( STATUS "UNIX: " ${UNIX} )
# is TRUE on Windows, including CygWin
MESSAGE( STATUS "WIN32: " ${WIN32} )
# is TRUE on Apple OS X
MESSAGE( STATUS "APPLE: " ${APPLE} )
# is TRUE when using the MinGW compiler in Windows
MESSAGE( STATUS "MINGW: " ${MINGW} )
# is TRUE on Windows when using the CygWin version of cmake
MESSAGE( STATUS "CYGWIN: " ${CYGWIN} )
# is TRUE on Windows when using a Borland compiler
MESSAGE( STATUS "BORLAND: " ${BORLAND} )
# Microsoft compiler
MESSAGE( STATUS "MSVC: " ${MSVC} )
MESSAGE( STATUS "MSVC_IDE: " ${MSVC_IDE} )
MESSAGE( STATUS "MSVC60: " ${MSVC60} )
MESSAGE( STATUS "MSVC70: " ${MSVC70} )
MESSAGE( STATUS "MSVC71: " ${MSVC71} )
MESSAGE( STATUS "MSVC80: " ${MSVC80} )
MESSAGE( STATUS "CMAKE_COMPILER_2005: " ${CMAKE_COMPILER_2005} )
# set this to true if you don't want to rebuild the object files if the rules have changed,
# but not the actual source files or headers (e.g. if you changed the some compiler switches)
MESSAGE( STATUS "CMAKE_SKIP_RULE_DEPENDENCY: " ${CMAKE_SKIP_RULE_DEPENDENCY} )
# since CMake 2.1 the install rule depends on all, i.e. everything will be built before installing.
# If you don't like this, set this one to true.
MESSAGE( STATUS "CMAKE_SKIP_INSTALL_ALL_DEPENDENCY: " ${CMAKE_SKIP_INSTALL_ALL_DEPENDENCY} )
# If set, runtime paths are not added when using shared libraries. Default it is set to OFF
MESSAGE( STATUS "CMAKE_SKIP_RPATH: " ${CMAKE_SKIP_RPATH} )
# set this to true if you are using makefiles and want to see the full compile and link
# commands instead of only the shortened ones
MESSAGE( STATUS "CMAKE_VERBOSE_MAKEFILE: " ${CMAKE_VERBOSE_MAKEFILE} )
# this will cause CMake to not put in the rules that re-run CMake. This might be useful if
# you want to use the generated build files on another machine.
MESSAGE( STATUS "CMAKE_SUPPRESS_REGENERATION: " ${CMAKE_SUPPRESS_REGENERATION} )
# A simple way to get switches to the compiler is to use ADD_DEFINITIONS().
# But there are also two variables exactly for this purpose:
# the compiler flags for compiling C sources
MESSAGE( STATUS "CMAKE_C_FLAGS: " ${CMAKE_C_FLAGS} )
# the compiler flags for compiling C++ sources
MESSAGE( STATUS "CMAKE_CXX_FLAGS: " ${CMAKE_CXX_FLAGS} )
# Choose the type of build. Example: SET(CMAKE_BUILD_TYPE Debug)
MESSAGE( STATUS "CMAKE_BUILD_TYPE: " ${CMAKE_BUILD_TYPE} )
# if this is set to ON, then all libraries are built as shared libraries by default.
MESSAGE( STATUS "BUILD_SHARED_LIBS: " ${BUILD_SHARED_LIBS} )
# the compiler used for C files
MESSAGE( STATUS "CMAKE_C_COMPILER: " ${CMAKE_C_COMPILER} )
# the compiler used for C++ files
MESSAGE( STATUS "CMAKE_CXX_COMPILER: " ${CMAKE_CXX_COMPILER} )
# if the compiler is a variant of gcc, this should be set to 1
MESSAGE( STATUS "CMAKE_COMPILER_IS_GNUCC: " ${CMAKE_COMPILER_IS_GNUCC} )
# if the compiler is a variant of g++, this should be set to 1
MESSAGE( STATUS "CMAKE_COMPILER_IS_GNUCXX : " ${CMAKE_COMPILER_IS_GNUCXX} )
# the tools for creating libraries
MESSAGE( STATUS "CMAKE_AR: " ${CMAKE_AR} )
MESSAGE( STATUS "CMAKE_RANLIB: " ${CMAKE_RANLIB} )
#
#MESSAGE( STATUS ": " ${} )
# ------------------------- End of Generic CMake Variable Logging ------------------
-37
View File
@@ -1,37 +0,0 @@
# add a target to generate API documentation with Doxygen
find_package(Doxygen)
if(DOXYGEN_FOUND)
SET(OUTPUT_DIR "${CMAKE_CURRENT_BINARY_DIR}/documentation/doxygen")
FILE(MAKE_DIRECTORY "${OUTPUT_DIR}")
FILE(TO_NATIVE_PATH ${OUTPUT_DIR} OUTPUT_DIR)
SET(OUTPUT_DIR \"${OUTPUT_DIR}\")
SET(INPUTS "${CMAKE_CURRENT_SOURCE_DIR}/code" "${CMAKE_CURRENT_SOURCE_DIR}/freespace2" "${CMAKE_CURRENT_SOURCE_DIR}/fred2" "${CMAKE_CURRENT_SOURCE_DIR}/wxfred2")
SET(INPUT_DIRS)
FOREACH(DIR IN LISTS INPUTS)
FILE(TO_NATIVE_PATH ${DIR} native_dir)
LIST(APPEND INPUT_DIRS \"${native_dir}\")
ENDFOREACH(DIR)
STRING(REPLACE ";" " " INPUT_DIRS "${INPUT_DIRS}")
CONFIGURE_FILE(${CMAKE_CURRENT_SOURCE_DIR}/fs2open.Doxyfile.in
${CMAKE_CURRENT_BINARY_DIR}/fs2open.Doxyfile
@ONLY)
add_custom_target(doxygen
${DOXYGEN_EXECUTABLE} ${CMAKE_CURRENT_BINARY_DIR}/fs2open.Doxyfile
WORKING_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}
COMMENT "Generating API documentation with Doxygen" VERBATIM
)
set_target_properties(doxygen
PROPERTIES
FOLDER "Documentation"
EXCLUDE_FROM_ALL ON
EXCLUDE_FROM_DEFAULT_BUILD ON
)
endif(DOXYGEN_FOUND)
-4054
View File
File diff suppressed because it is too large. Load diff
-16
View File
@@ -1,16 +0,0 @@
include(CheckIncludeFile)
add_library(speech INTERFACE)
if (WIN32)
CHECK_INCLUDE_FILE_CXX("sapi.h" HAVE_SAPI_H)
if (NOT HAVE_SAPI_H)
message(SEND_ERROR "sapi.h could not be found on your platform. Please disable speech support.")
endif()
else()
message(SEND_ERROR "Text to Speech is not supported on this platform!")
endif()
target_compile_definitions(speech INTERFACE -DFS2_SPEECH)
-9
View File
@@ -1,9 +0,0 @@
#ifndef __FREDRC_H
#define __FREDRC_H
#define ABOUT_LINE_1 "FRED2_OPEN - FreeSpace Editor, Version @FSO_PRODUCT_VERSION_STRING@ OpenGL"
#define MAINFRAME_CONTENTS "FRED2_OPEN @FSO_PRODUCT_VERSION_STRING@ - FreeSpace2 Mission Editor\nUntitled\nFRED2\nFreeSpace2 Missions (*.fs2)\n.fs2\nFreeSpace2Mission\nFreeSpace2 Mission"
#endif // __FREDRC_H
-7
View File
@@ -1,7 +0,0 @@
include(Cxx11)
include(platformChecks)
CONFIGURE_FILE(${CMAKE_CURRENT_LIST_DIR}/project.h.in ${GENERATED_SOURCE_DIR}/project.h)
CONFIGURE_FILE(${CMAKE_CURRENT_LIST_DIR}/fred_rc.h.in ${GENERATED_SOURCE_DIR}/fred_rc.h)
-9
View File
@@ -1,9 +0,0 @@
SET(BINARY_DESTINATION ".")
SET(LIBRAY_DESTINATION "${BINARY_DESTINATION}")
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
set(IS_64BIT TRUE)
else()
set(IS_64BIT FALSE)
endif()
-8
View File
@@ -1,8 +0,0 @@
SET(CODE_HEADERS ${CMAKE_SOURCE_DIR}/code)
SET(FREESPACE_HEADERS ${CMAKE_SOURCE_DIR}/freespace2)
SET(FRED_HEADERS ${CMAKE_SOURCE_DIR}/fred2)
SET(WXFRED_HEADERS ${CMAKE_SOURCE_DIR}/wxfred2)
-14
View File
@@ -1,14 +0,0 @@
SET(CPACK_PACKAGE_VERSION_MAJOR ${FSO_VERSION_MAJOR})
SET(CPACK_PACKAGE_VERSION_MINOR ${FSO_VERSION_MINOR})
SET(CPACK_PACKAGE_VERSION_PATCH ${FSO_VERSION_BUILD})
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY ${FSO_PROJECT_DESCRIPTION})
IF(WIN32)
SET(CPACK_NSIS_MUI_ICON ${FSO_INSTALLER_ICON})
set(CPACK_NSIS_MENU_LINKS "http://www.hard-light.net/" "FreeSpace Community")
ENDIF(WIN32)
include(CPack)
-34
View File
@@ -1,34 +0,0 @@
MESSAGE(STATUS "Doing Mac OSX specific things...")
target_compile_definitions(platform INTERFACE APPLE_APP)
SET(EXE_GUI_TYPE MACOSX_BUNDLE)
FIND_LIBRARY(COCOA_LIBRARY Cocoa)
if (NOT COCOA_LIBRARY)
message(FATAL_ERROR "Couldn't find Cocoa!")
endif()
target_link_libraries(platform INTERFACE ${COCOA_LIBRARY})
SET(CMAKE_OSX_DEPLOYMENT_TARGET "10.9")
SET(CMAKE_SKIP_RPATH FALSE)
SET(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE)
SET(CMAKE_INSTALL_RPATH @loader_path/../Frameworks/)
# Set the path where library dependencies are copied to
SET(LIBRAY_DESTINATION "../Frameworks")
set(PLATFORM_MAC TRUE CACHE INTERNAL "" FORCE)
# Generate and don't strip debug symbols
# These settings don't seem to generate debug symbols for code and Freespace2
# so those settings are set manually in code and Freespace2's CMakeLists.txt files
set(CMAKE_XCODE_ATTRIBUTE_GCC_GENERATE_DEBUGGING_SYMBOLS "YES")
set(CMAKE_XCODE_ATTRIBUTE_COPY_PHASE_STRIP "NO")
set(CMAKE_XCODE_ATTRIBUTE_STRIP_INSTALLED_PRODUCT "NO")
set(CMAKE_XCODE_ATTRIBUTE_GCC_SYMBOLS_PRIVATE_EXTERN "NO")
# Generate .dSYM file
set(CMAKE_XCODE_ATTRIBUTE_DEBUG_INFORMATION_FORMAT "dwarf-with-dsym")
-10
View File
@@ -1,10 +0,0 @@
target_compile_definitions(platform INTERFACE SCP_BSD)
find_library(EXECINFO_LIB execinfo)
if (NOT EXECINFO_LIB)
message(FATAL_ERROR "Couldn't find libexecinfo! Please install it and rerun the configuration.")
else()
target_link_libraries(platform INTERFACE "${EXECINFO_LIB}")
endif()
-18
View File
@@ -1,18 +0,0 @@
target_compile_definitions(platform INTERFACE SCP_SOLARIS)
find_library(SOCKET_LIB socket)
if (NOT SOCKET_LIB)
message(FATAL_ERROR "Couldn't find libsocket! Please install it and rerun the configuration.")
else()
target_link_libraries(platform INTERFACE "${SOCKET_LIB}")
endif()
find_library(NSL_LIB nsl)
if (NOT NSL_LIB)
message(FATAL_ERROR "Couldn't find libnsl! Please install it and rerun the configuration.")
else()
target_link_libraries(platform INTERFACE "${NSL_LIB}")
endif()
-13
View File
@@ -1,13 +0,0 @@
INCLUDE(util)
MESSAGE(STATUS "Configuring UNIX specific things and stuff...")
target_compile_definitions(platform INTERFACE SCP_UNIX USE_OPENAL)
# Set RPATH
set(CMAKE_SKIP_BUILD_RPATH TRUE)
set(CMAKE_BUILD_WITH_INSTALL_RPATH TRUE)
set(CMAKE_INSTALL_RPATH "\$ORIGIN")
set(PLATFORM_UNIX TRUE CACHE INTERNAL "" FORCE)
-27
View File
@@ -1,27 +0,0 @@
MESSAGE(STATUS "Configuring Windows specific things and stuff...")
SET(WIN32_LIBS
comctl32
msacm32
odbc32
odbccp32
vfw32
winmm
wsock32
psapi
)
IF (MINGW)
SET(WIN32_LIBS ${WIN32_LIBS} mingw32)
ENDIF (MINGW)
target_link_libraries(platform INTERFACE ${WIN32_LIBS})
target_compile_definitions(platform INTERFACE WIN32 USE_OPENAL _WINDOWS)
# Specify minimum Windows version for the headers (currently this is XP)
target_compile_definitions(platform INTERFACE NTDDI_VERSION=0x05010000 _WIN32_WINNT=0x0501)
SET(EXE_GUI_TYPE WIN32)
set(PLATFORM_WINDOWS TRUE CACHE INTERNAL "" FORCE)
-45
View File
@@ -1,45 +0,0 @@
include(CheckFunctionExists)
include(CheckIncludeFiles)
include(CheckIncludeFile)
include(CheckIncludeFileCXX)
include(CheckLibraryExists)
include(CheckPrototypeDefinition)
include(CheckStructHasMember)
include(CheckSymbolExists)
include(CheckCXXSymbolExists)
include(CheckTypeSize)
CHECK_INCLUDE_FILE("execinfo.h" HAVE_EXECINFO_H)
CHECK_INCLUDE_FILE_CXX("cxxabi.h" HAVE_CXXAPI_H)
CHECK_TYPE_SIZE("max_align_t" MAX_ALIGN_T)
if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang")
set(CMAKE_REQUIRED_FLAGS "-std=c++11") # required for g++ <= 5
endif()
set(CMAKE_EXTRA_INCLUDE_FILES "cstddef")
CHECK_TYPE_SIZE("std::max_align_t" STD_MAX_ALIGN_T LANGUAGE CXX)
set(CMAKE_EXTRA_INCLUDE_FILES "type_traits")
CHECK_TYPE_SIZE("std::is_trivially_copyable<int>" STD_IS_TRIVIALLY_COPYABLE LANGUAGE CXX)
set(CMAKE_EXTRA_INCLUDE_FILES)
CHECK_TYPE_SIZE("char32_t" CHAR32_T LANGUAGE CXX)
CHECK_TYPE_SIZE("U'b'" UNICODE_CHAR_LITERAL LANGUAGE CXX)
set(CMAKE_REQUIRED_FLAGS)
CHECK_FUNCTION_EXISTS(strcasecmp HAVE_STRCASECMP)
CHECK_FUNCTION_EXISTS(strncasecmp HAVE_STRNCASECMP)
CHECK_FUNCTION_EXISTS(_stricmp HAVE__STRICMP)
CHECK_FUNCTION_EXISTS(_strnicmp HAVE__STRNICMP)
CHECK_FUNCTION_EXISTS(strlwr HAVE_STRLWR)
CHECK_INCLUDE_FILE("strings.h" HAVE_STRINGS_H)
set(PLATFORM_CHECK_HEADER "${GENERATED_SOURCE_DIR}/platformChecks.h")
CONFIGURE_FILE(${CMAKE_CURRENT_LIST_DIR}/platformChecks.h.in "${PLATFORM_CHECK_HEADER}")
-28
View File
@@ -1,28 +0,0 @@
#ifndef __PLATFORM_CHECKS_H__
#define __PLATFORM_CHECKS_H__
#pragma once
#cmakedefine HAVE_EXECINFO_H
#cmakedefine HAVE_CXXAPI_H
#cmakedefine HAVE_MAX_ALIGN_T
#cmakedefine HAVE_STD_MAX_ALIGN_T
#cmakedefine HAVE_STD_IS_TRIVIALLY_COPYABLE
#cmakedefine HAVE_STD_IS_TRIVIALLY_COPYABLE_ARRAY
#cmakedefine01 IS_64BIT
#cmakedefine01 HAVE_STRCASECMP
#cmakedefine01 HAVE_STRNCASECMP
#cmakedefine01 HAVE__STRICMP
#cmakedefine01 HAVE__STRNICMP
#cmakedefine01 HAVE_STRLWR
#cmakedefine01 HAVE_STRINGS_H
#cmakedefine01 HAVE_CHAR32_T
#cmakedefine01 HAVE_UNICODE_CHAR_LITERAL
#endif // __PLATFORM_CHECKS_H__
-29
View File
@@ -1,29 +0,0 @@
add_library(platform INTERFACE)
IF(FSO_CMAKE_DEBUG)
INCLUDE(debug-vars)
ENDIF(FSO_CMAKE_DEBUG)
set(PLATFORM_WINDOWS FALSE CACHE INTERNAL "" FORCE)
set(PLATFORM_UNIX FALSE CACHE INTERNAL "" FORCE)
set(PLATFORM_LINUX FALSE CACHE INTERNAL "" FORCE)
set(PLATFORM_MAC FALSE CACHE INTERNAL "" FORCE)
IF(WIN32)
INCLUDE(platform-win32)
ELSEIF(UNIX)
INCLUDE(platform-unix)
IF(${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD")
INCLUDE(platform-freebsd)
ELSEIF(${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
INCLUDE(platform-solaris)
ELSEIF(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
include(platform-darwin)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Linux")
set(PLATFORM_LINUX TRUE CACHE INTERNAL "" FORCE)
ENDIF()
ELSE(WIN32)
MESSAGE(STATUS "This platform is not supported, good luck!")
ENDIF(WIN32)
-17
View File
@@ -1,17 +0,0 @@
#ifndef __PROJECT_H
#define __PROJECT_H
#define FS_VERSION_MAJOR @FSO_VERSION_MAJOR@
#define FS_VERSION_MINOR @FSO_VERSION_MINOR@
#define FS_VERSION_BUILD @FSO_VERSION_BUILD@
#define FS_VERSION_REVIS @FSO_VERSION_REVISION@
#define FS_VERSION_REVIS_STR "@FSO_VERSION_REVISION_STR@"
#define FS_VERSION_HAS_REVIS @FSO_VERSION_HAS_REVISION@
#define FS_VERSION_FULL "@FSO_FULL_VERSION_STRING@"
#define FS_PRODUCT_VERSION "@FSO_PRODUCT_VERSION_STRING@"
#endif // __PROJECT_H
-20
View File
@@ -1,20 +0,0 @@
MESSAGE(STATUS "Doing configuration specific to Apple Clang...")
# TODO: Actually add Mac specific flags here...
# Suppress specific warning
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Omit "conversion from string literal to 'char *' is deprecated" warnings.
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-function")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated -Wno-char-subscripts")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fcolor-diagnostics")
set(CMAKE_CXX_FLAGS_RELEASE "-Wno-unused-variable")
set(CMAKE_CXX_FLAGS_DEBUG "-Wextra -Wshadow -Wno-unused-parameter")
-113
View File
@@ -1,113 +0,0 @@
# Clang
include(EnableExtraCompilerWarnings)
include(CheckCXXCompilerFlag)
MESSAGE(STATUS "Doing configuration specific to clang...")
option(CLANG_ENABLE_LEAK_CHECK "Enable -fsanitize=leak" OFF)
option(CLANG_ENABLE_ADDRESS_SANITIZER "Enable -fsanitize=address" OFF)
# These are the default values
set(C_BASE_FLAGS "-march=native -pipe")
set(CXX_BASE_FLAGS "-march=native -pipe")
# For C and C++, the values can be overwritten independently
if(DEFINED ENV{CXXFLAGS})
set(CXX_BASE_FLAGS $ENV{CXXFLAGS})
endif()
if(DEFINED ENV{CFLAGS})
set(C_BASE_FLAGS $ENV{CFLAGS})
endif()
# Initialize with an empty string to make sure we always get a clean start
set(COMPILER_FLAGS "")
# This is a slight hack since our flag setup is a bit more complicated
_enable_extra_compiler_warnings_flags()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${_flags}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Omit "argument unused during compilation" when clang is used with ccache.
if(${CMAKE_CXX_COMPILER} MATCHES "ccache")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Qunused-arguments")
endif()
if ("${CMAKE_GENERATOR}" STREQUAL "Ninja")
# Force color diagnostics for Ninja generator
set(COMPILER_FLAGS "${COMPILER_FLAGS} -fdiagnostics-color")
endif()
# Start with an empty list
set(SANITIZE_FLAGS)
if(CLANG_ENABLE_ADDRESS_SANITIZER)
set(CMAKE_REQUIRED_FLAGS "-fsanitize=address")
CHECK_C_COMPILER_FLAG("-fsanitize=address" SUPPORTS_SANITIZE_ADDRESS)
if (SUPPORTS_SANITIZE_ADDRESS)
set(SANITIZE_FLAGS ${SANITIZE_FLAGS} "address")
endif()
endif()
if (CLANG_ENABLE_LEAK_CHECK)
check_linker_flag("-fsanitize=leak" SUPPORTS_FSANITIZE_LEAK)
if (SUPPORTS_FSANITIZE_LEAK)
set(SANITIZE_FLAGS ${SANITIZE_FLAGS} "leak")
endif()
endif()
string(REPLACE ";" "," SANITIZE_FLAGS "${SANITIZE_FLAGS}")
if (NOT "${SANITIZE_FLAGS}" STREQUAL "")
set(SANITIZE_FLAGS "-fsanitize=${SANITIZE_FLAGS}")
endif()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${SANITIZE_FLAGS}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wformat-security")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-function")
# Dear Clang, please tell us if a function does not return a value since that part of the standard is stupid!
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wreturn-type")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-char-subscripts")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-parameter")
check_cxx_compiler_flag(-Wshift-negative-value SUPPORTS_SHIFT_NEGATIVE_VALUE)
if(SUPPORTS_SHIFT_NEGATIVE_VALUE)
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-shift-negative-value")
endif()
set(COMPILER_FLAGS_RELEASE "-O2 -Wno-unused-variable")
set(COMPILER_FLAGS_DEBUG "-O0 -g -Wshadow")
# Always use the base flags and add our compiler flags at the bacl
set(CMAKE_CXX_FLAGS "${CXX_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_C_FLAGS "${C_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_CXX_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
set(CMAKE_C_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
set(CMAKE_CXX_FLAGS_DEBUG ${COMPILER_FLAGS_DEBUG})
set(CMAKE_C_FLAGS_DEBUG ${COMPILER_FLAGS_DEBUG})
set(CMAKE_EXE_LINKER_FLAGS "")
if (SANITIZE_FLAGS)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${SANITIZE_FLAGS}")
endif()
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "-g -rdynamic")
if (FSO_FATAL_WARNINGS)
# Make warnings fatal if the right variable is set
target_compile_options(compiler INTERFACE "-Werror")
endif()
# Always define this to make sure that the fixed width format macros are available
target_compile_definitions(compiler INTERFACE __STDC_FORMAT_MACROS)
-134
View File
@@ -1,134 +0,0 @@
include(EnableExtraCompilerWarnings)
include(CheckCCompilerFlag)
include(util)
MESSAGE(STATUS "Doing configuration specific to gcc...")
option(GCC_ENABLE_LEAK_CHECK "Enable -fsanitize=leak" OFF)
option(GCC_ENABLE_ADDRESS_SANITIZER "Enable -fsanitize=address" OFF)
option(GCC_ENABLE_SANITIZE_UNDEFINED "Enable -fsanitize=undefined" OFF)
# These are the default values
set(C_BASE_FLAGS "-march=native -pipe")
set(CXX_BASE_FLAGS "-march=native -pipe")
# For C and C++, the values can be overwritten independently
if(DEFINED ENV{CFLAGS})
set(C_BASE_FLAGS $ENV{CFLAGS})
endif()
if(DEFINED ENV{CXXFLAGS})
set(CXX_BASE_FLAGS $ENV{CXXFLAGS})
endif()
# Initialize with an empty string to make sure we always get a clean start
set(COMPILER_FLAGS "")
# This is a slight hack since our flag setup is a bit more complicated
_enable_extra_compiler_warnings_flags()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${_flags}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -funroll-loops -fsigned-char -Wno-unknown-pragmas")
# Place each function and data in its own section so the linker can
# perform dead code elimination
set(COMPILER_FLAGS "${COMPILER_FLAGS} -fdata-sections -ffunction-sections")
if ("${CMAKE_GENERATOR}" STREQUAL "Ninja")
# Force color diagnostics for Ninja generator
CHECK_C_COMPILER_FLAG(-fdiagnostics-color SUPPORTS_DIAGNOSTIC_COLOR)
if(SUPPORTS_DIAGNOSTIC_COLOR)
set(COMPILER_FLAGS "${COMPILER_FLAGS} -fdiagnostics-color")
endif()
endif()
# Start with an empty list
set(SANITIZE_FLAGS)
if(GCC_ENABLE_ADDRESS_SANITIZER)
set(CMAKE_REQUIRED_FLAGS "-fsanitize=address")
CHECK_C_COMPILER_FLAG("-fsanitize=address" SUPPORTS_SANITIZE_ADDRESS)
if (SUPPORTS_SANITIZE_ADDRESS)
set(SANITIZE_FLAGS ${SANITIZE_FLAGS} "address")
endif()
endif()
if (GCC_ENABLE_LEAK_CHECK)
check_linker_flag("-fsanitize=leak" SUPPORTS_FSANITIZE_LEAK)
if (SUPPORTS_FSANITIZE_LEAK)
set(SANITIZE_FLAGS ${SANITIZE_FLAGS} "leak")
endif()
endif()
if (GCC_ENABLE_SANITIZE_UNDEFINED)
check_linker_flag("-fsanitize=undefined" SUPPORTS_SANITIZE_UNDEFINED)
if (SUPPORTS_SANITIZE_UNDEFINED)
set(SANITIZE_FLAGS ${SANITIZE_FLAGS} "undefined")
endif()
endif()
string(REPLACE ";" "," SANITIZE_FLAGS "${SANITIZE_FLAGS}")
if (NOT "${SANITIZE_FLAGS}" STREQUAL "")
set(SANITIZE_FLAGS "-fsanitize=${SANITIZE_FLAGS}")
endif()
set(COMPILER_FLAGS "${COMPILER_FLAGS} ${SANITIZE_FLAGS}")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wformat-security")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-function")
# Dear GCC, please tell us if a function does not return a value since that part of the standard is stupid!
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wreturn-type")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-deprecated -Wno-char-subscripts")
set(COMPILER_FLAGS "${COMPILER_FLAGS} -Wno-unused-parameter")
set(COMPILER_FLAGS_RELEASE "-O2 -Wno-unused-variable -Wno-unused-but-set-variable -Wno-array-bounds -Wno-empty-body -Wno-clobbered")
set(COMPILER_FLAGS_DEBUG "-O0 -g -Wshadow")
# Always use the base flags and add our compiler flags at the bacl
set(CMAKE_CXX_FLAGS "${CXX_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_C_FLAGS "${C_BASE_FLAGS} ${COMPILER_FLAGS}")
set(CMAKE_CXX_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
set(CMAKE_C_FLAGS_RELEASE ${COMPILER_FLAGS_RELEASE})
set(CMAKE_CXX_FLAGS_DEBUG ${COMPILER_FLAGS_DEBUG})
set(CMAKE_C_FLAGS_DEBUG ${COMPILER_FLAGS_DEBUG})
set(CMAKE_EXE_LINKER_FLAGS "")
IF (MINGW)
SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static -static-libgcc -static-libstdc++ -Wl,--enable-auto-import")
ENDIF(MINGW)
if (SANITIZE_FLAGS)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} ${SANITIZE_FLAGS}")
endif()
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "-g")
IF(NOT MINGW)
SET(CMAKE_EXE_LINKER_FLAGS_DEBUG "${CMAKE_EXE_LINKER_FLAGS_DEBUG} -rdynamic")
# Allow the linker to perform dead code elimination; this is considered
# experimental for COFF and PE formats and thus disabled for Windows builds
# (https://sourceware.org/binutils/docs/ld/Options.html)
SET(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,--gc-sections")
ENDIF(NOT MINGW)
IF(${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
SET(CMAKE_EXE_LINKER_FLAGS "-Wl,-zignore")
ENDIF(${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
if (FSO_FATAL_WARNINGS)
# Make warnings fatal if the right variable is set
target_compile_options(compiler INTERFACE "-Werror")
endif()
# Always define this to make sure that the fixed width format macros are available
target_compile_definitions(compiler INTERFACE __STDC_FORMAT_MACROS)
-144
View File
@@ -1,144 +0,0 @@
include(EnableExtraCompilerWarnings)
include(CheckCXXCompilerFlag)
include(util)
MESSAGE(STATUS "Doing configuration specific to visual studio...")
set_property(GLOBAL PROPERTY DEBUG_CONFIGURATIONS Debug)
option(MSVC_USE_RUNTIME_DLL "Use the dynamically linked version of the runtime" OFF)
option(MSVC_RELEASE_DEBUGGING "Set options that allow to debug release builds" OFF)
MARK_AS_ADVANCED(FORCE MSVC_USE_RUNTIME_DLL)
MARK_AS_ADVANCED(FORCE MSVC_RELEASE_DEBUGGING)
# These are the warnings we disable
set(WARNING_FLAGS
/wd4100 # unreferenced formal parameters
/wd4127 # constant conditional (assert)
/wd4201 # nonstandard extension used: nameless struct/union (happens a lot in Windows include headers)
/wd4290 # C++ exception specification ignored except to indicate a function is not __declspec(nothrow)
/wd4390 # empty control statement (triggered by nprintf and mprintf's inside of one-line if's, etc)
/wd4410 # illegal size for operand... ie... fxch st(1)
/wd4511 # copy constructor could not be generated (happens a lot in Windows include headers)
/wd4512 # assignment operator could not be generated (happens a lot in Windows include headers)
/wd4514 # unreferenced inline function removed
/wd4611 # _setjmp warning. Since we use setjmp alot, and we don't really use constructors or destructors, this warning doesn't really apply to us.
/wd4663 # C++ language change (template specification)
/wd4710 # is inline function not expanded (who cares?)
/wd4711 # tells us an inline function was expanded (who cares?)
/wd4786 # is identifier truncated to 255 characters (happens all the time in Microsoft #includes) -- Goober5000"
/wd4996 # deprecated strcpy, strcat, sprintf, etc. (from MSVC 2005) - taylor
/wd4311 # Disables warnings about casting pointer types to ints. The funny thing is these warnings can't be resolved, just disabled... - m!m
/wd4302 # Same as above - m!m
/wd4366 # The result of the unary '&' operator may be unaligned - m!m
/wd4592 # "symbol will be dynamically initialized" is being generated by a compiler bug, see https://stackoverflow.com/a/34027257 for an explanation - m!m
$<$<CONFIG:Release>:/wd4101> # In release mode there are unreferenced variables because debug needs them
/wd4995 # "'vsprintf': name was marked as #pragma deprecated" is being caused by our custom definition of vsprintf. I have no idea what causes this or how to fix it - m!m
)
target_compile_options(compiler INTERFACE ${WARNING_FLAGS})
# Base
set(CMAKE_C_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo /Zm200")
set(CMAKE_CXX_FLAGS "/MP /GS- /analyze- /Zc:wchar_t /errorReport:prompt /WX- /Zc:forScope /Gd /EHsc /nologo /Zm200")
set(CMAKE_EXE_LINKER_FLAGS "/MANIFEST /DYNAMICBASE:NO /SAFESEH:NO /ERRORREPORT:PROMPT /NOLOGO")
set(CMAKE_STATIC_LINKER_FLAGS "")
# Release
set(CMAKE_C_FLAGS_RELEASE "/GL /W2 /Gy- /Ox /Ot /Ob2 /fp:precise /GF /Oy /Oi /Zi /W3")
set(CMAKE_CXX_FLAGS_RELEASE "/GL /W2 /Gy- /Ox /Ot /Ob2 /fp:precise /GF /Oy /Oi /Zi /W3")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/OPT:REF /LTCG /INCREMENTAL:NO")
set(CMAKE_STATIC_LINKER_FLAGS_RELEASE "/LTCG")
globally_enable_extra_compiler_warnings()
if (MSVC_RELEASE_DEBUGGING)
CHECK_CXX_COMPILER_FLAG("/Zo" MSVC_COMPILER_SUPPORTS_ARCH_ZO)
if (MSVC_COMPILER_SUPPORTS_ARCH_ZO)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /Zo")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /Zo")
endif()
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "${CMAKE_EXE_LINKER_FLAGS_RELEASE} /DEBUG")
endif()
IF(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MD")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MD")
ELSE(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} /MT")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MT")
ENDIF(MSVC_USE_RUNTIME_DLL)
# Debug
set(CMAKE_C_FLAGS_DEBUG "/W4 /Gy /Zi /Od /RTC1 /Gd /Oy-")
set(CMAKE_CXX_FLAGS_DEBUG "/W4 /Gy /Zi /Od /RTC1 /Gd /Oy-")
set(CMAKE_EXE_LINKER_FLAGS_DEBUG "/DEBUG /INCREMENTAL:NO /MAPINFO:EXPORTS /NODEFAULTLIB:libcmt.lib")
IF(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MDd")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MDd")
ELSE(MSVC_USE_RUNTIME_DLL)
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} /MTd")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MTd")
ENDIF(MSVC_USE_RUNTIME_DLL)
INCLUDE(MSVCMultipleProcessCompile)
# Visual Studio supports compiling for multiple vector instruction sets
SET(POSSIBLE_INSTUCTION_SETS "" SSE SSE2 AVX AVX2)
if (NOT DEFINED MSVC_SIMD_INSTRUCTIONS)
detect_simd_instructions(MSVC_DETECTED_SIMD_INSTRUCTIONS)
SET(MSVC_SIMD_INSTRUCTIONS "${MSVC_DETECTED_SIMD_INSTRUCTIONS}" CACHE FILEPATH "The SIMD instructions which will be used, possible values are ${POSSIBLE_INSTUCTION_SETS}")
MARK_AS_ADVANCED(FORCE MSVC_SIMD_INSTRUCTIONS)
endif()
set(FSO_INSTRUCTION_SET ${MSVC_SIMD_INSTRUCTIONS})
LIST(FIND POSSIBLE_INSTUCTION_SETS "${MSVC_SIMD_INSTRUCTIONS}" SET_INDEX)
if (SET_INDEX LESS 0)
MESSAGE(STATUS "An invalid instruction set was specified, defaulting to no special compiler options.")
else()
IF (NOT SET_INDEX EQUAL 0)
SET(FOUND)
FOREACH(list_index RANGE ${SET_INDEX} 1)
list(GET POSSIBLE_INSTUCTION_SETS ${list_index} _simd_set)
CHECK_CXX_COMPILER_FLAG("/arch:${_simd_set}" COMPILER_SUPPORTS_ARCH_${_simd_set})
IF(COMPILER_SUPPORTS_ARCH_${_simd_set})
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /arch:${_simd_set}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /arch:${_simd_set}")
SET(FOUND TRUE)
BREAK()
ENDIF()
ENDFOREACH(list_index)
IF(NOT FOUND)
# Don't set anything, it will likely not work
MESSAGE(STATUS "Your compiler does not support any optimization flags, defaulting to none")
ENDIF(NOT FOUND)
ELSE()
CHECK_CXX_COMPILER_FLAG("/arch:IA32" COMPILER_SUPPORTS_ARCH_IA32)
IF(COMPILER_SUPPORTS_ARCH_IA32)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /arch:IA32")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /arch:IA32")
ENDIF(COMPILER_SUPPORTS_ARCH_IA32)
ENDIF()
endif()
target_compile_definitions(compiler INTERFACE _CRT_SECURE_NO_DEPRECATE
_CRT_SECURE_NO_WARNINGS _SECURE_SCL=0 NOMINMAX "$<$<CONFIG:FastDebug>:_ITERATOR_DEBUG_LEVEL=0>")
if (FSO_FATAL_WARNINGS)
# Make warnings fatal if the right variable is set
target_compile_options(compiler INTERFACE "/WX")
endif()
-33
View File
@@ -1,33 +0,0 @@
# File to execute compiler specific commands
add_library(compiler INTERFACE)
target_compile_definitions(compiler INTERFACE "$<$<CONFIG:Release>:NDEBUG>;$<$<CONFIG:Debug>:_DEBUG>;$<$<CONFIG:FastDebug>:_DEBUG>")
if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
include(toolchain-gcc)
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
include(toolchain-msvc)
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
include(toolchain-clang)
elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "AppleClang")
include(toolchain-apple-clang)
ELSE("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
MESSAGE(STATUS "No special handling for this compiler present, good luck!")
ENDIF("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
# Copy release settings to FastDebug
set(CMAKE_C_FLAGS_FASTDEBUG "${CMAKE_C_FLAGS_RELEASE}")
set(CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_RELEASE}")
set(CMAKE_EXE_LINKER_FLAGS_FASTDEBUG "${CMAKE_EXE_LINKER_FLAGS_RELEASE}")
set(CMAKE_STATIC_LINKER_FLAGS_FASTDEBUG "${CMAKE_STATIC_LINKER_FLAGS_RELEASE}")
if (MSVC)
# Adjust runtime library
string(REPLACE "/MD" "/MDd" CMAKE_C_FLAGS_FASTDEBUG "${CMAKE_C_FLAGS_FASTDEBUG}")
string(REPLACE "/MT" "/MTd" CMAKE_C_FLAGS_FASTDEBUG "${CMAKE_C_FLAGS_FASTDEBUG}")
string(REPLACE "/MD" "/MDd" CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_FASTDEBUG}")
string(REPLACE "/MT" "/MTd" CMAKE_CXX_FLAGS_FASTDEBUG "${CMAKE_CXX_FLAGS_FASTDEBUG}")
endif()
-197
View File
@@ -1,197 +0,0 @@
include(CheckCCompilerFlag)
FUNCTION(MAKE_CACHE_INTERNAL VARIABLE)
SET(${VARIABLE} ${${VARIABLE}} CACHE INTERNAL "Internal cache variable")
ENDFUNCTION(MAKE_CACHE_INTERNAL)
FUNCTION(ADD_IMPORTED_LIB NAME INCLUDES LIBS)
ADD_LIBRARY(${NAME} INTERFACE)
target_link_libraries(${NAME} INTERFACE "${LIBS}")
target_include_directories(${NAME} INTERFACE "${INCLUDES}")
ENDFUNCTION(ADD_IMPORTED_LIB)
MACRO(PKG_CONFIG_LIB_RESOLVE NAME OUTVAR)
SET(${OUTVAR} "")
foreach(lib ${${NAME}_LIBRARIES})
find_library(${lib}_LIBRARY
NAMES ${lib}
HINTS ${${NAME}_LIBDIR} ${${NAME}_LIBRARY_DIRS}
)
if (NOT ${${lib}_LIBRARY} MATCHES ".*NOTFOUND.*")
SET(${OUTVAR} ${${OUTVAR}} ${${lib}_LIBRARY})
endif (NOT ${${lib}_LIBRARY} MATCHES ".*NOTFOUND.*")
endforeach(lib)
ENDMACRO(PKG_CONFIG_LIB_RESOLVE)
# Copy from http://cmake.3232098.n2.nabble.com/RFC-cmake-analog-to-AC-SEARCH-LIBS-td7585423.html
INCLUDE (CheckFunctionExists)
INCLUDE (CheckLibraryExists)
MACRO (CMAKE_SEARCH_LIBS v_func v_lib func)
CHECK_FUNCTION_EXISTS (${func} ${v_func})
IF (NOT ${v_func})
FOREACH (lib ${ARGN})
CHECK_LIBRARY_EXISTS (${lib} ${func} "" "HAVE_${func}_IN_${lib}")
IF (${HAVE_${func}_IN_${lib}})
SET (${v_func} TRUE)
SET (${v_lib} "${lib}" CACHE INTERNAL "Library providing ${func}")
BREAK()
ENDIF (${HAVE_${func}_IN_${lib}})
ENDFOREACH (lib)
ENDIF (NOT ${v_func})
ENDMACRO (CMAKE_SEARCH_LIBS)
# End copy
FUNCTION(EP_CHECK_FILE_EXISTS FILE OUTVAR TARGET NAME COMMAND WORKING_DIR)
string (REPLACE ";" " " COMMAND_STR "${COMMAND}")
IF(WIN32)
# Do something special for windows...
SET(COMMAND "cmd /C \"${COMMAND_STR}\"")
ELSE(WIN32)
SET(COMMAND "${COMMAND_STR}")
ENDIF(WIN32)
FILE(WRITE "${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${NAME}" "
IF(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
MESSAGE(\"'${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}' already exists, nothing to be done.\")
ELSE(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
execute_process(COMMAND ${COMMAND} WORKING_DIRECTORY \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${WORKING_DIR}\")
ENDIF(EXISTS \"${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${FILE}\")
")
SET(${OUTVAR} "${CMAKE_COMMAND}" -P ${CMAKE_CURRENT_BINARY_DIR}/${TARGET}/${NAME} PARENT_SCOPE)
ENDFUNCTION(EP_CHECK_FILE_EXISTS)
MACRO(COPY_FILE_TO_TARGET _target _file)
if(UNIX)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND cp -a "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${_file}'..."
)
else()
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${_file}" "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "copying '${_file}'..."
)
endif()
endmacro(COPY_FILE_TO_TARGET)
MACRO(COPY_FILES_TO_TARGET _target)
if(UNIX)
ADD_CUSTOM_COMMAND(
TARGET ${_target} POST_BUILD
COMMAND mkdir -p "$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/"
COMMENT "Creating '$<TARGET_FILE_DIR:${_target}>/${LIBRAY_DESTINATION}/'..."
)
endif()
FOREACH(file IN LISTS TARGET_COPY_FILES)
COPY_FILE_TO_TARGET("${_target}" "${file}")
ENDFOREACH(file)
ENDMACRO(COPY_FILES_TO_TARGET)
macro(_clear_old_libraries_state)
set(is_debug FALSE)
set(is_optimized FALSE)
endmacro(_clear_old_libraries_state)
function(CONVERT_OLD_LIBRARIES)
_clear_old_libraries_state()
set(out_list)
foreach(lib ${ARGV})
if ("${lib}" STREQUAL "debug")
_clear_old_libraries_state()
set(is_debug TRUE)
elseif("${lib}" STREQUAL "optimized")
_clear_old_libraries_state()
set(is_optimized TRUE)
elseif("${lib}" STREQUAL "general")
_clear_old_libraries_state()
else("${lib}" STREQUAL "debug")
# Expecting normal library
if(is_debug)
list(APPEND out_list "$<$<CONFIG:Debug>:${lib}>" "$<$<CONFIG:FastDebug>:${lib}>")
elseif(is_optimized)
list(APPEND out_list "$<$<CONFIG:Release>:${lib}>")
else(is_debug)
list(APPEND out_list "${lib}")
endif(is_debug)
endif("${lib}" STREQUAL "debug")
endforeach(lib)
set(CONVERTED_LIBRARIES ${out_list} PARENT_SCOPE)
endfunction(CONVERT_OLD_LIBRARIES)
macro(set_policy policy value)
if (POLICY ${policy})
cmake_policy(SET ${policy} ${value})
endif ()
endmacro(set_policy)
macro(set_if_not_defined VAR VALUE)
if (NOT DEFINED ${VAR})
set(${VAR} ${VALUE})
endif()
endmacro(set_if_not_defined)
macro(configure_cotire target)
# Disable unity build as it doesn't work well for us
set_target_properties(${target} PROPERTIES COTIRE_ADD_UNITY_BUILD FALSE)
cotire(${target})
endmacro(configure_cotire)
macro(add_target_copy_files)
foreach(file ${ARGN})
if (IS_DIRECTORY "${file}")
INSTALL(DIRECTORY ${file}
DESTINATION ${LIBRAY_DESTINATION}
)
else()
INSTALL(FILES ${file}
DESTINATION ${LIBRAY_DESTINATION}
)
endif()
SET(TARGET_COPY_FILES ${TARGET_COPY_FILES} ${file} CACHE INTERNAL "" FORCE)
endforeach()
endmacro(add_target_copy_files)
function(detect_simd_instructions _out_var)
if(CMAKE_CROSSCOMPILING)
set(${_out_var} "" PARENT_SCOPE)
else()
message(STATUS "Detecting SIMD features of current CPU...")
TRY_RUN(RUN_RESULT COMPILE_RESULT "${CMAKE_BINARY_DIR}/temp" "${CMAKE_SOURCE_DIR}/cmake/cpufeatures.cpp"
RUN_OUTPUT_VARIABLE FEATURE_OUTPUT)
IF(COMPILE_RESULT)
MESSAGE(STATUS "Detected compatibility for the ${FEATURE_OUTPUT} feature set.")
SET(${_out_var} ${FEATURE_OUTPUT} PARENT_SCOPE)
ELSE(COMPILE_RESULT)
MESSAGE("Compilation of CPU feature detector failed, please set the instruction set manually.")
set(${_out_var} "" PARENT_SCOPE)
ENDIF(COMPILE_RESULT)
endif()
endfunction()
function (check_linker_flag _flag _out_var)
SET(CMAKE_REQUIRED_FLAGS "${_flag}")
CHECK_C_COMPILER_FLAG("" ${_out_var})
endfunction(check_linker_flag)
# Suppresses warnings for the specified target
function(suppress_warnings _target)
if (MSVC)
target_compile_options(${_target} PRIVATE "/W0")
else()
# Assume everything else uses GCC style options
target_compile_options(${_target} PRIVATE "-w")
endif()
endfunction(suppress_warnings)
-52
View File
@@ -1,52 +0,0 @@
include(util)
if (EXISTS "${PROJECT_SOURCE_DIR}/version_override.cmake")
# This allows to override the values by using a special file
include("${PROJECT_SOURCE_DIR}/version_override.cmake")
endif()
set_if_not_defined(FSO_VERSION_MAJOR 3)
set_if_not_defined(FSO_VERSION_MINOR 8)
set_if_not_defined(FSO_VERSION_BUILD 1)
# A numeric revision e.g. the CI build number
set_if_not_defined(FSO_VERSION_REVISION 0)
# A generic revision string, can be anything
set_if_not_defined(FSO_VERSION_REVISION_STR "${FSO_VERSION_REVISION}")
if("${FSO_VERSION_REVISION}" STREQUAL "0" AND "${FSO_VERSION_REVISION_STR}" STREQUAL "${FSO_VERSION_REVISION}")
set(FSO_VERSION_HAS_REVISION 0)
else()
set(FSO_VERSION_HAS_REVISION 1)
endif()
set(FSO_FULL_VERSION_STRING "${FSO_VERSION_MAJOR}.${FSO_VERSION_MINOR}.${FSO_VERSION_BUILD}")
set(FSO_PRODUCT_VERSION_STRING "${FSO_FULL_VERSION_STRING}")
if (FSO_VERSION_HAS_REVISION)
set(FSO_FULL_VERSION_STRING "${FSO_FULL_VERSION_STRING}.${FSO_VERSION_REVISION_STR}")
endif()
IF(NOT FSO_VERSION_HAS_REVISION)
SET(FSO_BINARY_SUFFIX "${FSO_VERSION_MAJOR}_${FSO_VERSION_MINOR}_${FSO_VERSION_BUILD}")
ELSE()
SET(FSO_BINARY_SUFFIX "${FSO_VERSION_MAJOR}_${FSO_VERSION_MINOR}_${FSO_VERSION_BUILD}_${FSO_VERSION_REVISION_STR}")
ENDIF()
IF(IS_64BIT)
# This is a 64-bit builds
SET(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}_x64")
ENDIF()
IF (NOT "${FSO_INSTRUCTION_SET}" STREQUAL "")
SET(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}_${FSO_INSTRUCTION_SET}")
ENDIF()
IF (NOT "${FSO_BUILD_POSTFIX}" STREQUAL "")
SET(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}_${FSO_BUILD_POSTFIX}")
ENDIF()
set(CONFIG_POSTFIX "$<$<CONFIG:Release>:>$<$<CONFIG:Debug>:-DEBUG>$<$<CONFIG:FastDebug>:-FASTDBG>")
set(FSO_BINARY_SUFFIX "${FSO_BINARY_SUFFIX}${CONFIG_POSTFIX}")
-67
View File
@@ -1,67 +0,0 @@
INCLUDE(source_groups.cmake)
INCLUDE(voice_rec.cmake)
ADD_LIBRARY(code STATIC ${file_root} ${VOICE_REC_FILES})
target_compile_features(code PUBLIC ${REQUIRED_CXX_FEATURES})
INCLUDE(default_files.cmake)
if (MSVC)
target_compile_definitions(code PUBLIC "PDB_DEBUGGING=1")
endif(MSVC)
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${CODE_HEADERS})
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${FREESPACE_HEADERS})
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${GENERATED_SOURCE_DIR})
TARGET_INCLUDE_DIRECTORIES(code PUBLIC ${GENERATED_SOURCE_DIR}/code)
target_link_libraries(code PUBLIC OpenGL)
TARGET_LINK_LIBRARIES(code PUBLIC openal)
TARGET_LINK_LIBRARIES(code PUBLIC ${LUA_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${PNG_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC ${JPEG_LIBS})
TARGET_LINK_LIBRARIES(code PUBLIC sdl2)
TARGET_LINK_LIBRARIES(code PUBLIC ffmpeg)
TARGET_LINK_LIBRARIES(code PUBLIC utfcpp)
TARGET_LINK_LIBRARIES(code PUBLIC platform)
TARGET_LINK_LIBRARIES(code PUBLIC compiler)
target_link_libraries(code PUBLIC md5)
IF (FSO_USE_SPEECH)
find_package(Speech REQUIRED)
target_link_libraries(code PUBLIC speech)
ENDIF(FSO_USE_SPEECH)
TARGET_LINK_LIBRARIES(code PUBLIC jansson)
# Headers for standalone "gui" on UNIX
IF(UNIX)
TARGET_LINK_LIBRARIES(code PUBLIC ${MONGOOSE_LIBS})
ENDIF(UNIX)
IF(FSO_BUILD_TOOLS)
ADD_SUBDIRECTORY(cfilearchiver)
ADD_SUBDIRECTORY(cfileextractor)
ENDIF(FSO_BUILD_TOOLS)
set_target_properties(code PROPERTIES COTIRE_CXX_PREFIX_HEADER_INIT "prefix_header.h")
include(util)
configure_cotire(code)
# Ensure that Xcode generates debug symbols on macOS for Debug builds
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_GCC_GENERATE_DEBUGGING_SYMBOLS[variant=Debug] "YES")
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_COPY_PHASE_STRIP[variant=Debug] "NO")
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_STRIP_INSTALLED_PRODUCT[variant=Debug] "NO")
set_target_properties(code PROPERTIES XCODE_ATTRIBUTE_GCC_SYMBOLS_PRIVATE_EXTERN[variant=Debug] "NO")
+855
View File
@@ -0,0 +1,855 @@
## code/Makefile.am for fs2_open
##
## $Id: Makefile.am,v 1.31.2.10 2007-11-22 04:52:12 taylor Exp $
EXTRA_DIST = \
freespace2/app_icon.ico \
freespace2/freespace.rc \
freespace2/freespaceresource.h \
freespace2/goal_com.bmp \
freespace2/goal_fail.bmp \
freespace2/goal_inc.bmp \
freespace2/goal_none.bmp \
freespace2/goal_ord.bmp \
fred2/addvariabledlg.cpp \
fred2/addvariabledlg.h \
fred2/adjustgriddlg.cpp \
fred2/adjustgriddlg.h \
fred2/asteroideditordlg.cpp \
fred2/asteroideditordlg.h \
fred2/bgbitmapdlg.cpp \
fred2/bgbitmapdlg.h \
fred2/briefingeditordlg.cpp \
fred2/briefingeditordlg.h \
fred2/campaigneditordlg.cpp \
fred2/campaigneditordlg.h \
fred2/campaignfilelistbox.cpp \
fred2/campaignfilelistbox.h \
fred2/campaigntreeview.cpp \
fred2/campaigntreeview.h \
fred2/campaigntreewnd.cpp \
fred2/campaigntreewnd.h \
fred2/cmdbrief.cpp \
fred2/cmdbrief.h \
fred2/createwingdlg.cpp \
fred2/createwingdlg.h \
fred2/customwingnames.cpp \
fred2/customwingnames.h \
fred2/debriefingeditordlg.cpp \
fred2/debriefingeditordlg.h \
fred2/dialog1.cpp \
fred2/dialog1.h \
fred2/dumpstats.cpp \
fred2/dumpstats.h \
fred2/editor.h \
fred2/eventeditor.cpp \
fred2/eventeditor.h \
fred2/folderdlg.cpp \
fred2/folderdlg.h \
fred2/fred.cpp \
fred2/fred.h \
fred2/fred.rc \
fred2/freddoc.cpp \
fred2/freddoc.h \
fred2/fredrender.cpp \
fred2/fredrender.h \
fred2/fredstubs.cpp \
fred2/fredview.cpp \
fred2/fredview.h \
fred2/grid.cpp \
fred2/grid.h \
fred2/ignoreordersdlg.cpp \
fred2/ignoreordersdlg.h \
fred2/initialships.cpp \
fred2/initialships.h \
fred2/initialstatus.cpp \
fred2/initialstatus.h \
fred2/mainfrm.cpp \
fred2/mainfrm.h \
fred2/makehelp.bat \
fred2/management.cpp \
fred2/management.h \
fred2/messageeditordlg.cpp \
fred2/messageeditordlg.h \
fred2/missiongoalsdlg.cpp \
fred2/missiongoalsdlg.h \
fred2/missionnotesdlg.cpp \
fred2/missionnotesdlg.h \
fred2/missionsave.cpp \
fred2/missionsave.h \
fred2/modifyvariabledlg.cpp \
fred2/modifyvariabledlg.h \
fred2/operatorargtypeselect.cpp \
fred2/operatorargtypeselect.h \
fred2/orienteditor.cpp \
fred2/orienteditor.h \
fred2/playerstarteditor.cpp \
fred2/playerstarteditor.h \
fred2/prefsdlg.cpp \
fred2/prefsdlg.h \
fred2/reinforcementeditordlg.cpp \
fred2/reinforcementeditordlg.h \
fred2/resource.h \
fred2/resource.hm \
fred2/setglobalshipflags.cpp \
fred2/setglobalshipflags.h \
fred2/sexp_tree.cpp \
fred2/sexp_tree.h \
fred2/shieldsysdlg.cpp \
fred2/shieldsysdlg.h \
fred2/ship_select.cpp \
fred2/ship_select.h \
fred2/shipchecklistbox.cpp \
fred2/shipchecklistbox.h \
fred2/shipclasseditordlg.cpp \
fred2/shipclasseditordlg.h \
fred2/shipeditordlg.cpp \
fred2/shipeditordlg.h \
fred2/shipflagsdlg.cpp \
fred2/shipflagsdlg.h \
fred2/shipgoalsdlg.cpp \
fred2/shipgoalsdlg.h \
fred2/shipspecialdamage.cpp \
fred2/shipspecialdamage.h \
fred2/shipspecialhitpoints.cpp \
fred2/shipspecialhitpoints.h \
fred2/shiptexturesdlg.cpp \
fred2/shiptexturesdlg.h \
fred2/starfieldeditor.cpp \
fred2/starfieldeditor.h \
fred2/stdafx.cpp \
fred2/stdafx.h \
fred2/textviewdlg.cpp \
fred2/textviewdlg.h \
fred2/voiceactingmanager.cpp \
fred2/voiceactingmanager.h \
fred2/waypointpathdlg.cpp \
fred2/waypointpathdlg.h \
fred2/weaponeditordlg.cpp \
fred2/weaponeditordlg.h \
fred2/wing.cpp \
fred2/wing.h \
fred2/wing_editor.cpp \
fred2/wing_editor.h \
fred2/hlp/afxcore.rtf \
fred2/hlp/afxhelp.hm \
fred2/hlp/afxprint.rtf \
fred2/hlp/appexit.bmp \
fred2/hlp/bullet.bmp \
fred2/hlp/curarw2.bmp \
fred2/hlp/curarw4.bmp \
fred2/hlp/curhelp.bmp \
fred2/hlp/editcopy.bmp \
fred2/hlp/editcut.bmp \
fred2/hlp/editpast.bmp \
fred2/hlp/editundo.bmp \
fred2/hlp/filenew.bmp \
fred2/hlp/fileopen.bmp \
fred2/hlp/fileprnt.bmp \
fred2/hlp/filesave.bmp \
fred2/hlp/fred.hm \
fred2/hlp/fred.hpj \
fred2/hlp/help.log \
fred2/hlp/hlpsbar.bmp \
fred2/hlp/hlptbar.bmp \
fred2/hlp/recfirst.bmp \
fred2/hlp/reclast.bmp \
fred2/hlp/recnext.bmp \
fred2/hlp/recprev.bmp \
fred2/hlp/scmax.bmp \
fred2/hlp/scmenu.bmp \
fred2/hlp/scmin.bmp \
fred2/res/bitmap1.bmp \
fred2/res/black_do.bmp \
fred2/res/bmp00001.bmp \
fred2/res/chained.bmp \
fred2/res/chained_directive.bmp \
fred2/res/cursor1.cur \
fred2/res/cursor2.cur \
fred2/res/data.bmp \
fred2/res/fred.ico \
fred2/res/fred.rc2 \
fred2/res/freddoc.ico \
fred2/res/green_do.bmp \
fred2/res/root.bmp \
fred2/res/root_directive.bmp \
fred2/res/toolbar.bmp \
fred2/res/toolbar1.bmp \
fred2/res/variable.bmp \
sound/phrases.xml \
sound/gc.exe \
wxfred2/res/fred.ico \
wxfred2/wxfred.xrc
# D_ variants are defaults and should always be used
# FS2_ variants are for game building and wxFRED
AM_CXXFLAGS = @D_CFLAGS@ @FS2_CXXFLAGS@
AM_LDFLAGS = @D_LDFLAGS@ @FS2_LDFLAGS@
noinst_LIBRARIES = libcode.a
noinst_PROGRAMS = @FS2_BINARY@
EXTRA_PROGRAMS = fs2_open_r fs2_open_d wxFRED2_r wxFRED2_d fs2_open_INF_r fs2_open_INF_d wxFRED2_INF_r wxFRED2_INF_d
###############################################################################
##
## Begin CORE library
##
FS2_SOURCES = \
ai/ai.cpp \
ai/ai.h \
ai/aibig.cpp \
ai/aibig.h \
ai/aicode.cpp \
ai/aigoals.cpp \
ai/aigoals.h \
ai/aiinternal.h \
ai/ailocal.h \
ai/aiturret.cpp \
ai/ai_profiles.cpp \
ai/ai_profiles.h \
anim/animplay.cpp \
anim/animplay.h \
anim/packunpack.cpp \
anim/packunpack.h \
asteroid/asteroid.cpp \
asteroid/asteroid.h \
autopilot/autopilot.cpp \
autopilot/autopilot.h \
bmpman/bm_internal.h \
bmpman/bmpman.cpp \
bmpman/bmpman.h \
camera/camera.cpp \
camera/camera.h \
cfile/cfile.cpp \
cfile/cfile.h \
cfile/cfilearchive.cpp \
cfile/cfilearchive.h \
cfile/cfilelist.cpp \
cfile/cfilesystem.cpp \
cfile/cfilesystem.h \
cmdline/cmdline.cpp \
cmdline/cmdline.h \
cmeasure/cmeasure.cpp \
cmeasure/cmeasure.h \
controlconfig/controlsconfig.cpp \
controlconfig/controlsconfig.h \
controlconfig/controlsconfigcommon.cpp \
cutscene/cutscenes.cpp \
cutscene/cutscenes.h \
cutscene/decoder16.cpp \
cutscene/decoder8.cpp \
cutscene/movie.cpp \
cutscene/movie.h \
cutscene/mve_audio.cpp \
cutscene/mvelib.cpp \
cutscene/mvelib.h \
cutscene/mveplayer.cpp \
cutscene/oggplayer.cpp \
cutscene/oggplayer.h \
ddsutils/ddsutils.cpp \
ddsutils/ddsutils.h \
debris/debris.cpp \
debris/debris.h \
debugconsole/console.cpp \
debugconsole/dbugfile.h \
debugconsole/timerbar.cpp \
debugconsole/timerbar.h \
decals/decals.cpp \
decals/decals.h \
demo/demo.cpp \
demo/demo.h \
exceptionhandler/exceptionhandler.cpp \
exceptionhandler/exceptionhandler.h \
external_dll/externalcode.h \
external_dll/trackirglobal.cpp \
external_dll/trackirglobal.h \
fireball/fireballs.cpp \
fireball/fireballs.h \
fireball/warpineffect.cpp \
fs2netd/fs2netd_client.cpp \
fs2netd/fs2netd_client.h \
fs2netd/tcp_client.cpp \
fs2netd/tcp_client.h \
fs2netd/tcp_socket.cpp \
fs2netd/tcp_socket.h \
fs2netd/protocol.h \
gamehelp/contexthelp.cpp \
gamehelp/contexthelp.h \
gamehelp/gameplayhelp.cpp \
gamehelp/gameplayhelp.h \
gamesequence/gamesequence.cpp \
gamesequence/gamesequence.h \
gamesnd/eventmusic.cpp \
gamesnd/eventmusic.h \
gamesnd/gamesnd.cpp \
gamesnd/gamesnd.h \
globalincs/alphacolors.cpp \
globalincs/alphacolors.h \
globalincs/crypt.cpp \
globalincs/crypt.h \
globalincs/def_files.cpp \
globalincs/def_files.h \
globalincs/globals.h \
globalincs/linklist.h \
globalincs/pstypes.h \
globalincs/safe_strings.cpp \
globalincs/safe_strings.h \
globalincs/safe_strings_test.cpp \
globalincs/systemvars.cpp \
globalincs/systemvars.h \
globalincs/version.cpp \
globalincs/version.h \
graphics/2d.cpp \
graphics/2d.h \
graphics/font.cpp \
graphics/font.h \
graphics/generic.cpp \
graphics/generic.h \
graphics/grbatch.cpp \
graphics/grbatch.h \
graphics/grinternal.h \
graphics/gropengl.cpp \
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/gropenglpostprocessing.cpp \
graphics/gropenglpostprocessing.h \
graphics/gropenglshader.cpp \
graphics/gropenglshader.h \
graphics/gropenglstate.cpp \
graphics/gropenglstate.h \
graphics/gropengltexture.cpp \
graphics/gropengltexture.h \
graphics/gropengltnl.cpp \
graphics/gropengltnl.h \
graphics/grstub.cpp \
graphics/grstub.h \
graphics/line.h \
graphics/tmapper.h \
hud/hud.cpp \
hud/hud.h \
hud/hudartillery.cpp \
hud/hudartillery.h \
hud/hudbrackets.cpp \
hud/hudbrackets.h \
hud/hudconfig.cpp \
hud/hudconfig.h \
hud/hudescort.cpp \
hud/hudescort.h \
hud/hudets.cpp \
hud/hudets.h \
hud/hudgauges.h \
hud/hudlock.cpp \
hud/hudlock.h \
hud/hudmessage.cpp \
hud/hudmessage.h \
hud/hudnavigation.cpp \
hud/hudnavigation.h \
hud/hudobserver.cpp \
hud/hudobserver.h \
hud/hudparse.cpp \
hud/hudparse.h \
hud/hudresource.h \
hud/hudreticle.cpp \
hud/hudreticle.h \
hud/hudshield.cpp \
hud/hudshield.h \
hud/hudsquadmsg.cpp \
hud/hudsquadmsg.h \
hud/hudtarget.cpp \
hud/hudtarget.h \
hud/hudtargetbox.cpp \
hud/hudtargetbox.h \
hud/hudwingmanstatus.cpp \
hud/hudwingmanstatus.h \
iff_defs/iff_defs.cpp \
iff_defs/iff_defs.h \
inetfile/cftp.cpp \
inetfile/cftp.h \
inetfile/chttpget.cpp \
inetfile/chttpget.h \
inetfile/inetgetfile.cpp \
inetfile/inetgetfile.h \
io/key.cpp \
io/key.h \
io/keycontrol.cpp \
io/keycontrol.h \
io/mouse.cpp \
io/mouse.h \
io/timer.cpp \
io/timer.h \
jpgutils/jpgutils.cpp \
jpgutils/jpgutils.h \
jumpnode/jumpnode.cpp \
jumpnode/jumpnode.h \
lab/lab.cpp \
lab/lab.h \
lab/wmcgui.cpp \
lab/wmcgui.h \
lighting/lighting.cpp \
lighting/lighting.h \
localization/fhash.cpp \
localization/fhash.h \
localization/localize.cpp \
localization/localize.h \
math/fix.cpp \
math/fix.h \
math/floating.cpp \
math/floating.h \
math/fvi.cpp \
math/fvi.h \
math/spline.cpp \
math/spline.h \
math/staticrand.cpp \
math/staticrand.h \
math/vecmat.cpp \
math/vecmat.h \
menuui/barracks.cpp \
menuui/barracks.h \
menuui/credits.cpp \
menuui/credits.h \
menuui/fishtank.cpp \
menuui/fishtank.h \
menuui/mainhallmenu.cpp \
menuui/mainhallmenu.h \
menuui/mainhalltemp.cpp \
menuui/mainhalltemp.h \
menuui/optionsmenu.cpp \
menuui/optionsmenu.h \
menuui/optionsmenumulti.cpp \
menuui/optionsmenumulti.h \
menuui/playermenu.cpp \
menuui/playermenu.h \
menuui/readyroom.cpp \
menuui/readyroom.h \
menuui/snazzyui.cpp \
menuui/snazzyui.h \
menuui/techmenu.cpp \
menuui/techmenu.h \
menuui/trainingmenu.cpp \
menuui/trainingmenu.h \
mission/missionbriefcommon.cpp \
mission/missionbriefcommon.h \
mission/missioncampaign.cpp \
mission/missioncampaign.h \
mission/missiongoals.cpp \
mission/missiongoals.h \
mission/missiongrid.cpp \
mission/missiongrid.h \
mission/missionhotkey.cpp \
mission/missionhotkey.h \
mission/missionload.cpp \
mission/missionload.h \
mission/missionlog.cpp \
mission/missionlog.h \
mission/missionmessage.cpp \
mission/missionmessage.h \
mission/missionparse.cpp \
mission/missionparse.h \
mission/missiontraining.cpp \
mission/missiontraining.h \
missionui/chatbox.cpp \
missionui/chatbox.h \
missionui/fictionviewer.cpp \
missionui/fictionviewer.h \
missionui/missionbrief.cpp \
missionui/missionbrief.h \
missionui/missioncmdbrief.cpp \
missionui/missioncmdbrief.h \
missionui/missiondebrief.cpp \
missionui/missiondebrief.h \
missionui/missionloopbrief.cpp \
missionui/missionloopbrief.h \
missionui/missionpause.cpp \
missionui/missionpause.h \
missionui/missionrecommend.cpp \
missionui/missionrecommend.h \
missionui/missionscreencommon.cpp \
missionui/missionscreencommon.h \
missionui/missionshipchoice.cpp \
missionui/missionshipchoice.h \
missionui/missionstats.cpp \
missionui/missionstats.h \
missionui/missionweaponchoice.cpp \
missionui/missionweaponchoice.h \
missionui/redalert.cpp \
missionui/redalert.h \
model/model.h \
model/modelanim.cpp \
model/modelanim.h \
model/modelcollide.cpp \
model/modelinterp.cpp \
model/modelsinc.h \
model/modeloctant.cpp \
model/modelread.cpp \
nebula/neb.cpp \
nebula/neb.h \
nebula/neblightning.cpp \
nebula/neblightning.h \
network/chat_api.cpp \
network/chat_api.h \
network/multi.cpp \
network/multi.h \
network/multilag.cpp \
network/multilag.h \
network/multimsgs.cpp \
network/multimsgs.h \
network/multiteamselect.cpp \
network/multiteamselect.h \
network/multiui.cpp \
network/multiui.h \
network/multiutil.cpp \
network/multiutil.h \
network/multi_campaign.cpp \
network/multi_campaign.h \
network/multi_data.cpp \
network/multi_data.h \
network/multi_dogfight.cpp \
network/multi_dogfight.h \
network/multi_endgame.cpp \
network/multi_endgame.h \
network/multi_ingame.cpp \
network/multi_ingame.h \
network/multi_kick.cpp \
network/multi_kick.h \
network/multi_log.cpp \
network/multi_log.h \
network/multi_obj.cpp \
network/multi_obj.h \
network/multi_observer.cpp \
network/multi_observer.h \
network/multi_oo.h \
network/multi_options.cpp \
network/multi_options.h \
network/multi_pause.cpp \
network/multi_pause.h \
network/multi_pinfo.cpp \
network/multi_pinfo.h \
network/multi_ping.cpp \
network/multi_ping.h \
network/multi_pmsg.cpp \
network/multi_pmsg.h \
network/multi_pxo.cpp \
network/multi_pxo.h \
network/multi_rate.cpp \
network/multi_rate.h \
network/multi_respawn.cpp \
network/multi_respawn.h \
network/multi_sexp.cpp \
network/multi_sexp.h \
network/multi_team.cpp \
network/multi_team.h \
network/multi_update.h \
network/multi_voice.cpp \
network/multi_voice.h \
network/multi_xfer.cpp \
network/multi_xfer.h \
network/psnet.cpp \
network/psnet.h \
network/psnet2.cpp \
network/psnet2.h \
network/stand_gui.cpp \
network/stand_gui-unix.cpp \
network/stand_gui.h \
object/collidedebrisship.cpp \
object/collidedebrisweapon.cpp \
object/collideshipship.cpp \
object/collideshipweapon.cpp \
object/collideweaponweapon.cpp \
object/deadobjectdock.cpp \
object/deadobjectdock.h \
object/objcollide.cpp \
object/objcollide.h \
object/objectdock.cpp \
object/objectdock.h \
object/object.cpp \
object/object.h \
object/objectshield.cpp \
object/objectshield.h \
object/objectsnd.cpp \
object/objectsnd.h \
object/objectsort.cpp \
object/parseobjectdock.cpp \
object/parseobjectdock.h \
object/waypoint.cpp \
object/waypoint.h \
observer/observer.cpp \
observer/observer.h \
palman/palman.cpp \
palman/palman.h \
parse/encrypt.cpp \
parse/encrypt.h \
parse/lua.cpp \
parse/lua.h \
parse/parselo.cpp \
parse/parselo.h \
parse/scripting.cpp \
parse/scripting.h \
parse/sexp.cpp \
parse/sexp.h \
particle/particle.cpp \
particle/particle.h \
pcxutils/pcxutils.cpp \
pcxutils/pcxutils.h \
pngutils/pngutils.cpp \
pngutils/pngutils.h \
physics/physics.cpp \
physics/physics.h \
playerman/managepilot.cpp \
playerman/managepilot.h \
playerman/player.h \
playerman/playercontrol.cpp \
popup/popup.cpp \
popup/popup.h \
popup/popupdead.cpp \
popup/popupdead.h \
radar/radar.cpp \
radar/radar.h \
radar/radarorb.cpp \
radar/radarorb.h \
radar/radarsetup.cpp \
radar/radarsetup.h \
render/3d.h \
render/3dclipper.cpp \
render/3ddraw.cpp \
render/3dinternal.h \
render/3dlaser.cpp \
render/3dmath.cpp \
render/3dsetup.cpp \
ship/afterburner.cpp \
ship/afterburner.h \
ship/awacs.cpp \
ship/awacs.h \
ship/shield.cpp \
ship/ship.cpp \
ship/ship.h \
ship/shipcontrails.cpp \
ship/shipcontrails.h \
ship/shipfx.cpp \
ship/shipfx.h \
ship/shiphit.cpp \
ship/shiphit.h \
ship/subsysdamage.h \
sound/audiostr.cpp \
sound/audiostr.h \
sound/acm.cpp \
sound/acm.h \
sound/ds.cpp \
sound/ds.h \
sound/ds3d.cpp \
sound/ds3d.h \
sound/dscap.cpp \
sound/dscap.h \
sound/fsspeech.cpp \
sound/fsspeech.h \
sound/openal.cpp \
sound/openal.h \
sound/rtvoice.cpp \
sound/rtvoice.h \
sound/sound.cpp \
sound/sound.h \
sound/speech.cpp \
sound/speech.h \
sound/voicerec.cpp \
sound/voicerec.h \
sound/ogg/ogg.cpp \
sound/ogg/ogg.h \
species_defs/species_defs.cpp \
species_defs/species_defs.h \
starfield/nebula.cpp \
starfield/nebula.h \
starfield/starfield.cpp \
starfield/starfield.h \
starfield/supernova.cpp \
starfield/supernova.h \
stats/medals.cpp \
stats/medals.h \
stats/scoring.cpp \
stats/scoring.h \
stats/stats.cpp \
stats/stats.h \
tgautils/tgautils.cpp \
tgautils/tgautils.h \
ui/button.cpp \
ui/checkbox.cpp \
ui/gadget.cpp \
ui/icon.cpp \
ui/inputbox.cpp \
ui/keytrap.cpp \
ui/listbox.cpp \
ui/radio.cpp \
ui/scroll.cpp \
ui/slider.cpp \
ui/slider2.cpp \
ui/ui.h \
ui/uidefs.h \
ui/uidraw.cpp \
ui/uimouse.cpp \
ui/window.cpp \
weapon/beam.cpp \
weapon/beam.h \
weapon/corkscrew.cpp \
weapon/corkscrew.h \
weapon/emp.cpp \
weapon/emp.h \
weapon/flak.cpp \
weapon/flak.h \
weapon/muzzleflash.cpp \
weapon/muzzleflash.h \
weapon/shockwave.cpp \
weapon/shockwave.h \
weapon/swarm.cpp \
weapon/swarm.h \
weapon/trails.cpp \
weapon/trails.h \
weapon/weapons.cpp \
weapon/weapon.h
## conditional includes follow:
## joystic support sources
if FS2_OS_WIN32
JOY_SOURCES = \
io/joy.cpp \
io/joy.h \
io/joy_ff.cpp \
io/joy_ff.h \
io/sw_error.hpp \
io/sw_force.h \
io/sw_guid.hpp \
io/swff_lib.cpp
endif
if FS2_OS_UNIX
JOY_SOURCES = \
io/joy.h \
io/joy_ff.h \
io/joy-unix.cpp
endif
## Win32-specific sources
if FS2_OS_WIN32
WIN32_SOURCES = \
directx/vasync.h \
directx/vd3dtypes.h \
directx/vddraw.h \
directx/vdinput.h \
directx/vdplay.h \
directx/vdplobby.h \
directx/vdsetup.h \
directx/vdvp.h \
globalincs/windebug.cpp \
graphics/gl/GLAUX.H \
graphics/gl/GLU.H \
graphics/gl/Gl.h \
graphics/gl/Glext.h \
graphics/gl/wglext.h \
osapi/monopub.h \
osapi/osapi.cpp \
osapi/osapi.h \
osapi/osregistry.cpp \
osapi/osregistry.h \
osapi/outwnd.cpp \
osapi/outwnd.h
endif
## Unix-specific sources
if FS2_OS_UNIX
UNIX_SOURCES = \
osapi/osapi_unix.cpp \
osapi/osapi.h \
osapi/osregistry_unix.cpp \
osapi/osregistry.h \
osapi/outwnd_unix.cpp \
osapi/outwnd.h \
windows_stub/stubs.cpp \
windows_stub/config.h
endif
## libcode.a
libcode_a_SOURCES = ${FS2_SOURCES} ${JOY_SOURCES} ${WIN32_SOURCES} \
${UNIX_SOURCES}
##
## End CODE library
##
###############################################################################
###############################################################################
##
## Begin MAIN fs2 binary
##
FS2OPEN_SOURCES = \
freespace2/freespace.cpp \
freespace2/freespace.h \
freespace2/levelpaging.cpp \
freespace2/levelpaging.h
fs2_open_d_SOURCES = \
${FS2OPEN_SOURCES}
fs2_open_r_SOURCES = \
${FS2OPEN_SOURCES}
fs2_open_INF_d_SOURCES = \
${FS2OPEN_SOURCES}
fs2_open_INF_r_SOURCES = \
${FS2OPEN_SOURCES}
fs2_open_d_LDADD = libcode.a
fs2_open_r_LDADD = libcode.a
fs2_open_INF_d_LDADD = libcode.a
fs2_open_INF_r_LDADD = libcode.a
##
## End MAIN binary
##
###############################################################################
###############################################################################
##
## Begin wxFRED2 binary
##
wxFRED_SOURCES = \
wxfred2/wxfred2.cpp \
wxfred2/wxfred2.h \
wxfred2/fredframe.cpp \
wxfred2/fredframe.h \
wxfred2/wxfred_xrc.cpp \
wxfred2/wxfred_xrc.h
wxFRED2_d_SOURCES = \
${wxFRED_SOURCES}
wxFRED2_r_SOURCES = \
${wxFRED_SOURCES}
wxFRED2_INF_d_SOURCES = \
${wxFRED_SOURCES}
wxFRED2_INF_r_SOURCES = \
${wxFRED_SOURCES}
wxFRED2_d_LDADD = libcode.a
wxFRED2_r_LDADD = libcode.a
wxFRED2_INF_d_LDADD = libcode.a
wxFRED2_INF_r_LDADD = libcode.a
##
## End wxFRED2 binary
##
###############################################################################
+19 -26
View File
@@ -7,26 +7,23 @@
*
*/
/**
* @file
* The code in here is just for bookeeping, allocating AI slots and linking them to ships.
* See AiCode.cpp for the actual AI code.
*/
// The code in here is just for bookeeping, allocating
// ai slots and linking them to ships.
// See AiCode.cpp for the actual AI code.
#include "ai/ai.h"
#include "object/object.h"
#include "ship/ship.h"
int Total_goal_target_names = 0;
char Goal_target_names[MAX_GOAL_TARGET_NAMES][NAME_LENGTH];
int Total_goal_ship_names = 0;
char Goal_ship_names[MAX_GOAL_SHIP_NAMES][NAME_LENGTH];
ai_info Ai_info[MAX_AI_INFO];
ai_info *Player_ai;
/**
* @brief Returns index of free AI slot.
* @return Return -1 if no free slot.
*/
// Return index of free AI slot.
// Return -1 if no free slot.
int ai_get_slot(int shipnum)
{
int i;
@@ -43,10 +40,8 @@ int ai_get_slot(int shipnum)
return -1;
}
/**
* @brief Frees a currently used AI slot.
* @details Only modifies in ::Ai_info struct. Does not modify hook in ship.
*/
// Releases an AI slot to be used by someone else.
// Only modifies in Ai_info struct. Does not modify hook in ship.
void ai_free_slot(int ai_index)
{
Assert( (ai_index >= 0) && (ai_index < MAX_AI_INFO) );
@@ -82,22 +77,20 @@ void set_wingnum(int objnum, int wingnum)
Ai_info[ai_index].wing = wingnum;
}
char *ai_get_goal_target_name(const char *name, int *index)
char *ai_get_goal_ship_name(char *name, int *index)
{
Assert(name != NULL);
Assert(index != NULL);
int i;
for (i=0; i < Total_goal_target_names; i++)
if (!stricmp(name, Goal_target_names[i])) {
for (i=0; i < Total_goal_ship_names; i++)
if (!stricmp(name, Goal_ship_names[i])) {
*index = i;
return Goal_target_names[i];
return Goal_ship_names[i];
}
Assert(Total_goal_target_names < MAX_GOAL_TARGET_NAMES);
Assertion(strlen(name) <= NAME_LENGTH - 1, "Goal target name %s is too long. Needs to be 31 characters or less.", name);
i = Total_goal_target_names++;
strcpy_s(Goal_target_names[i], name);
Assert(Total_goal_ship_names < MAX_GOAL_SHIP_NAMES);
Assertion(strlen(name) < NAME_LENGTH - 1, "Ship name %s is too long. Needs to be 31 characters or less.", name);
i = Total_goal_ship_names++;
strcpy_s(Goal_ship_names[i], name);
*index = i;
return Goal_target_names[i];
return Goal_ship_names[i];
}
+114 -78
View File
@@ -12,32 +12,54 @@
#ifndef _AI_H
#define _AI_H
#include "ai/ai_profiles.h"
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
#include "object/waypoint.h"
#include "ai/ai_profiles.h"
#include "physics/physics.h"
#include "ship/ship_flags.h"
class ship_weapon;
class ship_subsys;
class object;
class ship_info;
struct ship_weapon;
struct ship_subsys;
struct object;
struct ship_info;
#define AI_DEFAULT_CLASS 3 // default AI class for new ships (Fred)
typedef struct ai_flag_name {
AI::AI_Flags flag;
char flag_name[TOKEN_LENGTH];
} ai_flag_name;
#define AIF_FORMATION_WING (1 << 0) // Fly in formation as part of wing.
#define AIF_AWAITING_REPAIR (1 << 1) // Awaiting a repair ship.
#define AIF_BEING_REPAIRED (1 << 2) // Currently docked with repair ship.
#define AIF_REPAIRING (1 << 3) // Repairing a ship (or going to repair a ship)
#define AIF_SEEK_LOCK (1 << 4) // set if should focus on gaining aspect lock, not hitting with lasers
#define AIF_FORMATION_OBJECT (1 << 5) // Fly in formation off a specific object.
#define AIF_TEMPORARY_IGNORE (1 << 6) // Means current ignore_objnum is only temporary, not an order from the player.
#define AIF_USE_EXIT_PATH (1 << 7) // Used by path code, to flag path as an exit path
#define AIF_USE_STATIC_PATH (1 << 8) // Used by path code, use fixed path, don't try to recreate
#define AIF_TARGET_COLLISION (1 << 9) // Collided with aip->target_objnum last frame. Avoid that ship for half a second or so.
#define AIF_UNLOAD_SECONDARIES (1 << 10) // Fire secondaries as fast as possible!
#define AIF_ON_SUBSYS_PATH (1 << 11) // Current path leads to a subsystem
#define AIF_AVOID_SHOCKWAVE_SHIP (1 << 12) // Avoid an existing shockwave from a ship.
#define AIF_AVOID_SHOCKWAVE_WEAPON (1 << 13) // Avoid an expected shockwave from a weapon. shockwave_object field contains object index.
#define AIF_AVOID_SHOCKWAVE_STARTED (1 << 14) // Already started avoiding shockwave, don't keep deciding whether to avoid.
#define AIF_ATTACK_SLOWLY (1 << 15) // Move slowly while attacking.
#define AIF_REPAIR_OBSTRUCTED (1 << 16) // Ship wants to be repaired, but path is obstructed.
#define AIF_KAMIKAZE (1 << 17) // Crash into target
#define AIF_NO_DYNAMIC (1 << 18) // Not allowed to get dynamic goals
#define AIF_AVOIDING_SMALL_SHIP (1 << 19) // Avoiding a player ship.
#define AIF_AVOIDING_BIG_SHIP (1 << 20) // Avoiding a large ship.
#define AIF_BIG_SHIP_COLLIDE_RECOVER_1 (1 << 21) // Collided into a big ship. Recovering by flying away.
#define AIF_BIG_SHIP_COLLIDE_RECOVER_2 (1 << 22) // Collided into a big ship. Fly towards big ship sphere perimeter.
#define AIF_STEALTH_PURSUIT (1 << 23) // Ai is trying to fight stealth ship
#define MAX_AI_FLAG_NAMES 2
extern ai_flag_name Ai_flag_names[];
// Goober5000
#define AIF_UNLOAD_PRIMARIES (1 << 24) // Fire primaries as fast as possible!
#define AIF_TRYING_UNSUCCESSFULLY_TO_WARP (1 << 25) // Trying to warp, but can't warp at the moment
#define AIF_AVOID_SHOCKWAVE (AIF_AVOID_SHOCKWAVE_SHIP | AIF_AVOID_SHOCKWAVE_WEAPON)
#define AIF_FORMATION (AIF_FORMATION_WING | AIF_FORMATION_OBJECT)
// dock_orient_and_approach() modes.
#define DOA_APPROACH 1 // Approach the current point on the path (aip->path_cur)
#define DOA_DOCK 2 // Dock with goal object.
#define DOA_DOCK 2 // Dock with goal object.
#define DOA_UNDOCK_1 3 // Begin undocking with goal object. Just move away.
#define DOA_UNDOCK_2 4 // Secondary undocking. Move away.
#define DOA_UNDOCK_3 5 // Tertiary undocking. Move away and orient away.
@@ -51,7 +73,7 @@ extern ai_flag_name Ai_flag_names[];
// Submodes for seeking safety.
#define AISS_1 41 // Pick a spot to fly to.
#define AISS_2 42 // Flying to spot.
#define AISS_3 43 // Gotten near spot, fly about there.
#define AISS_3 43 // Gotten near spot, fly about there.
#define AISS_1a 44 // Pick a new nearby spot because we are endangered, then go to AISS_2
#define MAX_AI_GOALS 5
@@ -60,12 +82,24 @@ extern ai_flag_name Ai_flag_names[];
// have priority over others (i.e. when a player issues a goal to a wing, then a seperate
// goal to a ship in that wing). We would probably use this type in conjunction with
// goal priority to establish which goal to follow
#define AIG_TYPE_EVENT_SHIP 1 // from mission event direct to ship
#define AIG_TYPE_EVENT_WING 2 // from mission event direct to wing
#define AIG_TYPE_EVENT_SHIP 1 // from mission event direct to ship
#define AIG_TYPE_EVENT_WING 2 // from mission event direct to wing
#define AIG_TYPE_PLAYER_SHIP 3 // from player direct to ship
#define AIG_TYPE_PLAYER_WING 4 // from player direct to wing
#define AIG_TYPE_DYNAMIC 5 // created on the fly
// flags for AI_GOALS
#define AIGF_DOCKER_INDEX_VALID (1<<0) // when set, index field for docker is valid
#define AIGF_DOCKEE_INDEX_VALID (1<<1) // when set, index field for dockee is valid
#define AIGF_GOAL_ON_HOLD (1<<2) // when set, this goal cannot currently be satisfied, although it could be in the future
#define AIGF_SUBSYS_NEEDS_FIXUP (1<<3) // when set, the subsystem index (for a destroy subsystem goal) is invalid and must be gotten from the subsys name stored in docker.name field!!
#define AIGF_GOAL_OVERRIDE (1<<4) // paired with AIG_TYPE_DYNAMIC to mean this goal overrides any other goal
#define AIGF_PURGE (1<<5) // purge this goal next time we process
#define AIGF_GOALS_PURGED (1<<6) // this goal has already caused other goals to get purged
#define AIGF_DOCK_SOUND_PLAYED (1<<7) // Goober5000 - replacement for AL's hack ;)
#define AIGF_DOCK_INDEXES_VALID (AIGF_DOCKER_INDEX_VALID|AIGF_DOCKEE_INDEX_VALID)
// Flags to ai_turn_towards_vector().
#define AITTV_FAST (1<<0) // Turn fast, not slowed down based on skill level.
#define AITTV_VIA_SEXP (1<<1) // Goober5000 - via sexp
@@ -73,21 +107,29 @@ extern ai_flag_name Ai_flag_names[];
#define KAMIKAZE_HULL_ON_DEATH -1000.0f // Hull strength ship gets set to if it crash-dies.
// flags for possible ai overrides
#define AIORF_FULL (1<<0) // Full sexp control
#define AIORF_ROLL (1<<1) // Sexp forced roll maneuver
#define AIORF_PITCH (1<<2) // Sexp forced pitch change
#define AIORF_HEADING (1<<3) // Sexp forced heading change
#define AIORF_FULL_LAT (1<<4) // full control over up/side/forward movement
#define AIORF_UP (1<<5) // vertical movement
#define AIORF_SIDEWAYS (1<<6) // horizontal movement
#define AIORF_FORWARD (1<<7) // forward movement
// structure for AI goals
typedef struct ai_goal {
int signature; // Unique identifier. All goals ever created (per mission) have a unique signature.
int ai_mode; // one of the AIM_* modes for this goal
int ai_submode; // maybe need a submode
int type; // one of the AIG_TYPE_* values above
flagset<AI::Goal_Flags> flags; // one of the AIGF_* values above
int flags; // one of the AIGF_* values above
fix time; // time at which this goal was issued.
int priority; // how important is this goal -- number 0 - 100
char *target_name; // name of the thing that this goal acts upon
int target_name_index; // index of goal_target_name in Goal_target_names[][]
waypoint_list *wp_list; // waypoints that this ship might fly.
int target_instance; // instance of thing this ship might be chasing (currently only used for weapons; note, not the same as objnum!)
int target_signature; // signature of object this ship might be chasing (currently only used for weapons; paired with above value to confirm target)
char *ship_name; // name of the ship that this goal acts upon
int ship_name_index; // index of ship_name in Goal_ship_names[][]
int wp_index; // index into waypoints list of waypoints that this ship might fly.
int weapon_signature; // signature of weapon this ship might be chasing. Paired with above value to get target.
// unions for docking stuff.
// (AIGF_DOCKER_INDEX_VALID and AIGF_DOCKEE_INDEX_VALID tell us to use indexes; otherwise we use names)
@@ -104,7 +146,7 @@ typedef struct ai_goal {
} ai_goal;
#define MAX_GOAL_TARGET_NAMES 100
#define MAX_GOAL_SHIP_NAMES 100
#define AIM_CHASE 0
#define AIM_EVADE 1
@@ -114,25 +156,25 @@ typedef struct ai_goal {
#define AIM_GUARD 5 // Guard an object
#define AIM_AVOID 6 // Avoid an object
#define AIM_WAYPOINTS 7 // Fly waypoints
#define AIM_DOCK 8 // Dock with ship.
#define AIM_NONE 9 // Uh, do nothing.
#define AIM_DOCK 8 // Dock with ship.
#define AIM_NONE 9 // Uh, do nothing.
#define AIM_BIGSHIP 10 // Like a capital ship, doesn't focus on one ship.
#define AIM_PATH 11 // Follow path on ship
#define AIM_PATH 11 // Follow path on ship
#define AIM_BE_REARMED 12 // Allow self to be rearmed
#define AIM_SAFETY 13 // Seek safety at periphery of battle
#define AIM_EVADE_WEAPON 14 // Evade a weapon.
#define AIM_STRAFE 15 // Attack a big ship by strafing it
#define AIM_STRAFE 15 // attack a big ship by strafing it
#define AIM_PLAY_DEAD 16 // Play dead. Get it? Don't move, fire, etc.
#define AIM_BAY_EMERGE 17 // Emerging from a fighter bay, following path to do so
#define AIM_BAY_DEPART 18 // Departing to a fighter bay, following path to do so
#define AIM_SENTRYGUN 19 // AI mode for sentry guns only (floating turrets)
#define AIM_BAY_EMERGE 17 // Emerging from a fighter bay, following path to do so
#define AIM_BAY_DEPART 18 // Departing to a fighter bay, following path to do so
#define AIM_SENTRYGUN 19 // AI mode for sentry guns only (floating turrets)
#define AIM_WARP_OUT 20 // Commence warp out sequence. Point in legal direction. Then call John's code.
#define AIM_FLY_TO_SHIP 21 // [Kazan] Fly to a ship, doesn't matter if it's hostile or friendly -- for Autopilot usage
#define AIM_FLY_TO_SHIP 21 // [Kazan] Fly to a ship, doesn't matter if it's hostile or friendly -- for Autopilot usage
#define MAX_AI_BEHAVIORS 22 // Number of AIM_xxxx types
#define MAX_AI_BEHAVIORS 22 // Number of AIM_xxxx types
#define MAX_WAYPOINTS_PER_LIST 20
#define MAX_ENEMY_DISTANCE 2500.0f // Maximum distance from which a ship will pursue an enemy.
#define MAX_ENEMY_DISTANCE 2500.0f // maximum distance from which a ship will pursue an enemy.
#define AI_GOAL_NONE -1
@@ -170,8 +212,10 @@ typedef struct ai_class {
int ai_chance_to_use_missiles_on_plr[NUM_SKILL_LEVELS];
float ai_max_aim_update_delay[NUM_SKILL_LEVELS];
float ai_turret_max_aim_update_delay[NUM_SKILL_LEVELS];
flagset<AI::Profile_Flags> ai_profile_flags; //Holds the state of flags that are set
flagset<AI::Profile_Flags> ai_profile_flags_set; //Holds which flags are set and which are just left alone
int ai_profile_flags; //Holds the state of flags that are set
int ai_profile_flags_set; //Holds which flags are set and which are just left alone
int ai_profile_flags2;
int ai_profile_flags2_set;
//SUSHI: These are optional overrides to an AI class to prevent the automatic scaling based on AI class index
int ai_aburn_use_factor[NUM_SKILL_LEVELS];
@@ -207,12 +251,13 @@ typedef struct ai_class {
#define AIS_CHASE_CIRCLESTRAFE 19 // Attempt a circle-strafe on the target
// Submodes for docking behavior
#define AIS_DOCK_0 20
#define AIS_DOCK_1 21
#define AIS_DOCK_2 22
#define AIS_DOCK_3 23
#define AIS_DOCK_4 24 // Only for rearm/repair.
#define AIS_DOCK_4A 25 // Only for not rearm/repair. MK, 7/15/97
#define AIS_DOCK_0 21
#define AIS_DOCK_1 22
#define AIS_DOCK_2 23
#define AIS_DOCK_3 24
//#define AIS_DOCK_3A 25
#define AIS_DOCK_4 26 // Only for rearm/repair.
#define AIS_DOCK_4A 27 // Only for not rearm/repair. MK, 7/15/97
#define AIS_UNDOCK_0 30
#define AIS_UNDOCK_1 31
#define AIS_UNDOCK_2 32
@@ -268,7 +313,7 @@ extern pnode *Ppfp; // Free pointer in path points.
#define MAX_IGNORE_NEW_OBJECTS 7
typedef struct ai_info {
flagset<AI::AI_Flags> ai_flags; // Special flags for AI behavior.
int ai_flags; // Special flags for AI behavior.
int shipnum; // Ship using this slot, -1 means none.
int type; //
int wing; // Member of what wing? -1 means none.
@@ -310,10 +355,11 @@ typedef struct ai_info {
int ai_class; // Class. Might be override of default.
// Probably become obsolete, to be replaced by path_start, path_cur, etc.
waypoint_list *wp_list; // waypoint list being followed
size_t wp_index; // waypoint index in list
int wp_list; // waypoint list index
int wp_index; // waypoint index in list
int wp_flags; // waypoint flags, see WPF_xxxx
int waypoint_speed_cap; // -1 no cap, otherwise cap - changed to int by Goober5000
int wp_dir; // 1 or -1, amount to add to get to next waypoint index.
int waypoint_speed_cap; // -1 no cap, otherwise cap - changed to int by Goober5000
// Path following information
int path_start; // Index into global array, start of path.
@@ -330,7 +376,6 @@ typedef struct ai_info {
fix path_next_check_time; // Last time checked to see if would collide with model.
int path_goal_dist; // minimum distance to first path point to consider path reached
int path_subsystem_next_check; // timestamp to next check if subsystem is still visible
vec3d path_depart_orient; //Rotational orientation associated with the path
int submode;
int previous_submode; // previous submode, get it?
@@ -401,7 +446,8 @@ typedef struct ai_info {
int ai_chance_to_use_missiles_on_plr;
float ai_max_aim_update_delay;
float ai_turret_max_aim_update_delay;
flagset<AI::Profile_Flags> ai_profile_flags; //Holds AI_Profiles flags (possibly overriden by AI class) that actually apply to AI
int ai_profile_flags; //Holds AI_Profiles flags (possibly overriden by AI class) that actually apply to AI
int ai_profile_flags2;
union {
@@ -415,6 +461,9 @@ typedef struct ai_info {
float aspect_locked_time; // Time towards acquiring lock for current_target
// ship_subsys *targeted_subobject; // subsystem to attack
// int attack_subsystem_parent; // objnum of the object containing the attack_subsystem
// Goober5000
int support_ship_objnum; // objnum of support ship docking with us, or (if we're a support ship) object we're docking to
int support_ship_signature; // signature of the same
@@ -460,7 +509,7 @@ typedef struct ai_info {
int self_destruct_timestamp; // Time at which to self-destruct, probably due to being disabled.
int ok_to_target_timestamp; // Time at which this ship can dynamically target.
int kamikaze_damage; // some damage value used to produce a shockwave from a kamikaze ship
float kamikaze_damage; // some damage value used to produce a shockwave from a kamikaze ship
vec3d big_attack_point; // Global point this ship is attacking on a big ship.
vec3d big_attack_surface_normal; // Surface normal at ship at big_attack_point;
int pick_big_attack_point_timestamp; // timestamp at which to pick a new point to attack on a big ship.
@@ -485,22 +534,11 @@ typedef struct ai_info {
vec3d artillery_lock_pos; // base position of the lock point on (in model's frame of reference)
float lethality; // measure of how dangerous ship is to enemy BIG|HUGE ships (likelyhood of targeting)
flagset<AI::Maneuver_Override_Flags> ai_override_flags; // flags for marking ai overrides from sexp or lua systems
int ai_override_flags; // flags for marking ai overrides from sexp or lua systems
control_info ai_override_ci; // ai override control info
int ai_override_timestamp; // mark for when to end the current override
} ai_info;
// Goober5000
typedef struct {
vec3d docker_point;
vec3d dockee_point;
int dock_mode;
int submodel;
vec3d submodel_pos;
float submodel_r;
float submodel_w;
} rotating_dockpoint_info;
#define MAX_AI_INFO MAX_SHIPS
// SUBSYS_PATH_DIST is used as the distance that a subsystem path should terminate from the actual
@@ -513,8 +551,8 @@ typedef struct {
#define BURST_DURATION 500 // decay time over which Player->damage_this_burst falls from MAX_BURST_DAMAGE to 0
extern int Mission_all_attack; // !0 means all teams attack all teams.
extern int Total_goal_target_names;
extern char Goal_target_names[MAX_GOAL_TARGET_NAMES][NAME_LENGTH];
extern int Total_goal_ship_names;
extern char Goal_ship_names[MAX_GOAL_SHIP_NAMES][NAME_LENGTH];
extern void update_ai_info_for_hit(int hitter_obj, int hit_obj);
extern void ai_frame_all(void);
@@ -530,7 +568,7 @@ extern char** Ai_class_names;
extern int Num_ai_classes;
extern int Ai_firing_enabled;
extern const char *Skill_level_names(int skill_level, int translate = 1);
extern char *Skill_level_names(int skill_level, int translate = 1);
extern int Ai_goal_signature;
// need access to following data in AiBig.cpp
@@ -556,19 +594,20 @@ void ai_process( object * obj, int ai_index, float frametime );
int get_wingnum(int objnum);
void set_wingnum(int objnum, int wingnum);
char *ai_get_goal_target_name(const char *name, int *index);
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, ship_subsys *ssp, int ship_info_index = -1);
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);
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 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);
extern void ai_start_waypoints(object *objp, waypoint_list *wp_list, int wp_flags);
extern void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags);
extern void ai_ship_hit(object *objp_ship, object *hit_objp, vec3d *hitpos, int shield_quadrant, vec3d *hit_normal);
extern void ai_ship_destroy(int shipnum, Ship::Exit_Flags method);
extern void ai_ship_destroy(int shipnum, int method);
extern 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 = NULL, int sexp_flags = 0);
extern void init_ai_object(int objnum);
extern void ai_init(void); // Call this one to parse ai.tbl.
@@ -629,7 +668,7 @@ extern int ai_maybe_fire_afterburner(object *objp, ai_info *aip);
extern void set_predicted_enemy_pos(vec3d *predicted_enemy_pos, object *pobjp, vec3d *enemy_pos, vec3d *enemy_vel, ai_info *aip);
extern int is_instructor(object *objp);
extern int find_enemy(int objnum, float range, int max_attackers, int ship_info_index = -1);
extern int find_enemy(int objnum, float range, int max_attackers);
float ai_get_weapon_speed(ship_weapon *swp);
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);
@@ -642,16 +681,12 @@ extern void ai_do_objects_docked_stuff(object *docker, int docker_point, object
extern void ai_do_objects_undocked_stuff( object *docker, object *dockee );
extern void ai_do_objects_repairing_stuff( object *repaired_obj, object *repair_obj, int how );
// Goober5000
// Move to a position relative to a dock bay using thrusters.
extern float dock_orient_and_approach(object *docker_objp, int docker_index, object *dockee_objp, int dockee_index, int dock_mode, rotating_dockpoint_info *rdinfo = NULL);
extern int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold);
void ai_set_mode_warp_out(object *objp, ai_info *aip);
// prototyped by Goober5000
int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers, int ship_info_index);
int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers);
// moved to header file by Goober5000
void ai_announce_ship_dying(object *dying_objp);
@@ -666,7 +701,8 @@ void process_subobjects(int objnum);
//SUSHI: Setting ai_info stuff from both ai class and ai profile
void init_aip_from_class_and_profile(ai_info *aip, ai_class *aicp, ai_profile_t *profile);
void ai_update_aim(ai_info *aip);
//SUSHI: Updating AI aim
void ai_update_aim(ai_info *aip, object* En_Objp);
//SUSHI: Random evasive sidethrust
void do_random_sidethrust(ai_info *aip, ship_info *sip);
-121
View File
@@ -1,121 +0,0 @@
#ifndef AI_FLAGS_H
#define AI_FLAGS_H
#include "globalincs/flagset.h"
namespace AI {
FLAG_LIST(AI_Flags) {
Formation_wing, // Fly in formation as part of wing.
Awaiting_repair, // Awaiting a repair ship.
Being_repaired, // Currently docked with repair ship.
Repairing, // Repairing a ship (or going to repair a ship)
Seek_lock, // set if should focus on gaining aspect lock, not hitting with lasers
Formation_object, // Fly in formation off a specific object.
Temporary_ignore, // Means current ignore_objnum is only temporary, not an order from the player.
Use_exit_path, // Used by path code, to flag path as an exit path
Use_static_path, // Used by path code, use fixed path, don't try to recreate
Target_collision, // Collided with aip->target_objnum last frame. Avoid that ship for half a second or so.
Unload_secondaries, // Fire secondaries as fast as possible!
On_subsys_path, // Current path leads to a subsystem
Avoid_shockwave_ship, // Avoid an existing shockwave from a ship.
Avoid_shockwave_weapon, // Avoid an expected shockwave from a weapon. shockwave_object field contains object index.
Avoid_shockwave_started, // Already started avoiding shockwave, don't keep deciding whether to avoid.
Attack_slowly, // Move slowly while attacking.
Repair_obstructed, // Ship wants to be repaired, but path is obstructed.
Kamikaze, // Crash into target
No_dynamic, // Not allowed to get dynamic goals
Avoiding_small_ship, // Avoiding a player ship.
Avoiding_big_ship, // Avoiding a large ship.
Big_ship_collide_recover_1, // Collided into a big ship. Recovering by flying away.
Big_ship_collide_recover_2, // Collided into a big ship. Fly towards big ship sphere perimeter.
Stealth_pursuit, // AI is trying to fight stealth ship
Unload_primaries, // Fire primaries as fast as possible!
Trying_unsuccessfully_to_warp, // Trying to warp, but can't warp at the moment
Free_afterburner_use, // Use afterburners while following waypoints or flying towards objects
NUM_VALUES
};
FLAG_LIST(Goal_Flags) {
Docker_index_valid, // when set, index field for docker is valid
Dockee_index_valid, // when set, index field for dockee is valid
Goal_on_hold, // when set, this goal cannot currently be satisfied, although it could be in the future
Subsys_needs_fixup, // when set, the subsystem index (for a destroy subsystem goal) is invalid and must be gotten from the subsys name stored in docker.name field!!
Goal_override, // paired with AIG_TYPE_DYNAMIC to mean this goal overrides any other goal
Purge, // purge this goal next time we process
Goals_purged, // this goal has already caused other goals to get purged
Depart_sound_played,// Goober5000 - replacement for AL's hack ;)
Target_own_team,
NUM_VALUES
};
FLAG_LIST(Maneuver_Override_Flags) {
Full, // Full sexp control
Roll, // Sexp forced roll maneuver
Pitch, // Sexp forced pitch change
Heading, // Sexp forced heading change
Full_lat, // full control over up/side/forward movement
Up, // vertical movement
Sideways, // horizontal movement
Forward, // forward movement
NUM_VALUES
};
FLAG_LIST(Profile_Flags) {
Advanced_turret_fov_edge_checks,
Ai_aims_from_ship_center,
Ai_can_slow_down_attacking_big_ships,
Ai_guards_specific_ship_in_wing,
All_ships_manage_shields,
Allow_multi_event_scoring,
Allow_primary_link_at_start,
Allow_rapid_secondary_dumbfire,
Allow_turrets_target_weapons_freely,
Allow_vertical_dodge,
Aspect_invulnerability_fix,
Aspect_lock_countermeasure,
Assist_scoring_scales_with_damage,
Beams_damage_weapons,
Big_ships_can_attack_beam_turrets_on_untargeted_ships,
Disable_linked_fire_penalty,
Disable_weapon_damage_scaling,
Dont_insert_random_turret_fire_delay,
Fix_ai_class_bug,
Fix_ai_path_order_bug,
Fix_heat_seeker_stealth_bug,
Fix_linked_primary_bug,
Force_beam_turret_fov,
Glide_decay_requires_thrust,
Hack_improve_non_homing_swarm_turret_fire_accuracy,
Huge_turret_weapons_ignore_bombs,
Include_beams_in_stat_calcs,
Kill_scoring_scales_with_damage,
Multi_allow_empty_primaries,
Multi_allow_empty_secondaries,
Navigation_subsys_governs_warp,
No_min_dock_speed_cap,
No_special_player_avoid,
No_warp_camera,
Perform_fewer_scream_checks,
Player_weapon_scale_fix,
Prevent_targeting_bombs_beyond_range,
Require_turret_to_have_target_in_fov,
Shockwaves_damage_small_ship_subsystems,
Smart_afterburner_management,
Smart_primary_weapon_selection,
Smart_secondary_weapon_selection,
Smart_shield_management,
Smart_subsystem_targeting_for_turrets,
Strict_turred_tagged_only_targeting,
Turrets_ignore_target_radius,
Use_additive_weapon_velocity,
Use_newtonian_dampening,
Use_only_single_fov_for_turrets,
NUM_VALUES
};
}
#endif
+371 -541
View File
@@ -8,13 +8,10 @@
#include "globalincs/pstypes.h"
#include "def_files/def_files.h"
#include "globalincs/def_files.h"
#include "ai/ai_profiles.h"
#include "globalincs/pstypes.h"
#include "localization/localize.h"
#include "parse/parselo.h"
#include "ship/ship.h"
#include "weapon/weapon.h"
#include "localization/localize.h"
// global stuff
@@ -28,492 +25,394 @@ static char Default_profile_name[NAME_LENGTH];
// utility
void set_flag(ai_profile_t *profile, const char *name, AI::Profile_Flags flag)
void set_flag(ai_profile_t *profile, char *name, int flag, int type)
{
if (optional_string(name))
{
bool val;
stuff_boolean(&val);
profile->flags.set(flag, val);
if (type == AIP_FLAG) {
if (val)
profile->flags |= flag;
else
profile->flags &= ~flag;
} else {
if (val)
profile->flags2 |= flag;
else
profile->flags2 &= ~flag;
}
}
}
const char *AI_path_types[] = {
"normal",
"alt1",
};
int Num_ai_path_types = sizeof(AI_path_types)/sizeof(char*);
int ai_path_type_match(char *p)
void parse_ai_profiles_tbl(char *filename)
{
int i;
for(i = 0; i < Num_ai_path_types; i++)
{
if(!stricmp(AI_path_types[i], p))
return i;
}
return -1;
}
void parse_ai_profiles_tbl(const char *filename)
{
int i;
int i, rval;
char profile_name[NAME_LENGTH];
ai_profile_t dummy_profile;
char *saved_Mp = NULL;
char buf[NAME_LENGTH];
try
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0)
{
if (filename == NULL)
read_file_text_from_default(defaults_get_file("ai_profiles.tbl"));
else
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// start parsing
required_string("#AI Profiles");
// new default?
if (optional_string("$Default Profile:"))
stuff_string(Default_profile_name, F_NAME, NAME_LENGTH);
// begin reading data
while (required_string_either("#End", "$Profile Name:"))
{
ai_profile_t *profile = &dummy_profile;
ai_profile_t *previous_profile = NULL;
bool no_create = false;
// get the name
required_string("$Profile Name:");
stuff_string(profile_name, F_NAME, NAME_LENGTH);
// see if it exists
for (i = 0; i < Num_ai_profiles; i++)
{
if (!stricmp(Ai_profiles[i].profile_name, profile_name))
{
previous_profile = &Ai_profiles[i];
break;
}
}
// modular table stuff
if (optional_string("+nocreate"))
{
no_create = true;
// use the previous one if possible,
// otherwise continue to use the dummy one
if (previous_profile != NULL)
profile = previous_profile;
}
else
{
// don't create multiple profiles with the same name
if (previous_profile != NULL)
{
Warning(LOCATION, "An ai profile named '%s' already exists! The new one will not be created.\n", profile_name);
}
else
{
// make sure we're under the limit
if (Num_ai_profiles >= MAX_AI_PROFILES)
{
Warning(LOCATION, "Too many profiles in ai_profiles.tbl! Max is %d.\n", MAX_AI_PROFILES - 1); // -1 because one is built-in
skip_to_string("#End", NULL);
break;
}
profile = &Ai_profiles[Num_ai_profiles];
Num_ai_profiles++;
}
}
// initialize profile if we're not building from a previously parsed one
if (!no_create)
{
// base profile, so zero it out
if (profile == &Ai_profiles[0])
{
profile->reset();
}
// brand new profile, so set it to the base defaults
else
{
*profile = Ai_profiles[0];
}
}
// set the name
strcpy_s(profile->profile_name, profile_name);
// fill in any and all settings; they're all optional and can be in any order
while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
{
if (optional_string("$Player Afterburner Recharge Scale:"))
parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);
if (optional_string("$Max Beam Friendly Fire Damage:"))
parse_float_list(profile->beam_friendly_damage_cap, NUM_SKILL_LEVELS);
if (optional_string("$Player Countermeasure Life Scale:"))
parse_float_list(profile->cmeasure_life_scale, NUM_SKILL_LEVELS);
if (optional_string("$AI Countermeasure Firing Chance:"))
parse_float_list(profile->cmeasure_fire_chance, NUM_SKILL_LEVELS);
if (optional_string("$AI In Range Time:"))
parse_float_list(profile->in_range_time, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Ammo Weapons:"))
parse_float_list(profile->link_ammo_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Ammo Weapons:"))
parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$Primary Ammo Burst Multiplier:"))
parse_float_list(profile->primary_ammo_burst_mult, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Energy Weapons:"))
parse_float_list(profile->link_energy_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Energy Weapons:"))
parse_float_list(profile->link_energy_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$Max Missles Locked on Player:") || optional_string("$Max Missiles Locked on Player:"))
parse_int_list(profile->max_allowed_player_homers, NUM_SKILL_LEVELS);
if (optional_string("$Max Player Attackers:"))
parse_int_list(profile->max_attackers, NUM_SKILL_LEVELS);
if (optional_string("$Max Incoming Asteroids:"))
parse_int_list(profile->max_incoming_asteroids, NUM_SKILL_LEVELS);
if (optional_string("$Player Damage Factor:") || optional_string("$AI Damage Reduction to Player Hull:"))
parse_float_list(profile->player_damage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Player Subsys Damage Factor:") || optional_string("$AI Damage Reduction to Player Subsys:"))
parse_float_list(profile->subsys_damage_scale, NUM_SKILL_LEVELS);
// represented in fractions of F1_0
if (optional_string("$Predict Position Delay:"))
{
int iLoop;
float temp_list[NUM_SKILL_LEVELS];
parse_float_list(temp_list, NUM_SKILL_LEVELS);
for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
profile->predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
}
if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
parse_float_list(profile->shield_manage_delay, NUM_SKILL_LEVELS);
if (optional_string("$Friendly AI Fire Delay Scale:"))
parse_float_list(profile->ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);
if (optional_string("$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("$AI Turn Time Scale:"))
parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);
if (optional_string("$Glide Attack Percent:")) {
parse_float_list(profile->glide_attack_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->glide_attack_percent[i] < 0.0f || profile->glide_attack_percent[i] > 100.0f) {
Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_attack_percent[i]);
profile->glide_attack_percent[i] = 0.0f;
}
profile->glide_attack_percent[i] /= 100.0;
}
}
if (optional_string("$Circle Strafe Percent:")) {
parse_float_list(profile->circle_strafe_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->circle_strafe_percent[i] < 0.0f || profile->circle_strafe_percent[i] > 100.0f) {
Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->circle_strafe_percent[i]);
profile->circle_strafe_percent[i] = 0.0f;
}
profile->circle_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Glide Strafe Percent:")) {
parse_float_list(profile->glide_strafe_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->glide_strafe_percent[i] < 0.0f || profile->glide_strafe_percent[i] > 100.0f) {
Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_strafe_percent[i]);
profile->glide_strafe_percent[i] = 0.0f;
}
profile->glide_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Random Sidethrust Percent:")) {
parse_float_list(profile->random_sidethrust_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->random_sidethrust_percent[i] < 0.0f || profile->random_sidethrust_percent[i] > 100.0f) {
Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->random_sidethrust_percent[i]);
profile->random_sidethrust_percent[i] = 0.0f;
}
profile->random_sidethrust_percent[i] /= 100.0;
}
}
if (optional_string("$Stalemate Time Threshold:"))
parse_float_list(profile->stalemate_time_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Stalemate Distance Threshold:"))
parse_float_list(profile->stalemate_dist_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Player Shield Recharge Scale:"))
parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);
if (optional_string("$Player Weapon Recharge Scale:"))
parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);
if (optional_string("$Max Turret Target Ownage:"))
parse_int_list(profile->max_turret_ownage_target, NUM_SKILL_LEVELS);
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);
if (optional_string("$Repair Penalty:"))
parse_int_list(profile->repair_penalty, NUM_SKILL_LEVELS);
if (optional_string("$Delay Before Allowing Bombs to Be Shot Down:"))
parse_float_list(profile->delay_bomb_arm_timer, NUM_SKILL_LEVELS);
if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
parse_int_list(profile->chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);
if (optional_string("$Max Aim Update Delay:"))
parse_float_list(profile->max_aim_update_delay, NUM_SKILL_LEVELS);
if (optional_string("$Turret Max Aim Update Delay:"))
parse_float_list(profile->turret_max_aim_update_delay, NUM_SKILL_LEVELS);
if (optional_string("$Player Autoaim FOV:"))
{
float fov_list[NUM_SKILL_LEVELS];
parse_float_list(fov_list, NUM_SKILL_LEVELS);
for (i = 0; i < NUM_SKILL_LEVELS; i++)
{
//Enforce range
if (fov_list[i] < 0.0f || fov_list[i] >= 360.0f)
{
Warning(LOCATION, "$Player Autoaim FOV should be >= 0 and < 360.0 (read %f). Setting to 0.", fov_list[i]);
fov_list[i] = 0.0f;
}
//Convert units
profile->player_autoaim_fov[i] = fov_list[i] * PI / 180.0f;
}
}
if (optional_string("$Detail Distance Multiplier:"))
parse_float_list(profile->detail_distance_mult, MAX_DETAIL_LEVEL + 1);
set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AI::Profile_Flags::Big_ships_can_attack_beam_turrets_on_untargeted_ships);
set_flag(profile, "$smart primary weapon selection:", AI::Profile_Flags::Smart_primary_weapon_selection);
set_flag(profile, "$smart secondary weapon selection:", AI::Profile_Flags::Smart_secondary_weapon_selection);
set_flag(profile, "$smart shield management:", AI::Profile_Flags::Smart_shield_management);
set_flag(profile, "$smart afterburner management:", AI::Profile_Flags::Smart_afterburner_management);
set_flag(profile, "$allow rapid secondary dumbfire:", AI::Profile_Flags::Allow_rapid_secondary_dumbfire);
set_flag(profile, "$huge turret weapons ignore bombs:", AI::Profile_Flags::Huge_turret_weapons_ignore_bombs);
set_flag(profile, "$don't insert random turret fire delay:", AI::Profile_Flags::Dont_insert_random_turret_fire_delay);
set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AI::Profile_Flags::Hack_improve_non_homing_swarm_turret_fire_accuracy);
set_flag(profile, "$shockwaves damage small ship subsystems:", AI::Profile_Flags::Shockwaves_damage_small_ship_subsystems);
set_flag(profile, "$navigation subsystem governs warpout capability:", AI::Profile_Flags::Navigation_subsys_governs_warp);
set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AI::Profile_Flags::No_min_dock_speed_cap);
set_flag(profile, "$disable linked fire penalty:", AI::Profile_Flags::Disable_linked_fire_penalty);
set_flag(profile, "$disable weapon damage scaling:", AI::Profile_Flags::Disable_weapon_damage_scaling);
set_flag(profile, "$use additive weapon velocity:", AI::Profile_Flags::Use_additive_weapon_velocity);
set_flag(profile, "$use newtonian dampening:", AI::Profile_Flags::Use_newtonian_dampening);
set_flag(profile, "$include beams for kills and assists:", AI::Profile_Flags::Include_beams_in_stat_calcs);
set_flag(profile, "$score kills based on damage caused:", AI::Profile_Flags::Kill_scoring_scales_with_damage);
set_flag(profile, "$score assists based on damage caused:", AI::Profile_Flags::Assist_scoring_scales_with_damage);
set_flag(profile, "$allow event and goal scoring in multiplayer:", AI::Profile_Flags::Allow_multi_event_scoring);
set_flag(profile, "$fix linked primary weapon decision bug:", AI::Profile_Flags::Fix_linked_primary_bug);
set_flag(profile, "$prevent turrets targeting too distant bombs:", AI::Profile_Flags::Prevent_targeting_bombs_beyond_range);
set_flag(profile, "$smart subsystem targeting for turrets:", AI::Profile_Flags::Smart_subsystem_targeting_for_turrets);
set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AI::Profile_Flags::Fix_heat_seeker_stealth_bug);
set_flag(profile, "$multi allow empty primaries:", AI::Profile_Flags::Multi_allow_empty_primaries);
set_flag(profile, "$multi allow empty secondaries:", AI::Profile_Flags::Multi_allow_empty_secondaries);
set_flag(profile, "$allow turrets target weapons freely:", AI::Profile_Flags::Allow_turrets_target_weapons_freely);
set_flag(profile, "$use only single fov for turrets:", AI::Profile_Flags::Use_only_single_fov_for_turrets);
set_flag(profile, "$allow vertical dodge:", AI::Profile_Flags::Allow_vertical_dodge);
set_flag(profile, "$force beam turrets to use normal fov:", AI::Profile_Flags::Force_beam_turret_fov);
set_flag(profile, "$fix ai class bug:", AI::Profile_Flags::Fix_ai_class_bug);
set_flag(profile, "$turrets ignore targets radius in range checks:", AI::Profile_Flags::Turrets_ignore_target_radius);
set_flag(profile, "$no extra collision avoidance vs player:", AI::Profile_Flags::No_special_player_avoid);
set_flag(profile, "$perform fewer checks for death screams:", AI::Profile_Flags::Perform_fewer_scream_checks);
set_flag(profile, "$advanced turret fov edge checks:", AI::Profile_Flags::Advanced_turret_fov_edge_checks);
set_flag(profile, "$require turrets to have target in fov:", AI::Profile_Flags::Require_turret_to_have_target_in_fov);
set_flag(profile, "$all ships manage shields:", AI::Profile_Flags::All_ships_manage_shields);
set_flag(profile, "$ai aims from ship center:", AI::Profile_Flags::Ai_aims_from_ship_center);
set_flag(profile, "$allow primary link at mission start:", AI::Profile_Flags::Allow_primary_link_at_start);
set_flag(profile, "$allow beams to damage bombs:", AI::Profile_Flags::Beams_damage_weapons);
set_flag(profile, "$disable weapon damage scaling for player:", AI::Profile_Flags::Player_weapon_scale_fix);
set_flag(profile, "$countermeasures affect aspect seekers:", AI::Profile_Flags::Aspect_lock_countermeasure);
set_flag(profile, "$ai guards specific ship in wing:", AI::Profile_Flags::Ai_guards_specific_ship_in_wing);
profile->ai_path_mode = AI_PATH_MODE_NORMAL;
if (optional_string("$ai path mode:"))
{
stuff_string(buf, F_NAME, NAME_LENGTH);
int j = ai_path_type_match(buf);
if (j >= 0) {
profile->ai_path_mode = j;
}
else {
Warning(LOCATION, "Invalid ai path mode '%s' specified", buf);
}
}
set_flag(profile, "$no warp camera:", AI::Profile_Flags::No_warp_camera);
set_flag(profile, "$fix ai path order bug:", AI::Profile_Flags::Fix_ai_path_order_bug);
set_flag(profile, "$strict turret-tagged-only targeting:", AI::Profile_Flags::Strict_turred_tagged_only_targeting);
set_flag(profile, "$aspect bomb invulnerability fix:", AI::Profile_Flags::Aspect_invulnerability_fix);
set_flag(profile, "$glide decay requires thrust:", AI::Profile_Flags::Glide_decay_requires_thrust);
set_flag(profile, "$ai can slow down when attacking big ships:", AI::Profile_Flags::Ai_can_slow_down_attacking_big_ships);
profile->bay_arrive_speed_mult = 1.0f;
profile->bay_depart_speed_mult = 1.0f;
if (optional_string("$bay arrive speed multiplier:")) {
stuff_float(&profile->bay_arrive_speed_mult);
}
if (optional_string("$bay depart speed multiplier:")) {
stuff_float(&profile->bay_depart_speed_mult);
}
// ----------
// compatibility
if (optional_string("$perform less checks for death screams:"))
{
mprintf(("Warning: \"$perform less checks for death screams\" flag is deprecated in favor of \"$perform fewer checks for death screams\"\n"));
bool temp;
stuff_boolean(&temp);
profile->flags.set(AI::Profile_Flags::Perform_fewer_scream_checks, temp);
}
if (optional_string("$allow primary link delay:"))
{
mprintf(("Warning: \"$allow primary link delay\" flag is deprecated in favor of \"$allow primary link at mission start\"\n"));
bool temp;
stuff_boolean(&temp);
profile->flags.set(AI::Profile_Flags::Allow_primary_link_at_start, !temp);
}
// if we've been through once already and are at the same place, force a move
if (saved_Mp && (saved_Mp == Mp))
{
char tmp[60];
memset(tmp, 0, 60);
strncpy(tmp, Mp, 59);
mprintf(("WARNING: Unrecognized parameter in ai_profiles: %s\n", tmp));
Mp++;
}
// find next valid option
skip_to_start_of_string_either("$", "#");
saved_Mp = Mp;
}
}
required_string("#End");
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", (filename) ? filename : "<default ai_profiles.tbl>", e.what()));
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", (filename) ? filename : "<default ai_profiles.tbl>", rval));
lcl_ext_close();
return;
}
if (filename == NULL)
read_file_text_from_array(defaults_get_file("ai_profiles.tbl"));
else
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
// start parsing
required_string("#AI Profiles");
// new default?
if (optional_string("$Default Profile:"))
stuff_string(Default_profile_name, F_NAME, NAME_LENGTH);
// begin reading data
while (required_string_either("#End","$Profile Name:"))
{
ai_profile_t *profile = &dummy_profile;
ai_profile_t *previous_profile = NULL;
bool no_create = false;
// get the name
required_string("$Profile Name:");
stuff_string(profile_name, F_NAME, NAME_LENGTH);
// see if it exists
for (i = 0; i < Num_ai_profiles; i++)
{
if (!stricmp(Ai_profiles[i].profile_name, profile_name))
{
previous_profile = &Ai_profiles[i];
break;
}
}
// modular table stuff
if (optional_string("+nocreate"))
{
no_create = true;
// use the previous one if possible,
// otherwise continue to use the dummy one
if (previous_profile != NULL)
profile = previous_profile;
}
else
{
// don't create multiple profiles with the same name
if (previous_profile != NULL)
{
Warning(LOCATION, "An ai profile named '%s' already exists! The new one will not be created.\n", profile_name);
}
else
{
// make sure we're under the limit
if (Num_ai_profiles >= MAX_AI_PROFILES)
{
Warning(LOCATION, "Too many profiles in ai_profiles.tbl! Max is %d.\n", MAX_AI_PROFILES-1); // -1 because one is built-in
skip_to_string("#End", NULL);
break;
}
profile = &Ai_profiles[Num_ai_profiles];
Num_ai_profiles++;
}
}
// initialize profile if we're not building from a previously parsed one
if (!no_create)
{
// base profile, so zero it out
if (profile == &Ai_profiles[0])
{
memset(profile, 0, sizeof(ai_profile_t));
}
// brand new profile, so set it to the base defaults
else
{
memcpy(profile, &Ai_profiles[0], sizeof(ai_profile_t));
}
}
// set the name
strcpy_s(profile->profile_name, profile_name);
// fill in any and all settings; they're all optional and can be in any order
while (!check_for_string("$Profile Name:") && !check_for_string("#End"))
{
if (optional_string("$Player Afterburner Recharge Scale:"))
parse_float_list(profile->afterburner_recharge_scale, NUM_SKILL_LEVELS);
if (optional_string("$Max Beam Friendly Fire Damage:"))
parse_float_list(profile->beam_friendly_damage_cap, NUM_SKILL_LEVELS);
if (optional_string("$Player Countermeasure Life Scale:"))
parse_float_list(profile->cmeasure_life_scale, NUM_SKILL_LEVELS);
if (optional_string("$AI Countermeasure Firing Chance:"))
parse_float_list(profile->cmeasure_fire_chance, NUM_SKILL_LEVELS);
if (optional_string("$AI In Range Time:"))
parse_float_list(profile->in_range_time, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Ammo Weapons:"))
parse_float_list(profile->link_ammo_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Ammo Weapons:"))
parse_float_list(profile->link_ammo_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$Primary Ammo Burst Multiplier:"))
parse_float_list(profile->primary_ammo_burst_mult, NUM_SKILL_LEVELS);
if (optional_string("$AI Always Links Energy Weapons:"))
parse_float_list(profile->link_energy_levels_always, NUM_SKILL_LEVELS);
if (optional_string("$AI Maybe Links Energy Weapons:"))
parse_float_list(profile->link_energy_levels_maybe, NUM_SKILL_LEVELS);
if (optional_string("$Max Missles Locked on Player:"))
parse_int_list(profile->max_allowed_player_homers, NUM_SKILL_LEVELS);
if (optional_string("$Max Player Attackers:"))
parse_int_list(profile->max_attackers, NUM_SKILL_LEVELS);
if (optional_string("$Max Incoming Asteroids:"))
parse_int_list(profile->max_incoming_asteroids, NUM_SKILL_LEVELS);
if (optional_string("$Player Damage Factor:") || optional_string("$AI Damage Reduction to Player Hull:"))
parse_float_list(profile->player_damage_scale, 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);
// represented in fractions of F1_0
if (optional_string("$Predict Position Delay:"))
{
int iLoop;
float temp_list[NUM_SKILL_LEVELS];
parse_float_list(temp_list, NUM_SKILL_LEVELS);
for (iLoop = 0; iLoop < NUM_SKILL_LEVELS; iLoop++)
profile->predict_position_delay[iLoop] = fl2f(temp_list[iLoop]);
}
if (optional_string("$Player Shield Recharge Scale:"))
parse_float_list(profile->shield_energy_scale, NUM_SKILL_LEVELS);
if (optional_string("$AI Shield Manage Delay:") || optional_string("$AI Shield Manage Delays:"))
parse_float_list(profile->shield_manage_delay, NUM_SKILL_LEVELS);
if (optional_string("$Friendly AI Fire Delay Scale:"))
parse_float_list(profile->ship_fire_delay_scale_friendly, NUM_SKILL_LEVELS);
if (optional_string("$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);
if (optional_string("$AI Turn Time Scale:"))
parse_float_list(profile->turn_time_scale, NUM_SKILL_LEVELS);
if (optional_string("$Glide Attack Percent:")) {
parse_float_list(profile->glide_attack_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->glide_attack_percent[i] < 0.0f || profile->glide_attack_percent[i] > 100.0f) {
profile->glide_attack_percent[i] = 0.0f;
Warning(LOCATION, "$Glide Attack Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_attack_percent[i]);
}
profile->glide_attack_percent[i] /= 100.0;
}
}
if (optional_string("$Circle Strafe Percent:")) {
parse_float_list(profile->circle_strafe_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->circle_strafe_percent[i] < 0.0f || profile->circle_strafe_percent[i] > 100.0f) {
profile->circle_strafe_percent[i] = 0.0f;
Warning(LOCATION, "$Circle Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->circle_strafe_percent[i]);
}
profile->circle_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Glide Strafe Percent:")) {
parse_float_list(profile->glide_strafe_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->glide_strafe_percent[i] < 0.0f || profile->glide_strafe_percent[i] > 100.0f) {
profile->glide_strafe_percent[i] = 0.0f;
Warning(LOCATION, "$Glide Strafe Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->glide_strafe_percent[i]);
}
profile->glide_strafe_percent[i] /= 100.0;
}
}
if (optional_string("$Random Sidethrust Percent:")) {
parse_float_list(profile->random_sidethrust_percent, NUM_SKILL_LEVELS);
//Percent is nice for modders, but here in the code we want it betwwen 0 and 1.0
//While we're at it, verify the range
for (int i = 0; i < NUM_SKILL_LEVELS; i++) {
if (profile->random_sidethrust_percent[i] < 0.0f || profile->random_sidethrust_percent[i] > 100.0f) {
profile->random_sidethrust_percent[i] = 0.0f;
Warning(LOCATION, "$Random Sidethrust Percent should be between 0 and 100.0 (read %f). Setting to 0.", profile->random_sidethrust_percent[i]);
}
profile->random_sidethrust_percent[i] /= 100.0;
}
}
if (optional_string("$Stalemate Time Threshold:"))
parse_float_list(profile->stalemate_time_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Stalemate Distance Threshold:"))
parse_float_list(profile->stalemate_dist_thresh, NUM_SKILL_LEVELS);
if (optional_string("$Player Weapon Recharge Scale:"))
parse_float_list(profile->weapon_energy_scale, NUM_SKILL_LEVELS);
if (optional_string("$Max Turret Target Ownage:"))
parse_int_list(profile->max_turret_ownage_target, NUM_SKILL_LEVELS);
if (optional_string("$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("$Percentage Awarded For Capship Assist:"))
parse_float_list(profile->assist_award_percentage_scale, NUM_SKILL_LEVELS);
if (optional_string("$Repair Penalty:"))
parse_int_list(profile->repair_penalty, NUM_SKILL_LEVELS);
if (optional_string("$Delay Before Allowing Bombs to Be Shot Down:"))
parse_float_list(profile->delay_bomb_arm_timer, NUM_SKILL_LEVELS);
if (optional_string("$Chance AI Has to Fire Missiles at Player:"))
parse_int_list(profile->chance_to_use_missiles_on_plr, NUM_SKILL_LEVELS);
if (optional_string("$Max Aim Update Delay:"))
parse_float_list(profile->max_aim_update_delay, NUM_SKILL_LEVELS);
if (optional_string("$Turret Max Aim Update Delay:"))
parse_float_list(profile->turret_max_aim_update_delay, NUM_SKILL_LEVELS);
set_flag(profile, "$big ships can attack beam turrets on untargeted ships:", AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS, AIP_FLAG);
set_flag(profile, "$smart primary weapon selection:", AIPF_SMART_PRIMARY_WEAPON_SELECTION, AIP_FLAG);
set_flag(profile, "$smart secondary weapon selection:", AIPF_SMART_SECONDARY_WEAPON_SELECTION, AIP_FLAG);
set_flag(profile, "$smart shield management:", AIPF_SMART_SHIELD_MANAGEMENT, AIP_FLAG);
set_flag(profile, "$smart afterburner management:", AIPF_SMART_AFTERBURNER_MANAGEMENT, AIP_FLAG);
set_flag(profile, "$allow rapid secondary dumbfire:", AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE, AIP_FLAG);
set_flag(profile, "$huge turret weapons ignore bombs:", AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS, AIP_FLAG);
set_flag(profile, "$don't insert random turret fire delay:", AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY, AIP_FLAG);
set_flag(profile, "$hack improve non-homing swarm turret fire accuracy:", AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY, AIP_FLAG);
set_flag(profile, "$shockwaves damage small ship subsystems:", AIPF_SHOCKWAVES_DAMAGE_SMALL_SHIP_SUBSYSTEMS, AIP_FLAG);
set_flag(profile, "$navigation subsystem governs warpout capability:", AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP, AIP_FLAG);
set_flag(profile, "$ignore lower bound for minimum speed of docked ship:", AIPF_NO_MIN_DOCK_SPEED_CAP, AIP_FLAG);
set_flag(profile, "$disable linked fire penalty:", AIPF_DISABLE_LINKED_FIRE_PENALTY, AIP_FLAG);
set_flag(profile, "$disable weapon damage scaling:", AIPF_DISABLE_WEAPON_DAMAGE_SCALING, AIP_FLAG);
set_flag(profile, "$use additive weapon velocity:", AIPF_USE_ADDITIVE_WEAPON_VELOCITY, AIP_FLAG);
set_flag(profile, "$use newtonian dampening:", AIPF_USE_NEWTONIAN_DAMPENING, AIP_FLAG);
set_flag(profile, "$include beams for kills and assists:", AIPF_INCLUDE_BEAMS_IN_STAT_CALCS, AIP_FLAG);
set_flag(profile, "$score kills based on damage caused:", AIPF_KILL_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);
set_flag(profile, "$score assists based on damage caused:", AIPF_ASSIST_SCORING_SCALES_WITH_DAMAGE, AIP_FLAG);
set_flag(profile, "$allow event and goal scoring in multiplayer:", AIPF_ALLOW_MULTI_EVENT_SCORING, AIP_FLAG);
set_flag(profile, "$fix linked primary weapon decision bug:", AIPF_FIX_LINKED_PRIMARY_BUG, AIP_FLAG);
set_flag(profile, "$prevent turrets targeting too distant bombs:", AIPF_PREVENT_TARGETING_BOMBS_BEYOND_RANGE, AIP_FLAG);
set_flag(profile, "$smart subsystem targeting for turrets:", AIPF_SMART_SUBSYSTEM_TARGETING_FOR_TURRETS, AIP_FLAG);
set_flag(profile, "$fix heat seekers homing on stealth ships bug:", AIPF_FIX_HEAT_SEEKER_STEALTH_BUG, AIP_FLAG);
set_flag(profile, "$multi allow empty primaries:", AIPF_MULTI_ALLOW_EMPTY_PRIMARIES, AIP_FLAG);
set_flag(profile, "$multi allow empty secondaries:", AIPF_MULTI_ALLOW_EMPTY_SECONDARIES, AIP_FLAG);
set_flag(profile, "$allow turrets target weapons freely:", AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY, AIP_FLAG);
set_flag(profile, "$use only single fov for turrets:", AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS, AIP_FLAG);
set_flag(profile, "$allow vertical dodge:", AIPF_ALLOW_VERTICAL_DODGE, AIP_FLAG);
set_flag(profile, "$force beam turrets to use normal fov:", AIPF_FORCE_BEAM_TURRET_FOV, AIP_FLAG);
set_flag(profile, "$fix ai class bug:", AIPF_FIX_AI_CLASS_BUG, AIP_FLAG);
set_flag(profile, "$turrets ignore targets radius in range checks:", AIPF2_TURRETS_IGNORE_TARGET_RADIUS, AIP_FLAG2);
set_flag(profile, "$no extra collision avoidance vs player:", AIPF2_NO_SPECIAL_PLAYER_AVOID, AIP_FLAG2);
set_flag(profile, "$perform less checks for death screams:", AIPF2_PERFORM_LESS_SCREAM_CHECKS, AIP_FLAG2);
set_flag(profile, "$all ships manage shields:", AIPF2_ALL_SHIPS_MANAGE_SHIELDS, AIP_FLAG2);
// if we've been through once already and are at the same place, force a move
if ( saved_Mp && (saved_Mp == Mp) )
Mp++;
// find next valid option
skip_to_start_of_string_either("$", "#");
saved_Mp = Mp;
}
}
required_string("#End");
// add tbl/tbm to multiplayer validation list
extern void fs2netd_add_table_validation(const char *tblname);
extern void fs2netd_add_table_validation(char *tblname);
fs2netd_add_table_validation(filename);
// close localization
lcl_ext_close();
}
void ai_profiles_init()
@@ -553,72 +452,3 @@ int ai_profile_lookup(char *name)
return -1;
}
void ai_profile_t::reset()
{
memset(profile_name, 0, sizeof(profile_name));
flags.reset();
ai_path_mode = 0;
bay_arrive_speed_mult = 0;
bay_depart_speed_mult = 0;
for (int i = 0; i < NUM_SKILL_LEVELS; ++i) {
max_incoming_asteroids[i] = 0;
max_allowed_player_homers[i] = 0;
max_attackers[i] = 0;
predict_position_delay[i] = 0;
in_range_time[i] = 0;
shield_manage_delay[i] = 0;
link_energy_levels_always[i] = 0;
link_energy_levels_maybe[i] = 0;
link_ammo_levels_always[i] = 0;
link_ammo_levels_maybe[i] = 0;
primary_ammo_burst_mult[i] = 0;
cmeasure_life_scale[i] = 0;
cmeasure_fire_chance[i] = 0;
weapon_energy_scale[i] = 0;
shield_energy_scale[i] = 0;
afterburner_recharge_scale[i] = 0;
player_damage_scale[i] = 0;
subsys_damage_scale[i] = 0;
beam_friendly_damage_cap[i] = 0;
turn_time_scale[i] = 0;
glide_attack_percent[i] = 0;
circle_strafe_percent[i] = 0;
glide_strafe_percent[i] = 0;
random_sidethrust_percent[i] = 0;
stalemate_time_thresh[i] = 0;
stalemate_dist_thresh[i] = 0;
max_aim_update_delay[i] = 0;
turret_max_aim_update_delay[i] = 0;
ship_fire_delay_scale_hostile[i] = 0;
ship_fire_delay_scale_friendly[i] = 0;
ship_fire_secondary_delay_scale_hostile[i] = 0;
ship_fire_secondary_delay_scale_friendly[i] = 0;
max_turret_ownage_target[i] = 0;
max_turret_ownage_player[i] = 0;
kill_percentage_scale[i] = 0;
assist_percentage_scale[i] = 0;
assist_award_percentage_scale[i] = 0;
repair_penalty[i] = 0;
delay_bomb_arm_timer[i] = 0;
chance_to_use_missiles_on_plr[i] = 0;
player_autoaim_fov[i] = 0;
}
for (int i = 0; i <= MAX_DETAIL_LEVEL; ++i) {
detail_distance_mult[i] = 0;
}
}
+49 -23
View File
@@ -9,22 +9,61 @@
#ifndef _AI_PROFILES_H_
#define _AI_PROFILES_H_
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
#include "ai/ai_flags.h"
// AI Path types
#define AI_PATH_MODE_NORMAL 0
#define AI_PATH_MODE_ALT1 1
// flag int defines
#define AIP_FLAG 1
#define AIP_FLAG2 2
// flags
#define AIPF_SMART_SHIELD_MANAGEMENT (1 << 0)
#define AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS (1 << 1)
#define AIPF_SMART_PRIMARY_WEAPON_SELECTION (1 << 2)
#define AIPF_SMART_SECONDARY_WEAPON_SELECTION (1 << 3)
#define AIPF_ALLOW_RAPID_SECONDARY_DUMBFIRE (1 << 4)
#define AIPF_HUGE_TURRET_WEAPONS_IGNORE_BOMBS (1 << 5)
#define AIPF_DONT_INSERT_RANDOM_TURRET_FIRE_DELAY (1 << 6)
#define AIPF_HACK_IMPROVE_NON_HOMING_SWARM_TURRET_FIRE_ACCURACY (1 << 7)
#define AIPF_SHOCKWAVES_DAMAGE_SMALL_SHIP_SUBSYSTEMS (1 << 8)
#define AIPF_NAVIGATION_SUBSYS_GOVERNS_WARP (1 << 9)
#define AIPF_NO_MIN_DOCK_SPEED_CAP (1 << 10)
#define AIPF_DISABLE_LINKED_FIRE_PENALTY (1 << 11)
#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 AIPF_ALLOW_TURRETS_TARGET_WEAPONS_FREELY (1 << 26)
#define AIPF_USE_ONLY_SINGLE_FOV_FOR_TURRETS (1 << 27)
#define AIPF_ALLOW_VERTICAL_DODGE (1 << 28) //Allows AI ships to evade weapons vertically as well as horizontally
#define AIPF_FORCE_BEAM_TURRET_FOV (1 << 29)
#define AIPF_FIX_AI_CLASS_BUG (1 << 30)
// flags2
#define AIPF2_TURRETS_IGNORE_TARGET_RADIUS (1 << 0)
#define AIPF2_NO_SPECIAL_PLAYER_AVOID (1 << 1)
#define AIPF2_PERFORM_LESS_SCREAM_CHECKS (1 << 2)
#define AIPF2_ALL_SHIPS_MANAGE_SHIELDS (1 << 3)
#define MAX_AI_PROFILES 5
class ai_profile_t {
public:
typedef struct ai_profile_t {
char profile_name[NAME_LENGTH];
flagset<AI::Profile_Flags> flags;
int flags;
int flags2;
// difficulty-related values
int max_incoming_asteroids[NUM_SKILL_LEVELS]; // max number of asteroids thrown at friendlies
@@ -90,27 +129,14 @@ public:
// the chance (x/7) that ship is allowed to fire missiles at player ship.
int chance_to_use_missiles_on_plr[NUM_SKILL_LEVELS];
// Player-specific autoaim FOV override
float player_autoaim_fov[NUM_SKILL_LEVELS];
float detail_distance_mult[MAX_DETAIL_LEVEL + 1]; //MAX_DETAIL_LEVEL really needs to be 4
int ai_path_mode;
// Ships flying bay paths will gradually accelerate/decelerate instead of
// flying the whole path at max speed
float bay_arrive_speed_mult;
float bay_depart_speed_mult;
void reset();
};
} ai_profile_t;
extern int Num_ai_profiles;
extern int Default_ai_profile;
extern ai_profile_t Ai_profiles[MAX_AI_PROFILES];
#define AI_PROFILES_INDEX(ai_p) ((int)((ai_p) - Ai_profiles))
void ai_profiles_init();
+151 -194
View File
@@ -10,23 +10,21 @@
#include "ai/aibig.h"
#include "ai/aigoals.h"
#include "freespace.h"
#include "globalincs/linklist.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "math/staticrand.h"
#include "mission/missionparse.h"
#include "object/object.h"
#include "ship/afterburner.h"
#include "ship/ship.h"
#include "ship/afterburner.h"
#include "freespace2/freespace.h"
#include "weapon/weapon.h"
#include "io/timer.h"
#include "mission/missionparse.h"
#include "iff_defs/iff_defs.h"
#include "math/staticrand.h"
#ifdef _MSC_VER
#pragma optimize("", off)
#pragma auto_inline(off)
#endif
#define SCAN_FIGHTERS_INTERVAL 2000 // how often an AI fighter/bomber should scan for enemy fighter/bombers
// if sitting still and pounding on a big ship. If enemy fighters are
@@ -118,6 +116,8 @@ void ai_bpap(object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec,
if (num_tries > octp->nverts)
num_tries = octp->nverts;
int best_index = -1;
for (i=0; i<num_tries; i++) {
int index;
float dist, dot;
@@ -142,6 +142,7 @@ void ai_bpap(object *objp, vec3d *attacker_objp_pos, vec3d *attacker_objp_fvec,
if (in_fov) {
if (dist < nearest_dist) {
best_index = index;
nearest_dist = dist;
best_point = result_point;
*local_attack_point = rel_point;
@@ -172,9 +173,6 @@ done_1:
}
mc_info mc;
mc_info_init(&mc);
mc.model_instance_num = Ships[objp->instance].model_instance_num;
mc.model_num = sip->model_num;
mc.orient = &objp->orient;
mc.pos = &objp->pos;
@@ -350,8 +348,8 @@ void ai_big_avoid_ship()
// reset path following information
void ai_big_subsys_path_cleanup(ai_info *aip)
{
if ( aip->ai_flags[AI::AI_Flags::On_subsys_path] ) {
aip->ai_flags.remove(AI::AI_Flags::On_subsys_path);
if ( aip->ai_flags & AIF_ON_SUBSYS_PATH ) {
aip->ai_flags &= ~AIF_ON_SUBSYS_PATH;
aip->path_goal_dist = -1;
aip->path_start = -1;
aip->path_cur = -1;
@@ -370,25 +368,15 @@ int ai_big_maybe_follow_subsys_path(int do_dot_check)
object *target_objp;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
if ( aip->target_objnum < 0 )
return 0;
target_objp = &Objects[aip->target_objnum];
if ( (aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->path_num >= 0) ) {
if ( (aip->targeted_subsys != NULL) && (aip->target_objnum >= 0) && (aip->targeted_subsys->system_info->path_num >= 0) ) {
polymodel *pm;
int subsys_path_num, subsys_in_sight, checked_sight;
float dist;
// Get models of both source and target
polymodel *pm = model_get( Ship_info[Ships[Pl_objp->instance].ship_info_index].model_num );
polymodel *pm_t = model_get( Ship_info[Ships[target_objp->instance].ship_info_index].model_num );
// Necessary sanity check
Assertion(aip->targeted_subsys->system_info->path_num < pm_t->n_paths, "Invalid Path number %d for subsystem %s on ship %s (Model: %s)\n", aip->targeted_subsys->system_info->path_num, aip->targeted_subsys->system_info->name, Ship_info[Ships[target_objp->instance].ship_info_index].name, pm_t->filename );
if (aip->targeted_subsys->system_info->path_num >= pm_t->n_paths)
return 0;
pm = model_get( Ship_info[Ships[Pl_objp->instance].ship_info_index].model_num );
// If attacking a subsystem, ensure that we have an unobstructed line of sight... if not, then move
// towards path linked to subsystem
subsys_in_sight = 0; // assume Pl_objp doesn't have line of sight to subys
@@ -432,13 +420,13 @@ int ai_big_maybe_follow_subsys_path(int do_dot_check)
aip->path_goal_dist = 5;
subsys_path_num = aip->targeted_subsys->system_info->path_num;
if ( ((aip->path_start) == -1 || (aip->mp_index != subsys_path_num)) && subsys_path_num < pm_t->n_paths ) {
if ( (aip->path_start) == -1 || (aip->mp_index != subsys_path_num) ) {
// maybe create a new path
if ( subsys_path_num >= 0 ) {
Assert(aip->target_objnum >= 0);
ai_find_path(Pl_objp, aip->target_objnum, subsys_path_num, 0, 1);
if ( aip->path_start >= 0 ) {
aip->ai_flags.set(AI::AI_Flags::On_subsys_path);
aip->ai_flags |= AIF_ON_SUBSYS_PATH;
}
}
}
@@ -478,6 +466,7 @@ int ai_big_maybe_follow_subsys_path(int do_dot_check)
// for now, only follow the path to the first point
if ( aip->path_cur < (aip->path_start+aip->path_length-1) ) {
if ( aip->goal_objnum != aip->target_objnum ) {
//Int3(); // what is going on here? - Get Alan
aip->previous_mode = aip->mode;
aip->mode = AIM_NONE;
aip->submode = -1;
@@ -510,7 +499,7 @@ 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
if ( sip->is_small_ship() ) {
if ( sip->flags & SIF_SMALL_SHIP ) {
if ( timestamp_elapsed(aip->scan_for_enemy_timestamp) ) {
ship_obj *so;
object *test_objp;
@@ -525,7 +514,7 @@ int ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
test_sp = &Ships[test_objp->instance];
if ( iff_x_attacks_y(Ships[Pl_objp->instance].team, test_sp->team) ) {
if ( Ship_info[test_sp->ship_info_index].is_small_ship() ) {
if ( Ship_info[test_sp->ship_info_index].flags & SIF_SMALL_SHIP ) {
dist_squared = vm_vec_dist_squared(&Pl_objp->pos, &test_objp->pos);
if ( dist_squared < ENTER_STRAFE_THREAT_DIST_SQUARED ) {
return 1;
@@ -558,7 +547,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
object *objp;
for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if ((objp->type == OBJ_WEAPON) && (iff_x_attacks_y(Ships[Pl_objp->instance].team, Weapons[objp->instance].team)))
if (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_LASER) {
if (Weapon_info[objp->instance].subtype == WP_LASER) {
vec3d in_vec;
float dist;
@@ -593,7 +582,7 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
} // end if ( Pl_objp->phys_info.speed < 3.0f )
//Maybe enter glide strafe (check every 8 seconds, on a different schedule for each ship)
if ((sip->can_glide == true) && !(aip->ai_flags[AI::AI_Flags::Kamikaze]) && static_randf((Missiontime + static_rand(aip->shipnum)) >> 19) < aip->ai_glide_strafe_percent) {
if ((sip->can_glide == true) && !(aip->ai_flags & AIF_KAMIKAZE) && static_randf((Missiontime + static_rand(aip->shipnum)) >> 19) < aip->ai_glide_strafe_percent) {
aip->previous_mode = aip->mode;
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered (i.e. MODE start time)
@@ -604,15 +593,11 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
// see if Pl_objp needs to reposition to get a good shot at subsystem which is being attacked
if ( ai_big_maybe_follow_subsys_path() ) {
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
return;
}
vec3d *rel_pos;
vec3d vec_to_enemy;
float weapon_travel_dist;
vec3d *rel_pos, vec_to_enemy;
float weapon_travel_dist;
start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
@@ -637,25 +622,11 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
weapon_travel_dist = ai_get_weapon_dist(&Ships[Pl_objp->instance].weapons);
if ( aip->targeted_subsys != NULL ) {
if (dist_to_enemy > (weapon_travel_dist-20)) {
if (dist_to_enemy > (weapon_travel_dist-20))
accelerate_ship(aip, 1.0f);
ship *shipp = &Ships[Pl_objp->instance];
if ((aip->ai_flags[AI::AI_Flags::Free_afterburner_use]) && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) && (dot_to_enemy > 0.75f)) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
} else if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
} else {
else {
// AL 12-31-97: Move at least as quickly as your target is moving...
accelerate_ship(aip, MAX(1.0f - dot_to_enemy, Objects[aip->target_objnum].phys_info.fspeed/sip->max_speed));
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
}
} else {
@@ -676,22 +647,10 @@ void ai_big_chase_attack(ai_info *aip, ship_info *sip, vec3d *enemy_pos, float d
if (dist_to_enemy < ATTACK_STOP_DISTANCE) {
// accelerate_ship(aip, accel * 0.5f);
accelerate_ship(aip, -1.0f);
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
} else {
accelerate_ship(aip, accel);
ship *shipp = &Ships[Pl_objp->instance];
if ((aip->ai_flags[AI::AI_Flags::Free_afterburner_use]) && !(shipp->flags[Ship::Ship_Flags::Afterburner_locked]) && (accel > 0.95f)) {
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
aip->afterburner_stop_time = Missiontime + 3*F1_0;
}
} else if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
}
}
}
}
@@ -748,77 +707,84 @@ void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, vec3d *f
}
if (tswp->num_secondary_banks > 0) {
if (!(En_objp->flags[Object::Object_Flags::Protected]) || (aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP))) {
int priority1, priority2;
priority1 = -1;
priority2 = -1;
// Maybe favor selecting a bomb.
// Note, if you're firing a bomb, if it's aspect seeking, the firing conditions can be looser.
if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))
if (En_objp->phys_info.speed * dist_to_enemy < 5000.0f) // Don't select a bomb if enemy moving fast relative to distance
priority1 = WIF_BOMB;
if (!(En_objp->flags & OF_PROTECTED)) {
//ai_select_secondary_weapon(Pl_objp, tswp, priority1, priority2); // Note, need to select to get weapon speed and lifetime
ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
int current_bank = tswp->current_secondary_bank;
if (current_bank > -1) {
weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
if(!(En_objp->flags[Object::Object_Flags::Protected]) || ((aip->goals[0].ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)) && swip->wi_flags[Weapon::Info_Flags::Puncture] )) { //override lockdown on protected ships when using anti subsystem weapons - Valathil
// If ship is protected and very low on hits, don't fire missiles.
if (!(En_objp->flags[Object::Object_Flags::Protected]) || (En_objp->hull_strength > 10*swip->damage)) {
if (aip->ai_flags[AI::AI_Flags::Unload_secondaries]) {
if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
}
}
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
float firing_range;
if (swip->wi_flags[Weapon::Info_Flags::Local_ssm])
firing_range=swip->lssm_lock_range;
else
firing_range = MIN((swip->max_speed * swip->lifetime), swip->weapon_range);
// reduce firing range of secondaries in nebula
extern int Nebula_sec_range;
if ((The_mission.flags[Mission::Mission_Flags::Fullneb]) && Nebula_sec_range) {
firing_range *= 0.8f;
}
float t = 0.25f; // default delay in seconds until next fire.
if (dist_to_enemy < firing_range*1.0f) {
//vm_vec_scale_add(&future_enemy_pos, enemy_pos, enemy_vel, dist_to_enemy/swip->max_speed);
//if (vm_vec_dist_quick(&future_enemy_pos, firing_pos) < firing_range * 0.8f) {
if (ai_fire_secondary_weapon(Pl_objp)) {
int current_bank_adjusted = MAX_SHIP_PRIMARY_BANKS + current_bank;
if ((aip->ai_flags[AI::AI_Flags::Unload_secondaries]) || (swip->burst_flags[Weapon::Burst_Flags::Fast_firing])) {
if (swip->burst_shots > swp->burst_counter[current_bank_adjusted]) {
t = swip->burst_delay;
swp->burst_counter[current_bank_adjusted]++;
} else {
t = swip->fire_wait;
if ((swip->burst_shots > 0) && (swip->burst_flags[Weapon::Burst_Flags::Random_length])) {
swp->burst_counter[current_bank_adjusted] = myrand() % swip->burst_shots;
} else {
swp->burst_counter[current_bank_adjusted] = 0;
}
}
} else {
if (swip->burst_shots > swp->burst_counter[current_bank_adjusted]) {
t = set_secondary_fire_delay(aip, temp_shipp, swip, true);
swp->burst_counter[current_bank_adjusted]++;
} else {
t = set_secondary_fire_delay(aip, temp_shipp, swip, false);
if ((swip->burst_shots > 0) && (swip->burst_flags[Weapon::Burst_Flags::Random_length])) {
swp->burst_counter[current_bank_adjusted] = myrand() % swip->burst_shots;
} else {
swp->burst_counter[current_bank_adjusted] = 0;
}
}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
//}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
// If ship is protected and very low on hits, don't fire missiles.
if ((current_bank > -1) && (!(En_objp->flags & OF_PROTECTED) || (En_objp->hull_strength > 10*swip->damage))) {
if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
}
}
if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
float firing_range;
if (swip->wi_flags2 & WIF2_LOCAL_SSM)
firing_range=swip->lssm_lock_range;
else
firing_range = MIN((swip->max_speed * swip->lifetime), swip->weapon_range);
// reduce firing range of secondaries in nebula
extern int Nebula_sec_range;
if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
firing_range *= 0.8f;
}
float t = 0.25f; // default delay in seconds until next fire.
if (dist_to_enemy < firing_range*1.0f) {
//vm_vec_scale_add(&future_enemy_pos, enemy_pos, enemy_vel, dist_to_enemy/swip->max_speed);
//if (vm_vec_dist_quick(&future_enemy_pos, firing_pos) < firing_range * 0.8f) {
if (ai_fire_secondary_weapon(Pl_objp)) {
if ((aip->ai_flags & AIF_UNLOAD_SECONDARIES) || (swip->burst_flags & WBF_FAST_FIRING)) {
if (swip->burst_shots > swp->burst_counter[current_bank]) {
t = swip->burst_delay;
swp->burst_counter[current_bank]++;
} else {
t = swip->fire_wait;
if ((swip->burst_shots > 0) && (swip->burst_flags & WBF_RANDOM_LENGTH)) {
swp->burst_counter[current_bank] = myrand() % swip->burst_shots;
} else {
swp->burst_counter[current_bank] = 0;
}
}
} else {
if (swip->burst_shots > swp->burst_counter[current_bank]) {
t = set_secondary_fire_delay(aip, temp_shipp, swip, true);
swp->burst_counter[current_bank]++;
} else {
t = set_secondary_fire_delay(aip, temp_shipp, swip, false);
if ((swip->burst_shots > 0) && (swip->burst_flags & WBF_RANDOM_LENGTH)) {
swp->burst_counter[current_bank] = myrand() % swip->burst_shots;
} else {
swp->burst_counter[current_bank] = 0;
}
}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
//}
}
swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
}
}
}
}
@@ -855,12 +821,15 @@ void ai_big_chase()
ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
ship *shipp = &Ships[Pl_objp->instance];
ai_info *aip = &Ai_info[shipp->ai_index];
int enemy_ship_type;
vec3d predicted_enemy_pos;
Assert(aip->mode == AIM_CHASE);
maybe_cheat_fire_synaptic(Pl_objp, aip);
enemy_ship_type = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
player_pos = Pl_objp->pos;
@@ -881,20 +850,17 @@ void ai_big_chase()
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
if (aip->ai_flags[AI::AI_Flags::Target_collision]) {
if (aip->ai_flags & AIF_TARGET_COLLISION) {
if ( ai_big_strafe_maybe_retreat(dist_to_enemy, &enemy_pos) ) {
aip->mode = AIM_STRAFE;
aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered (i.e. MODE start time)
aip->submode = AIS_STRAFE_AVOID;
aip->submode_start_time = Missiontime;
if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) {
afterburners_stop(Pl_objp);
}
return;
}
}
if (aip->ai_flags[AI::AI_Flags::Kamikaze]) {
if (aip->ai_flags & AIF_KAMIKAZE) {
//nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", dot_to_enemy, dist_to_enemy));
accelerate_ship(aip, 1.0f);
if ((dist_to_enemy < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
@@ -904,7 +870,7 @@ void ai_big_chase()
}
// If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
if ((dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags[AI::AI_Flags::Seek_lock])) {
if ((dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
} else if (aip->targeted_subsys != NULL) {
Assert(aip->targeted_subsys != NULL);
@@ -914,10 +880,10 @@ void ai_big_chase()
dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy, En_objp->radius);
} else if (En_objp->flags[Object::Object_Flags::Protected]) { // If protected and we're not attacking a subsystem, stop attacking!
} else if (En_objp->flags & OF_PROTECTED) { // If protected and we're not attacking a subsystem, stop attacking!
update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
aip->target_objnum = -1;
if (find_enemy(OBJ_INDEX(Pl_objp), MAX_ENEMY_DISTANCE, The_mission.ai_profile->max_attackers[Game_skill_level]) == -1) {
if (find_enemy(Pl_objp-Objects, MAX_ENEMY_DISTANCE, The_mission.ai_profile->max_attackers[Game_skill_level]) == -1) {
ai_do_default_behavior(Pl_objp);
return;
}
@@ -930,12 +896,8 @@ void ai_big_chase()
case SM_ATTACK:
case SM_SUPER_ATTACK:
if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f)) {
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
return;
}
}
if (aip->target_time < 2.0f)
@@ -951,13 +913,6 @@ void ai_big_chase()
//
// Set turn and acceleration based on submode.
//
if (((aip->submode != SM_ATTACK) && (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_ATTACK_FOREVER) && (aip->submode != SM_EVADE_WEAPON)) || (aip->mode == AIM_STRAFE)){
if ((Pl_objp->phys_info.flags & PF_AFTERBURNER_ON) && !(aip->ai_flags[AI::AI_Flags::Kamikaze])) {
afterburners_stop(Pl_objp);
}
}
switch (aip->submode) {
case SM_CONTINUOUS_TURN:
ai_big_chase_ct();
@@ -1174,7 +1129,7 @@ void ai_big_attack_get_data(vec3d *enemy_pos, float *dist_to_enemy, float *dot_t
Assert(aip->mode == AIM_STRAFE);
// ensure that Pl_objp is still targeting a big ship
if ( !(esip->is_big_or_huge()) ) {
if ( !(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
ai_big_switch_to_chase_mode(aip);
return;
}
@@ -1198,7 +1153,7 @@ void ai_big_attack_get_data(vec3d *enemy_pos, float *dist_to_enemy, float *dot_t
// If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &player_pos);
*dot_to_enemy=vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.vec.fvec);
if ((*dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags[AI::AI_Flags::Seek_lock])) {
if ((*dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
predicted_enemy_pos=*enemy_pos;
} else {
vec3d gun_pos, pnt;
@@ -1206,13 +1161,12 @@ void ai_big_attack_get_data(vec3d *enemy_pos, float *dist_to_enemy, float *dot_t
float weapon_speed;
// Compute position of gun in absolute space and use that as fire position.
if (po->n_guns > 0 && !(The_mission.ai_profile->flags[AI::Profile_Flags::Ai_aims_from_ship_center])) {
if (po->n_guns > 0) {
pnt = po->gun_banks[0].pnt[0];
vm_vec_unrotate(&gun_pos, &pnt, &Pl_objp->orient);
vm_vec_add2(&gun_pos, &Pl_objp->pos);
} else {
//Use the convergence offset, if there is one
vm_vec_copy_scale(&pnt, &Ship_info[shipp->ship_info_index].convergence_offset, 1.0f);
gun_pos = Pl_objp->pos;
}
weapon_speed = ai_get_weapon_speed(&shipp->weapons);
@@ -1239,7 +1193,7 @@ int ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos)
float dist_to_target, dist_normal_to_target, time_to_target;
dist_to_target = vm_vec_mag_quick(&vec_to_target);
if (vm_vec_mag_quick(&aip->big_attack_surface_normal) > 0.9) {
dist_normal_to_target = -vm_vec_dot(&vec_to_target, &aip->big_attack_surface_normal);
dist_normal_to_target = -vm_vec_dotprod(&vec_to_target, &aip->big_attack_surface_normal);
} else {
dist_normal_to_target = 0.2f * vm_vec_mag_quick(&vec_to_target);
}
@@ -1254,19 +1208,20 @@ int ai_big_strafe_maybe_retreat(float dist, vec3d *target_pos)
// Inside 2 sec retreat, setting goal point to box point + 300m
// If collision, use std collision resolution.
if ( !(aip->ai_flags[AI::AI_Flags::Kamikaze]) && ((aip->ai_flags[AI::AI_Flags::Target_collision]) || (time_to_target < STRAFE_RETREAT_COLLIDE_TIME) || (dist_normal_to_target < STRAFE_RETREAT_COLLIDE_DIST + speed_to_dist_penalty)) ) {
if (aip->ai_flags[AI::AI_Flags::Target_collision]) {
if ( !(aip->ai_flags & AIF_KAMIKAZE) && ((aip->ai_flags & AIF_TARGET_COLLISION) || (time_to_target < STRAFE_RETREAT_COLLIDE_TIME) || (dist_normal_to_target < STRAFE_RETREAT_COLLIDE_DIST + speed_to_dist_penalty)) ) {
if (aip->ai_flags & AIF_TARGET_COLLISION) {
// use standard collision resolution
aip->ai_flags.remove(AI::AI_Flags::Target_collision);
aip->ai_flags &= ~AIF_TARGET_COLLISION;
big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
} else {
// too close for comfort so fly to box point + 300
aip->submode = AIS_STRAFE_RETREAT1;
aip->submode_start_time = Missiontime;
float box_dist;
int is_inside;
vec3d goal_point;
get_world_closest_box_point_with_delta(&goal_point, En_objp, &Pl_objp->pos, &is_inside, STRAFE_RETREAT_BOX_DIST);
box_dist = get_world_closest_box_point_with_delta(&goal_point, En_objp, &Pl_objp->pos, &is_inside, STRAFE_RETREAT_BOX_DIST);
// set goal point
aip->goal_point = goal_point;
@@ -1290,6 +1245,7 @@ void ai_big_strafe_attack()
vec3d target_pos;
vec3d rand_vec;
float target_dist, target_dot, accel, t;
object *target_objp;
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
@@ -1301,8 +1257,11 @@ void ai_big_strafe_attack()
if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
return;
if (aip->ai_flags[AI::AI_Flags::Kamikaze]) {
target_objp = &Objects[aip->target_objnum];
if (aip->ai_flags & AIF_KAMIKAZE) {
if (target_dist < 1200.0f) {
//nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", target_dot, target_dist));
ai_turn_towards_vector(&target_pos, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
accelerate_ship(aip, 1.0f);
if ((target_dist < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
@@ -1313,7 +1272,7 @@ void ai_big_strafe_attack()
}
}
if (!(aip->ai_flags[AI::AI_Flags::Seek_lock]) || (aip->aspect_locked_time < 2.0f)) {
if (!(aip->ai_flags & AIF_SEEK_LOCK) || (aip->aspect_locked_time < 2.0f)) {
t = ai_endangered_by_weapon(aip);
if ( t > 0.0f && t < 1.5f ) {
// set up goal_point for avoid path to turn towards
@@ -1338,6 +1297,7 @@ void ai_big_strafe_attack()
aip->submode = AIS_STRAFE_AVOID;
aip->submode_start_time = Missiontime;
// nprintf(("Alan","Ship %s entering AIS_STRAFE_AVOID at frame %d\n", Ships[aip->shipnum].ship_name, Framecount));
if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
afterburners_start(Pl_objp);
@@ -1350,30 +1310,27 @@ void ai_big_strafe_attack()
ai_big_maybe_fire_weapons(target_dist, target_dot, &Pl_objp->pos, &En_objp->pos, &En_objp->phys_info.vel);
turn_towards_point(Pl_objp, &target_pos, NULL, 0.0f);
// Slow down if we've not been hit for a while
fix last_hit = Missiontime - aip->last_hit_time;
if ( aip->ai_profile_flags[AI::Profile_Flags::Ai_can_slow_down_attacking_big_ships] ) {
// Slow down if we've not been hit for a while
if ( target_dist > 1200 || last_hit < F1_0*6) {
accel = 1.0f;
} else {
float attack_time;
attack_time = f2fl(Missiontime - aip->submode_start_time);
if ( attack_time > 15 ) {
accel = 0.2f;
} else if ( attack_time > 10 ) {
accel = 0.4f;
} else if ( attack_time > 8 ) {
accel = 0.6f;
} else if ( attack_time > 5 ) {
accel = 0.8f;
} else {
accel = 1.0f;
}
}
} else {
if ( target_dist > 1200 || last_hit < F1_0*6) {
accel = 1.0f;
} else {
float attack_time;
attack_time = f2fl(Missiontime - aip->submode_start_time);
if ( attack_time > 15 ) {
accel = 0.2f;
} else if ( attack_time > 10 ) {
accel = 0.4f;
} else if ( attack_time > 8 ) {
accel = 0.6f;
} else if ( attack_time > 5 ) {
accel = 0.8f;
} else {
accel = 1.0f;
}
}
accel = 1.0f;
accelerate_ship(aip, accel);
// if haven't been hit in quite a while, leave strafe mode
@@ -1622,7 +1579,7 @@ void ai_big_strafe_position()
aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
//Maybe use AIS_STRAFE_GLIDE_ATTACK
if ((sip->can_glide == true) && !(aip->ai_flags[AI::AI_Flags::Kamikaze]) && (frand() < aip->ai_glide_strafe_percent)) {
if ((sip->can_glide == true) && !(aip->ai_flags & AIF_KAMIKAZE) && (frand() < aip->ai_glide_strafe_percent)) {
aip->submode = AIS_STRAFE_GLIDE_ATTACK;
aip->submode_parm1 = 0;
} else {
@@ -1654,7 +1611,7 @@ void ai_big_strafe()
}
*/
// check if target is still a big ship... if not enter chase mode
if ( !(Ship_info[Ships[En_objp->instance].ship_info_index].is_big_or_huge()) ) {
if ( !(Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
ai_big_switch_to_chase_mode(aip);
return;
}
@@ -1727,12 +1684,12 @@ int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consi
// if Pl_objp's target is not a big/capital ship, then cannot enter strafe mode
// AL 12-31-97: Even though transports are considered big ships, don't enter strafe mode on them
if ( !(sip->is_big_or_huge()) || (sip->flags[Ship::Info_Flags::Transport]) ) {
if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
return 0;
}
// If Pl_objp not a fighter or bomber, don't enter strafe mode. -- MK, 11/11/97.
if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].is_fighter_bomber()) ) {
if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
return 0;
}
@@ -1754,7 +1711,7 @@ int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consi
//JAS IMPOSSIBLE } else {
// switch targets
sip = &Ship_info[Ships[parent_objp->instance].ship_info_index];
if ( !(sip->is_big_or_huge()) || (sip->flags[Ship::Info_Flags::Transport]) ) {
if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
return 0;
}
set_target_objnum(aip, OBJ_INDEX(parent_objp));
@@ -1809,8 +1766,8 @@ void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp)
// the ai will not always go after different ships firing beams at them.
// Approx 1/4 chance we'll go after the other ship's beam.
bool attack_turret_on_different_ship = (aip->ai_profile_flags[AI::Profile_Flags::Big_ships_can_attack_beam_turrets_on_untargeted_ships])
&& (Weapon_info[Weapons[weapon_objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Beam]) && (frand()*100 < 25.0f);
bool attack_turret_on_different_ship = (aip->ai_profile_flags & AIPF_BIG_SHIPS_CAN_ATTACK_BEAM_TURRETS_ON_UNTARGETED_SHIPS)
&& (Weapon_info[weapon_objp->instance].wi_flags & WIF_BEAM) && (frand()*100 < 25.0f);
// unless we're making an exception, we should only attack a turret if it sits on the current target
if ( !attack_turret_on_different_ship )
+2 -2
View File
@@ -12,10 +12,10 @@
#ifndef __AIBIG_H__
#define __AIBIG_H__
class object;
struct object;
struct ai_info;
struct vec3d;
class ship_subsys;
struct ship_subsys;
void ai_big_ship(object *objp);
void ai_big_chase();
+2713 -2568
View File
File diff suppressed because it is too large. Load diff
+268 -321
View File
File diff suppressed because it is too large. Load diff
+6 -9
View File
@@ -26,7 +26,6 @@ struct ai_goal;
// Fred. If the goal you add doesn't have a target (such as chase_any), then you don't have
// to worry about doing this. Also add it to list in Fred\Management.cpp, and let Hoffoss know!
// WMC - Oh and add them to Ai_goal_names plz. TY! :)
// Goober5000 - As well as Ai_goal_text and Ai_goal_list, if appropriate
#define AI_GOAL_CHASE (1<<1) // 0x00000002
#define AI_GOAL_DOCK (1<<2) // 0x00000004 // used for undocking as well
#define AI_GOAL_WAYPOINTS (1<<3) // 0x00000008
@@ -52,12 +51,10 @@ struct ai_goal;
// resume regular goals
#define AI_GOAL_STAY_STILL (1<<20) // 0x00100000
#define AI_GOAL_PLAY_DEAD (1<<21) // 0x00200000
// added by SCP
#define AI_GOAL_CHASE_WEAPON (1<<22) // 0x00400000
#define AI_GOAL_FLY_TO_SHIP (1<<23) // 0x00800000
#define AI_GOAL_IGNORE_NEW (1<<24) // 0x01000000
#define AI_GOAL_CHASE_SHIP_CLASS (1<<25) // 0x02000000
// now the masks for ship types
@@ -89,7 +86,7 @@ extern int Num_ai_goals;
extern int Num_ai_dock_names;
extern char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
extern const char *Ai_goal_text(int goal);
extern char *Ai_goal_text(int goal);
// extern function definitions
extern void ai_post_process_mission();
@@ -120,11 +117,11 @@ extern void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip );
extern void ai_mission_goal_complete( ai_info *aip );
extern void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp );
extern void ai_update_goal_references(ai_goal *goals, int type, const char *old_name, const char *new_name);
extern int query_referenced_in_ai_goals(ai_goal *goals, int type, const char *name);
extern char *ai_add_dock_name(const char *str);
extern void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name);
extern int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name);
extern char *ai_add_dock_name(char *str);
extern int ai_query_goal_valid( int ship, int ai_goal_type );
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 );
-3
View File
@@ -10,9 +10,6 @@
#ifndef _AIINTERNAL_H
#define _AIINTERNAL_H
#include "ship/ship.h"
#include "weapon/weapon.h"
//Returns true if the specified object is a stealth ship, false if not
bool is_object_stealth_ship(object* objp);
+16
View File
@@ -0,0 +1,16 @@
/*
* 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 _AILOCAL_H
#define _AILOCAL_H
// -- Don't put anything in here --
// Put it in ai.h!
#endif
+326 -932
View File
File diff suppressed because it is too large. Load diff
+194 -141
View File
@@ -10,17 +10,17 @@
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "globalincs/linklist.h"
#include "io/timer.h"
#include "bmpman/bmpman.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "pcxutils/pcxutils.h"
#include "anim/packunpack.h"
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
#include "globalincs/linklist.h"
#include "graphics/2d.h"
#include "io/timer.h"
#include "pcxutils/pcxutils.h"
#include "render/3d.h"
#include "graphics/material.h"
#include "tracing/Monitor.h"
static color Color_xparent;
@@ -31,17 +31,16 @@ anim_instance anim_render_list;
#define MAX_ANIM_INSTANCES 25
anim_instance anim_render_instance[MAX_ANIM_INSTANCES];
int Anim_paused; /// Global variable to pause the playing back of anims
int Anim_paused; // global variable to pause the playing back of anims
int Anim_inited = FALSE;
fix t1,t2;
int Anim_ignore_frametime=0; // flag used to ignore frametime... useful when need to avoid saturated frametimes
/**
* @brief Initialise animation
* @details Queue all the ::anim_render_instance[] elements onto the ::anim_free_list
*/
// -------------------------------------------------------------------------------------------------
// anim_init() will queue all the anim_render_instance[] elements onto the anim_free_list
//
void anim_init()
{
int i;
@@ -61,9 +60,9 @@ void anim_init()
Anim_inited = TRUE;
}
/**
* @brief Display the frames for the currently playing anims
*/
// -------------------------------------------------------------------------------------------------
// anim_render_all() will display the frames for the currently playing anims
//
void anim_render_all(int screen_id, float frametime)
{
anim_instance* A;
@@ -86,10 +85,10 @@ void anim_render_all(int screen_id, float frametime)
}
}
/**
* @brief Display the frames for the passed animation
* @details It will ignore animations which do not have the same id as the passed screen_id
*/
// -------------------------------------------------------------------------------------------------
// anim_render_one() will display the frames for the passed animation, it will ignore animations which
// do not have the same id as the passed screen_id
//
void anim_render_one(int screen_id, anim_instance *ani, float frametime)
{
// make sure this guy's screen id matches the passed one
@@ -110,17 +109,14 @@ void anim_render_one(int screen_id, anim_instance *ani, float frametime)
MONITOR(NumANIPlayed)
/**
* @brief Setup an anim_play_struct for passing into ::anim_play().
* @details Will fill in default values, which you can then change before calling ::anim_play().
*/
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y, int base_w, int base_h)
// Setup an anim_play_struct for passing into anim_play(). Will fill in default values, which you
// can then change before calling anim_play().
//
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y)
{
aps->anim_info = a_info;
aps->x = x;
aps->y = y;
aps->base_w = base_w;
aps->base_h = base_h;
aps->start_at = 0;
aps->stop_at = a_info->total_frames - 1;
aps->screen_id = 0;
@@ -133,21 +129,49 @@ void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y, int base_
aps->ping_pong = 0;
}
/**
* @brief Will add an anim instance to the anim_render_list.
* This will cause the anim to be played at the x,y position specified in the parameter list.
*
* @param aps Compressed animation that we should make an instance from
* @return If success pointer to instance, NULL if anim anim could not be played
*/
// -------------------------------------------------------------------------------------------------
// anim_play() will add an anim instance to the anim_render_list. This will cause the
// anim to be played at the x,y position specified in the parameter list.
//
// input:
//
// anim_info => the compressed animation that we should make an instance from
// x => x position of animation to play at (top left corner)
// y => y position of animation to play at ( top left corner)
// start_at => frame number to start at (note: numbering is from 0->num_frames-1)
// stop_at => frame number to stop at (note: numbering is from 0->num_frames-1)
// screen_id => OPTIONAL (default value 0): screen signature so animation only plays when
// anim_render_all() called with that same signature
// world_pos => OPTIONAL (default value NULL): only give a world pos when you want to
// play the animation at a 3D location. You must specify radius when
// this is non-null.
// radius => OPTIONAL (default value 0): only needed when the animation is playing
// as a 3D animation (this is only when world_pos in not NULL).
// fi => OPTIONAL (default value 0): framerate indepentdent flag, when set TRUE
// the animation will skip frames if necessary to maintain the fps value
// associated with the animation
// color => OPTIONAL (default value NULL) address of an alpha color struct. Only
// required when the animation should be drawn with an alpha color.
// skip_frames => OPTIONAL (default value 1) should anim skip frames when doing framerate
// independent playback
// looped => OPTIONAL (default value 0) should anim play looped (ie forever)
//
// returns:
//
// pointer to instance => success
// NULL => if anim anim could not be played
//
anim_instance *anim_play(anim_play_struct *aps)
{
Assert( aps->anim_info != NULL );
Assert( aps->start_at >= 0 );
Assert( aps->stop_at < aps->anim_info->total_frames );
// Assert( aps->stop_at >= aps->start_at );
Assert( !(aps->looped && aps->ping_pong) ); // shouldn't have these both set at once
MONITOR_INC(NumANIPlayed, 1);
// if (aps->ping_pong && !(aps->anim_info->flags & ANF_ALL_KEYFRAMES));
anim_instance *instance;
@@ -195,14 +219,6 @@ anim_instance *anim_play(anim_play_struct *aps)
instance->xlate_pal = 0;
}
if(aps->base_w < 0 || aps->base_h < 0) {
instance->base_w = gr_screen.max_w_unscaled_zoomed;
instance->base_h = gr_screen.max_h_unscaled_zoomed;
} else {
instance->base_w = aps->base_w;
instance->base_h = aps->base_h;
}
// determining the start_at frame is more complicated, since it must be a key-frame.
// Futhermore, need to subtract 1 from key-frame number, since frame number is always
// incremented the first time anim_show_next_frame() is called
@@ -227,6 +243,16 @@ anim_instance *anim_play(anim_play_struct *aps)
idx++;
}
/*while (keyp) {
if (( (keyp->frame_num-1) <= frame_num) && ( (keyp->frame_num-1) > key)) { // find closest key
key = keyp->frame_num-1;
offset = keyp->offset;
if ( key == frame_num )
break;
}
keyp = keyp->next;
}*/
if (key > instance->frame_num) { // best key is closer than current position
instance->frame_num = key;
@@ -244,17 +270,20 @@ anim_instance *anim_play(anim_play_struct *aps)
return instance;
}
/**
* @brief This function is called to blit the next frame of an anim instance to the screen.
* This is normally called by the anim_render_all() function.
*
* @param instance Pointer to animation instance
* @param frametime Time elapsed since last call, in seconds
*/
// -----------------------------------------------------------------------------
// anim_show_next_frame()
//
// This function is called to blit the next frame of an anim instance to the
// screen. This is normally called by the anim_render_all() function.
//
// input: instance => pointer to animation instance
// frametime => time elapsed since last call, in seconds
//
int anim_show_next_frame(anim_instance *instance, float frametime)
{
int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
float percent_through, time;
int bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
float percent_through, decompress_time, render_time, time;
vertex image_vertex;
int aabitmap = 0;
int bpp = 16;
@@ -336,6 +365,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
instance->time_elapsed = 0.0f;
} else if(instance->ping_pong) { // pingponged animations
instance->frame_num = instance->stop_at;
// instance->time_elapsed = 0.0f;
anim_reverse_direction(instance);
} else { // one-shot animations
instance->frame_num = instance->stop_at;
@@ -350,6 +380,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
instance->time_elapsed = 0.0f;
} else if(instance->ping_pong) { // pingponged animations
instance->frame_num = instance->stop_at;
// instance->time_elapsed = 0.0f;
anim_reverse_direction(instance);
} else { // one-shot animations
instance->frame_num = instance->stop_at+1;
@@ -373,6 +404,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
}
}
Assert(frame_diff >= 0);
// nprintf(("Alan","FRAME DIFF: %d\n",frame_diff));
Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );
// if the anim is paused, ignore all the above changes and still display this frame
@@ -383,6 +415,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
}
if (instance->parent->flags & ANF_XPARENT){
// bitmap_flags = BMP_XPARENT;
bitmap_flags = 0;
}
bpp = 16;
@@ -461,6 +494,8 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
instance->file_offset = instance->parent->file_offset;
instance->loop_count++;
}
decompress_time = f2fl(t2-t1);
t1 = timer_get_fixed_seconds();
if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
@@ -470,7 +505,7 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
if ( instance->last_bitmap != -1 ){
bm_release(instance->last_bitmap);
}
bitmap_id = bm_create(bpp, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
bitmap_id = bm_create(16, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
}
if ( bitmap_id == -1 ) {
@@ -486,42 +521,37 @@ int anim_show_next_frame(anim_instance *instance, float frametime)
// determine x,y to display the bitmap at
if ( instance->world_pos == NULL ) {
int old_max_w_unscaled = gr_screen.max_w_unscaled;
int old_max_h_unscaled = gr_screen.max_h_unscaled;
int old_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
int old_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
gr_set_screen_scale(instance->base_w, instance->base_h);
gr_set_clip(0, 0, instance->base_w, instance->base_h, GR_RESIZE_MENU);
if ( instance->aa_color == NULL ) {
gr_bitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
gr_bitmap(instance->x, instance->y);
}
else {
gr_set_color_fast( (color*)instance->aa_color );
gr_aabitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
gr_aabitmap(instance->x, instance->y);
}
gr_set_screen_scale(old_max_w_unscaled, old_max_h_unscaled, old_max_w_unscaled_zoomed, old_max_h_unscaled_zoomed);
gr_reset_clip();
}
else {
g3_rotate_vertex(&image_vertex,instance->world_pos);
Assert(instance->radius != 0.0f);
//g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED | TMAP_HTL_2D);
material mat_params;
material_set_unlit(&mat_params, bitmap_id, 1.0f, false, false);
g3_render_rect_screen_aligned_2d(&mat_params, &image_vertex, 0, instance->radius*1.5f);
g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED | TMAP_HTL_2D);
}
//bm_release(bitmap_id);
instance->last_bitmap = bitmap_id;
}
t2 = timer_get_fixed_seconds();
render_time = f2fl(t2-t1);
// nprintf(("Alan","DECOMPRESS: %.3fms RENDER: %.3fms\n", decompress_time*1000, render_time*1000));
return 0;
}
/**
* @brief Stop an anim instance that is on the anim_render_list from playing
*/
// -----------------------------------------------------------------------------
// anim_stop_playing()
//
// Stop an anim instance that is on the anim_render_list from playing
//
int anim_stop_playing(anim_instance* instance)
{
Assert(instance != NULL);
@@ -532,12 +562,14 @@ int anim_stop_playing(anim_instance* instance)
return 0;
}
/**
* @brief Free a particular animation instance that is on the anim_render_list.
* Do not call this function to free an animation instance in general (use
* free_anim_instance() for that), only when you want to free an instance
* that is on the anim_render_list
*/
// -----------------------------------------------------------------------------
// anim_release_render_instance()
//
// Free a particular animation instance that is on the anim_render_list. Do
// not call this function to free an animation instance in general (use
// free_anim_instance() for that), only when you want to free an instance
// that is on the anim_render_list
//
void anim_release_render_instance(anim_instance* instance)
{
Assert( instance != NULL );
@@ -560,13 +592,16 @@ void anim_release_render_instance(anim_instance* instance)
list_append( &anim_free_list, instance );
}
/**
* @brief Free all anim instances that are on the anim_render_list.
*
* @param screen_id Optional parameter that lets you only free a subset of the anim instances.
* A screen_id of 0 is the default value, and this is used for animations that always play when
* they are placed on the aim_render_list.
*/
// -----------------------------------------------------------------------------
// anim_release_all_instances()
//
// Free all anim instances that are on the anim_render_list.
//
// input: screen_id => optional parameter that lets you only free a subset
// of the anim instances. A screen_id of 0 is the default
// value, and this is used for animations that always play
// when they are placed on the aim_render_list.
//
void anim_release_all_instances(int screen_id)
{
anim_instance* A;
@@ -590,18 +625,18 @@ void anim_release_all_instances(int screen_id)
//
// Read the header of a .ani file. Below is the format of a .ani header
//
// #bytes | description
// #bytes | description
// 2 | obsolete, kept for compatibility with old versions
// 2 | version number
// 2 | fps
// 1 | transparent red value
// 1 | transparent green value
// 1 | transparent green value
// 1 | transparent blue value
// 2 | width
// 2 | height
// 2 | number of frames
// 1 | packer code
// 763 | palette
// 763 | palette
// 2 | number of key frames
// 2 | key frame number } repeats
// 4 | key frame offset } repeats
@@ -611,7 +646,7 @@ void anim_read_header(anim *ptr, CFILE *fp)
{
ptr->width = cfread_short(fp);
// If first 2 bytes are zero, this means we are using a new format, which includes
// a version, and fps values. This is only done since a version number was not included
// a version, and fps values. This is only done since a version number was not included
// in the original header.
// default
@@ -676,25 +711,28 @@ void anim_read_header(anim *ptr, CFILE *fp)
}
}
/**
* @brief Load an animation. This stores the compressed data, which instances of the animation can reference.
* Must be free'ed later with anim_free().
*
* @param real_filename Filename of animation
* @param cf_dir_type
* @param file_mapped Whether to use memory-mapped file or not.
*
* @details Memory-mapped files will page in the animation from disk as it is needed, but performance is not as good.
* @return Pointer to anim that is loaded if sucess, NULL if failure.
*/
anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
// -----------------------------------------------------------------------------
// anim_load()
//
// Load an animation. This stores the compressed data, which instances
// of the animation can reference. Must be free'ed later with anim_free()
//
// input: name => filename of animation
// file_mapped => boolean, whether to use memory-mapped file or not.
// Memory-mapped files will page in the animation from disk
// as it is needed, but performance is not as good
//
// returns: pointer to anim that is loaded => sucess
// NULL => failure
//
anim *anim_load(char *real_filename, int cf_dir_type, int file_mapped)
{
anim *ptr;
CFILE *fp;
int count,idx;
char name[_MAX_PATH];
Assert( real_filename != NULL );
Assert ( real_filename != NULL );
strcpy_s( name, real_filename );
char *p = strchr( name, '.' );
@@ -733,10 +771,6 @@ anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
anim_read_header(ptr, fp);
if (ptr->width < 0 || ptr->height < 0) {
Error(LOCATION, "Ani file %s has a faulty header and cannot be loaded.", name);
}
if(ptr->num_keys > 0){
ptr->keys = (key_frame*)vm_malloc(sizeof(key_frame) * ptr->num_keys);
Assert(ptr->keys != NULL);
@@ -749,10 +783,22 @@ anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
ptr->keys[idx].frame_num = 0;
cfread(&ptr->keys[idx].frame_num, 2, 1, fp);
cfread(&ptr->keys[idx].offset, 4, 1, fp);
ptr->keys[idx].frame_num = INTEL_INT( ptr->keys[idx].frame_num ); //-V570
ptr->keys[idx].offset = INTEL_INT( ptr->keys[idx].offset ); //-V570
ptr->keys[idx].frame_num = INTEL_INT( ptr->keys[idx].frame_num );
ptr->keys[idx].offset = INTEL_INT( ptr->keys[idx].offset );
}
/*prev_keyp = &ptr->keys;
count = ptr->num_keys;
while (count--) {
keyp = (key_frame *) vm_malloc(sizeof(key_frame));
keyp->next = *prev_keyp;
*prev_keyp = keyp;
prev_keyp = &keyp->next;
keyp->frame_num = 0;
cfread(&keyp->frame_num, 2, 1, fp);
cfread(&keyp->offset, 4, 1, fp);
}*/
cfread(&count, 4, 1, fp); // size of compressed data
count = INTEL_INT( count );
@@ -765,7 +811,7 @@ anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
}
// couldn't memory-map file... must be in a packfile, so stream manually
if ( file_mapped == PAGE_FROM_MEM && !ptr->cfile_ptr ) {
if ( file_mapped && !ptr->cfile_ptr ) {
ptr->flags &= ~ANF_MEM_MAPPED;
ptr->flags |= ANF_STREAMED;
ptr->cfile_ptr = cfopen(name, "rb", CFILE_NORMAL, cf_dir_type);
@@ -813,10 +859,12 @@ anim *anim_load(const char *real_filename, int cf_dir_type, int file_mapped)
return ptr;
}
/**
* @brief Free an animation that was loaded with anim_load().
* @details All instances referencing this animation must be free'ed or get an assert.
*/
// ---------------------------------------------------
// anim_free()
//
// Free an animation that was loaded with anim_load(). All instances
// referencing this animation must be free'ed or get an assert.
//
int anim_free(anim *ptr)
{
Assert ( ptr != NULL );
@@ -848,14 +896,14 @@ int anim_free(anim *ptr)
if ( ptr->flags & (ANF_MEM_MAPPED|ANF_STREAMED) ) {
cfclose(ptr->cfile_ptr);
if (ptr->cache != NULL) {
if ( ptr->cache ) {
vm_free(ptr->cache);
ptr->cache = NULL;
}
}
else {
Assert(ptr->data);
if (ptr->data != NULL) {
if ( ptr->data ) {
vm_free(ptr->data);
ptr->data = NULL;
}
@@ -867,9 +915,11 @@ int anim_free(anim *ptr)
}
/**
* @brief Return if an anim is playing or not.
*/
// ---------------------------------------------------------------------
// anim_playing()
//
// Return if an anim is playing or not.
//
int anim_playing(anim_instance *ai)
{
Assert(ai != NULL);
@@ -880,28 +930,36 @@ int anim_playing(anim_instance *ai)
}
/**
* @brief Called at the beginning of a mission to initialize any mission dependent anim data.
* @todo Redundant?
*/
// ---------------------------------------------------------------------
// anim_level_init()
//
// Called at the beginning of a mission to initialize any mission dependent
// anim data.
//
void anim_level_init()
{
}
/**
* @brief Called after the end of a mission to clean up any mission dependent anim data.
*/
// ---------------------------------------------------------------------
// anim_level_close()
//
// Called after the end of a mission to clean up any mission dependent
// anim data.
//
void anim_level_close()
{
anim_release_all_instances();
}
/**
* @brief Write the frames of a .ani file out to disk as .pcx files.
* @details Use naming convention: filename0000.pcx, filename0001.pcx etc.
*
* @return If success 0, or if failed -1
*/
// ---------------------------------------------------
// anim_write_frames_out()
//
// Write the frames of a .ani file out to disk as .pcx files.
// Use naming convention: filename0000.pcx, filename0001.pcx etc.
//
// return: 0 => success
// -1 => failed
//
int anim_write_frames_out(char *filename)
{
anim *source_anim;
@@ -947,10 +1005,12 @@ int anim_write_frames_out(char *filename)
return 0;
}
/**
* @brief Display information and statistics about a .ani file.
* @details This is called when -i switch is on when running ac.exe
*/
// ---------------------------------------------------
// anim_display_info()
//
// Display information and statistics about a .ani file.
// This is called when -i switch is on when running ac.exe
//
void anim_display_info(char *real_filename)
{
CFILE *fp;
@@ -973,21 +1033,14 @@ void anim_display_info(char *real_filename)
}
anim_read_header(&A, fp);
if (A.width < 0 || A.height < 0) {
Error(LOCATION, "Ani file %s has a faulty header and cannot be loaded.", filename);
}
// read the keyframe frame nums and offsets
key_frame_nums = (int*)vm_malloc(sizeof(int)*A.num_keys);
Assert(key_frame_nums != NULL);
if (key_frame_nums == NULL)
return;
for ( i = 0; i < A.num_keys; i++ ) {
key_frame_nums[i] = 0;
cfread(&key_frame_nums[i], 2, 1, fp);
cfread(&tmp, 4, 1, fp);
//printf("key frame num: %d,%d\n", key_frame_nums[i],tmp);
}
cfread(&compressed, 4, 1, fp);
@@ -1016,7 +1069,7 @@ void anim_display_info(char *real_filename)
printf("FPS: %d\n", A.fps);
#ifndef NDEBUG
printf("Transparent RGB: (%u,%u,%u)\n", A.xparent_r, A.xparent_g, A.xparent_b);
printf("Transparent RGB: (%d,%d,%d)\n", A.xparent_r, A.xparent_g, A.xparent_b);
#endif
printf("ac version: %d\n", A.version);
+6 -7
View File
@@ -12,8 +12,8 @@
#ifndef __ANIMPLAY_H__
#define __ANIMPLAY_H__
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
struct anim;
struct anim_info;
@@ -24,8 +24,6 @@ typedef struct {
anim *anim_info;
int x;
int y;
int base_w;
int base_h;
int start_at;
int stop_at;
int screen_id;
@@ -40,8 +38,9 @@ typedef struct {
enum
{
PAGE_FROM_DISK = 0,
PAGE_FROM_MEM = 1
PAGE_FROM_MEM = 0,
PAGE_FROM_DISK = 1,
PAGE_FROM_DISK_FORCED = 2
};
extern int Anim_paused;
@@ -51,14 +50,14 @@ void anim_level_init();
void anim_level_close();
void anim_render_all(int screen_id, float frametime);
void anim_render_one(int screen_id, anim_instance *ani, float frametime);
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y, int max_x = -1, int max_y = -1);
void anim_play_init(anim_play_struct *aps, anim *a_info, int x, int y);
anim_instance *anim_play(anim_play_struct *aps);
void anim_ignore_next_frametime();
int anim_stop_playing(anim_instance* anim_instance);
int anim_show_next_frame(anim_instance *instance, float frametime);
void anim_release_all_instances(int screen_id = 0);
void anim_release_render_instance(anim_instance* instance);
anim *anim_load(const char *name, int cf_dir_type = CF_TYPE_ANY, int file_mapped = PAGE_FROM_DISK);
anim *anim_load(char *name, int cf_dir_type = CF_TYPE_ANY, int file_mapped = PAGE_FROM_MEM);
int anim_free(anim *ptr);
int anim_playing(anim_instance *ai);
int anim_write_frames_out(char *filename);
+59 -82
View File
@@ -9,10 +9,12 @@
#include "anim/animplay.h"
#include "anim/packunpack.h"
#include "bmpman/bmpman.h"
#include "graphics/2d.h"
#include "anim/animplay.h"
const int packer_code = PACKER_CODE;
@@ -49,7 +51,6 @@ anim_instance *init_anim_instance(anim *ptr, int bpp)
ptr->instance_count++;
inst = (anim_instance *) vm_malloc(sizeof(anim_instance));
Assert(inst);
memset(inst, 0, sizeof(anim_instance));
inst->frame_num = -1;
inst->last_frame_num = -1;
inst->parent = ptr;
@@ -100,7 +101,12 @@ int anim_get_next_frame(anim_instance *inst)
return -1;
}
bitmap_flags = 0;
if (inst->parent->flags & ANF_XPARENT) {
// bitmap_flags = BMP_XPARENT;
bitmap_flags = 0;
} else {
bitmap_flags = 0;
}
bpp = 16;
if(inst->aa_color != NULL){
@@ -162,16 +168,11 @@ ubyte *anim_get_next_raw_buffer(anim_instance *inst, int xlate_pal, int aabitmap
return inst->frame;
}
/**
* @brief Pack key frame
*
* @param frame Frame pixel data to pack
* @param save Memory to store packed data to
* @param size Number of bytes to pack
* @param max Maximum number of packed bytes (size of buffer)
* @param compress_type Compress type
* @return Actual number of bytes data packed to or -1 if error
*/
// frame = frame pixel data to pack
// save = memory to store packed data to
// size = number of bytes to pack
// max = maximum number of packed bytes (size of buffer)
// returns: actual number of bytes data packed to or -1 if error
int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_type)
{
int last = -32768, count = 0;
@@ -256,12 +257,14 @@ int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_
*save++ = (ubyte)last;
packed_size++;
Assert( last != STD_RLE_CODE );
// printf("Just packed %d 1 times, since pixel change, no count included\n",last);
}
else {
count |= STD_RLE_CODE;
*save++ = (ubyte)count;
*save++ = (ubyte)last;
packed_size += 2;
// printf("Just packed %d %d times, since pixel change\n",last,count);
}
}
@@ -278,6 +281,8 @@ int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_
*save++ = (ubyte)last;
packed_size += 2;
count = 0;
// printf("Just packed %d %d times, since count overflow\n",last,count);
}
} // end for
@@ -289,6 +294,7 @@ int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_
if ( (count == 1) && !(last & STD_RLE_CODE) ) {
*save++ = (ubyte)last;
packed_size++;
// printf("Just packed %d 1 times, at end since single pixel, no count\n",last);
Assert( last != STD_RLE_CODE );
}
else {
@@ -296,11 +302,13 @@ int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_
*save++ = (ubyte)count;
*save++ = (ubyte)last;
packed_size += 2;
// printf("Just packed %d %d times, at end since pixel change\n",last,count);
}
}
Assert(packed_size == (save-dest_start) );
return packed_size;
break;
}
default:
@@ -312,17 +320,12 @@ int pack_key_frame(ubyte *frame, ubyte *save, long size, long max, int compress_
return packed_size;
}
/**
* @brief Pack frame
*
* @param frame Frame pixel data to pack
* @param frame2 Previous frame's pixel data
* @param save Memory to store packed data to
* @param size Number of bytes to pack
* @param max Maximum number of packed bytes (size of buffer)
* @param compress_type Compress type
* @return Actual number of bytes data packed to or -1 if error
*/
// frame = frame pixel data to pack
// frame2 = previous frame's pixel data
// save = memory to store packed data to
// size = number of bytes to pack
// max = maximum number of packed bytes (size of buffer)
// returns: actual number of bytes data packed to or -1 if error
int pack_frame(ubyte *frame, ubyte *frame2, ubyte *save, long size, long max, int compress_type)
{
int pixel, last = -32768, count = 0, i;
@@ -466,6 +469,7 @@ int pack_frame(ubyte *frame, ubyte *frame2, ubyte *save, long size, long max, in
Assert(packed_size == (save-dest_start) );
return packed_size;
break;
}
default:
@@ -477,11 +481,7 @@ int pack_frame(ubyte *frame, ubyte *frame2, ubyte *save, long size, long max, in
return packed_size;
}
/**
* @brief Convert a 24 bit value to a 16 bit value
* @param bit_24 24 bit value
* @param bit_16 16 bit value (output)
*/
// convert a 24 bit value to a 16 bit value
void convert_24_to_16(int bit_24, ushort *bit_16)
{
ubyte *pixel = (ubyte*)&bit_24;
@@ -490,10 +490,7 @@ void convert_24_to_16(int bit_24, ushort *bit_16)
bm_set_components((ubyte*)bit_16, (ubyte*)&pixel[0], (ubyte*)&pixel[1], (ubyte*)&pixel[2], &alpha);
}
/**
* @brief Unpack a pixel given the passed index and the anim_instance's palette
* @return Bytes stuffed
*/
// unpack a pixel given the passed index and the anim_instance's palette, return bytes stuffed
int unpack_pixel(anim_instance *ai, ubyte *data, ubyte pix, int aabitmap, int bpp)
{
int bit_24;
@@ -512,14 +509,7 @@ int unpack_pixel(anim_instance *ai, ubyte *data, ubyte pix, int aabitmap, int bp
bit_16 = (ushort)pix;
break;
case 8:
// 8 bit-per-pixel aa bitmaps are a bit special since they only use value in the range [0, 15] where 15 wraps
// around back to 0. Since the rest of the code expects the value to be in the range [0, 255] the pixel value
// needs to be adjusted here. By muliplying the value with 17 the original range [0, 15] is mapped to [0, 255]
if (pix >= 15) {
bit_8 = 0;
} else {
bit_8 = (ubyte)(pix * 17);
}
bit_8 = pix;
break;
default:
Int3();
@@ -549,7 +539,7 @@ int unpack_pixel(anim_instance *ai, ubyte *data, ubyte pix, int aabitmap, int bp
}
} else {
// stuff the 24 bit value
memcpy(&bit_24, &ai->parent->palette[pix * 3], 3); //-V512
memcpy(&bit_24, &ai->parent->palette[pix * 3], 3);
// convert to 16 bit
convert_24_to_16(bit_24, &bit_16);
@@ -580,10 +570,7 @@ int unpack_pixel(anim_instance *ai, ubyte *data, ubyte pix, int aabitmap, int bp
return pixel_size;
}
/**
* @brief Unpack a pixel given the passed index and the anim_instance's palette
* @return Bytes stuffed
*/
// unpack a pixel given the passed index and the anim_instance's palette, return bytes stuffed
int unpack_pixel_count(anim_instance *ai, ubyte *data, ubyte pix, int count = 0, int aabitmap = 0, int bpp = 8)
{
int bit_24;
@@ -603,14 +590,7 @@ int unpack_pixel_count(anim_instance *ai, ubyte *data, ubyte pix, int count = 0,
bit_16 = (ushort)pix;
break;
case 8 :
// 8 bit-per-pixel aa bitmaps are a bit special since they only use value in the range [0, 15] where 15 wraps
// around back to 0. Since the rest of the code expects the value to be in the range [0, 255] the pixel value
// needs to be adjusted here. By muliplying the value with 17 the original range [0, 15] is mapped to [0, 255]
if (pix >= 15) {
bit_8 = 0;
} else {
bit_8 = (ubyte)(pix * 17);
}
bit_8 = pix;
break;
default :
Int3();
@@ -640,7 +620,7 @@ int unpack_pixel_count(anim_instance *ai, ubyte *data, ubyte pix, int count = 0,
}
} else {
// stuff the 24 bit value
memcpy(&bit_24, &ai->parent->palette[pix * 3], 3); //-V512
memcpy(&bit_24, &ai->parent->palette[pix * 3], 3);
// convert to 16 bit
convert_24_to_16(bit_24, &bit_16);
@@ -669,17 +649,10 @@ int unpack_pixel_count(anim_instance *ai, ubyte *data, ubyte pix, int count = 0,
return (pixel_size * count);
}
/**
* @brief Unpack frame
*
* @param ai Animation instance
* @param ptr Packed data to unpack
* @param frame Where to store unpacked data to
* @param size Total number of unpacked pixels requested
* @param pal_translate Color translation lookup table (NULL if no palette translation desired)
* @param aabitmap
* @param bpp
*/
// ptr = packed data to unpack
// frame = where to store unpacked data to
// size = total number of unpacked pixels requested
// pal_translate = color translation lookup table (NULL if no palette translation desired)
ubyte *unpack_frame(anim_instance *ai, ubyte *ptr, ubyte *frame, int size, ubyte *pal_translate, int aabitmap, int bpp)
{
int xlate_pal, value, count = 0;
@@ -762,6 +735,9 @@ ubyte *unpack_frame(anim_instance *ai, ubyte *ptr, ubyte *frame, int size, ubyte
}
}
else if (*ptr == PACKING_METHOD_RLE) { // normal frame, Hoffoss's RLE format
// test code, to show unused pixels
// memset(frame, 255, size);
ptr++;
while (size > 0) {
@@ -852,23 +828,17 @@ ubyte *unpack_frame(anim_instance *ai, ubyte *ptr, ubyte *frame, int size, ubyte
}
}
else {
// unknown packing method
// Assert(0); // unknown packing method
return NULL;
}
return ptr;
}
/**
* @brief Unpack frame from file
*
* @param ai Animation instance
* @param frame Where to store unpacked data to
* @param size Total number of unpacked pixels requested
* @param pal_translate Color translation lookup table (NULL if no palette translation desired)
* @param aabitmap
* @param bpp
*/
// ptr = packed data to unpack
// frame = where to store unpacked data to
// size = total number of unpacked pixels requested
// pal_translate = color translation lookup table (NULL if no palette translation desired)
int unpack_frame_from_file(anim_instance *ai, ubyte *frame, int size, ubyte *pal_translate, int aabitmap, int bpp)
{
int xlate_pal, value, count = 0;
@@ -958,6 +928,9 @@ int unpack_frame_from_file(anim_instance *ai, ubyte *frame, int size, ubyte *pal
}
}
else if (anim_instance_get_byte(ai,offset) == PACKING_METHOD_RLE) { // normal frame, Hoffoss's RLE format
// test code, to show unused pixels
// memset(frame, 255, size);
offset++;
while (size > 0) {
@@ -1060,17 +1033,21 @@ int unpack_frame_from_file(anim_instance *ai, ubyte *frame, int size, ubyte *pal
}
/**
* @brief Set animation palette
* @todo Actually convert the frame data to correct palette at this point
*/
// TODO: actually convert the frame data to correct palette at this point
void anim_set_palette(anim *ptr)
{
int i, xparent_found = 0;
// create the palette translation look-up table
for ( i = 0; i < 256; i++ ) {
ptr->palette_translation[i] = (ubyte)i;
//if ( (ptr->palette[i*3] == ptr->xparent_r) && (ptr->palette[i*3+1] == ptr->xparent_g) && (ptr->palette[i*3+2] == ptr->xparent_b) ) {
// ptr->palette_translation[i] = 255;
// xparent_found = 1;
//} else {
// ptr->palette_translation[i] = (ubyte)palette_find( ptr->palette[i*3], ptr->palette[i*3+1], ptr->palette[i*3+2] );
ptr->palette_translation[i] = (ubyte)i;
//}
}
if ( xparent_found ) {
+5 -6
View File
@@ -18,11 +18,11 @@ struct CFILE;
#define ANI_STREAM_CACHE_SIZE 4096
#define PACKER_CODE 0xEE /// Used by PACKING_METHOD_RLE
#define PACKING_METHOD_RLE 0 /// Hoffoss's RLE format
#define PACKING_METHOD_RLE_KEY 1 /// Hoffoss's key frame RLE format
#define PACKING_METHOD_STD_RLE 2 /// Standard RLE format (high bit is count)
#define PACKING_METHOD_STD_RLE_KEY 3 /// Standard RLE format key frame
#define PACKER_CODE 0xEE // Use'd by PACKING_METHOD_RLE
#define PACKING_METHOD_RLE 0 // Hoffoss's RLE format
#define PACKING_METHOD_RLE_KEY 1 // Hoffoss's key frame RLE format
#define PACKING_METHOD_STD_RLE 2 // Standard RLE format (high bit is count)
#define PACKING_METHOD_STD_RLE_KEY 3 // Standard RLE format key frame
#define STD_RLE_CODE 0x80
@@ -71,7 +71,6 @@ typedef struct anim {
typedef struct anim_instance {
anim_instance *next, *prev;
int x,y; // coordinates anim is played at (top left corner of anim)
int base_w, base_h; // coordinate scale this anim is played in.
vec3d *world_pos; // world (x,y,z) position of explosion
float radius; // radius of image, needed for scaling
int frame_num; // current frame, or last frame if between frames (first frame is 0)
+427 -630
View File
File diff suppressed because it is too large. Load diff
+49 -69
View File
@@ -12,24 +12,28 @@
#ifndef __ASTEROID_H__
#define __ASTEROID_H__
#include "globalincs/globals.h" // for NAME_LENGTH
#include "globalincs/pstypes.h"
#include "globalincs/globals.h" // for NAME_LENGTH
class object;
class polymodel;
struct object;
struct polymodel;
struct collision_info_struct;
class model_draw_list;
#define MAX_ASTEROIDS 512
#define NUM_DEBRIS_SIZES 3
#define NUM_DEBRIS_POFS 3 // Number of POFs per debris size
#define NUM_DEBRIS_SIZES 3
#define NUM_DEBRIS_POFS 3 // Number of POFs per debris size
#define ASTEROID_TYPE_SMALL 0
#define ASTEROID_TYPE_MEDIUM 1
#define ASTEROID_TYPE_LARGE 2
// This is for the asteroid types plus DEBRIS_X_Y
// (X is each species and Y is SMALL, MEDIUM, and LARGE)
// 20060826 - made dynamic -- taylor
//#define MAX_DEBRIS_TYPES ((MAX_SPECIES + 1) * NUM_DEBRIS_SIZES)
// these should always be equal for the benefit of generic asteroids (c.f. asteroid_page_in)
#define MAX_ACTIVE_DEBRIS_TYPES NUM_DEBRIS_SIZES
@@ -45,69 +49,49 @@ typedef struct asteroid_obj {
extern asteroid_obj Asteroid_obj_list;
// Data structure for determining a type and amount of other asteroids an
// asteroid will split to when destroyed.
typedef struct asteroid_split_info {
int asteroid_type;
int min;
int max;
} asteroid_split_info;
class asteroid_info
{
public:
char name[NAME_LENGTH]; // name for the asteroid
char pof_files[NUM_DEBRIS_POFS][MAX_FILENAME_LEN]; // POF files to load/associate with ship
int num_detail_levels; // number of detail levels for this ship
int detail_distance[MAX_ASTEROID_DETAIL_LEVELS]; // distance to change detail levels at
float max_speed; // cap on speed for asteroid
int damage_type_idx; //Damage type of the asteroid
int damage_type_idx_sav; // stored value from table used to reset damage_type_idx
float inner_rad; // radius within which maximum area effect damage is applied
float outer_rad; // radius at which no area effect damage is applied
float damage; // maximum damage applied from area effect explosion
float blast; // maximum blast impulse from area effect explosion
float initial_asteroid_strength; // starting strength of asteroid
SCP_vector< asteroid_split_info > split_info;
typedef struct asteroid_info {
char name[NAME_LENGTH]; // name for the asteroid
char pof_files[NUM_DEBRIS_POFS][MAX_FILENAME_LEN]; // POF files to load/associate with ship
int num_detail_levels; // number of detail levels for this ship
int detail_distance[MAX_ASTEROID_DETAIL_LEVELS]; // distance to change detail levels at
float max_speed; // cap on speed for asteroid
int damage_type_idx; //Damage type of the asteroid
float inner_rad; // radius within which maximum area effect damage is applied
float outer_rad; // radius at which no area effect damage is applied
float damage; // maximum damage applied from area effect explosion
float blast; // maximum blast impulse from area effect explosion
float initial_asteroid_strength; // starting strength of asteroid
polymodel *modelp[NUM_DEBRIS_POFS];
int model_num[NUM_DEBRIS_POFS];
SCP_vector<int> explosion_bitmap_anims;
float fireball_radius_multiplier; // the model radius is multiplied by this to determine the fireball size
asteroid_info( )
: num_detail_levels( 0 ), max_speed( 0 ), damage_type_idx( 0 ),
damage_type_idx_sav( -1 ), inner_rad( 0 ), outer_rad( 0 ),
damage( 0 ), blast( 0 ), initial_asteroid_strength( 0 ),
fireball_radius_multiplier( -1 )
{
name[ 0 ] = 0;
asteroid_info( )
: num_detail_levels( 0 ), max_speed( 0 ), damage_type_idx( -1 ),
inner_rad( 0 ), outer_rad( 0 ), damage( 0 ), blast( 0 ),
initial_asteroid_strength( 0 )
{
name[ 0 ] = NULL;
memset( pof_files, 0, sizeof( pof_files ) );
memset( detail_distance, 0, sizeof( detail_distance ) );
for (int i = 0; i < NUM_DEBRIS_POFS; i++)
{
modelp[i] = NULL;
model_num[i] = -1;
pof_files[i][0] = 0;
}
memset( modelp, 0, sizeof( modelp ) );
memset( model_num, 0, sizeof( model_num ) );
}
};
} asteroid_info;
#define AF_USED (1<<0) // Set means used.
#define AF_USED (1<<0) // Set means used.
typedef struct asteroid {
int flags;
int objnum;
int model_instance_num;
int asteroid_type; // 0..MAX_DEBRIS_TYPES
int asteroid_subtype; // Index in asteroid_info for modelnum and modelp
int check_for_wrap; // timestamp to check for asteroid wrapping around field
int check_for_wrap; // timestamp to check for asteroid wrapping around field
int check_for_collide; // timestamp to check for asteroid colliding with escort ships
int final_death_time; // timestamp to swap in new models after explosion starts
int final_death_time; // timestamp to swap in new models after explosion starts
int collide_objnum; // set to objnum that asteroid will be impacting soon
int collide_objsig; // object signature corresponding to collide_objnum
vec3d death_hit_pos; // hit pos that caused death
int target_objnum; // Yes, hah! Asteroids can have targets. See asteroid_aim_at_target().
vec3d death_hit_pos; // hit pos that caused death
int target_objnum; // Yes, hah! Asteroids can have targets. See asteroid_aim_at_target().
} asteroid;
@@ -124,16 +108,15 @@ typedef enum {
} field_type_t;
typedef struct asteroid_field {
vec3d min_bound; // Minimum range of field.
vec3d max_bound; // Maximum range of field.
float bound_rad;
vec3d min_bound; // Minimum range of field.
vec3d max_bound; // Maximum range of field.
int has_inner_bound;
vec3d inner_min_bound;
vec3d inner_max_bound;
vec3d vel; // Average asteroid moves at this velocity.
float speed; // Average speed of field
int num_initial_asteroids; // Number of asteroids at creation.
field_type_t field_type; // active throws and wraps, passive does not
vec3d vel; // Average asteroid moves at this velocity.
float speed; // Average speed of field
int num_initial_asteroids; // Number of asteroids at creation.
field_type_t field_type; // active throws and wraps, passive does not
debris_genre_t debris_genre; // type of debris (ship or asteroid) [generic type]
int field_debris_type[MAX_ACTIVE_DEBRIS_TYPES]; // one of the debris type defines above
} asteroid_field;
@@ -144,20 +127,17 @@ extern asteroid_field Asteroid_field;
extern int Num_asteroids;
extern int Asteroids_enabled;
extern char Asteroid_icon_closeup_model[NAME_LENGTH]; // model for asteroid field briefing icon rendering
extern vec3d Asteroid_icon_closeup_position; // closeup position for asteroid field briefing icon rendering
extern float Asteroid_icon_closeup_zoom; // zoom position for asteroid field briefing icon rendering
void asteroid_init();
void asteroid_init();
void asteroid_level_init();
void asteroid_level_close();
void asteroid_create_all();
void asteroid_render(object * obj, model_draw_list *scene);
void asteroid_render( object *asteroid_objp );
void asteroid_delete( object *asteroid_objp );
void asteroid_process_pre( object *asteroid_objp );
void asteroid_process_post( object *asteroid_objp);
int asteroid_check_collision( object *asteroid_objp, object * other_obj, vec3d * hitpos, collision_info_struct *asteroid_hit_info=NULL, vec3d* hitnormal=NULL );
void asteroid_hit( object *pasteroid_objp, object *other_objp, vec3d *hitpos, float damage );
void asteroid_process_pre( object *asteroid_objp, float frame_time);
void asteroid_process_post( object *asteroid_objp, float frame_time);
int asteroid_check_collision( object *asteroid_objp, object * other_obj, vec3d * hitpos, collision_info_struct *asteroid_hit_info=NULL );
void asteroid_hit( object *asteroid_objp, object *other_objp, vec3d *hitpos, float damage );
int asteroid_count();
int asteroid_collide_objnum(object *asteroid_objp);
float asteroid_time_to_impact(object *asteroid_objp);
+212 -220
View File
@@ -5,28 +5,28 @@
#include "autopilot/autopilot.h"
#include "ai/ai.h"
#include "ai/aigoals.h"
#include "asteroid/asteroid.h"
#include "autopilot/autopilot.h"
#include "camera/camera.h"
#include "cfile/cfile.h"
#include "freespace.h"
#include "gamesnd/eventmusic.h"
#include "def_files/def_files.h"
#include "globalincs/linklist.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "localization/localize.h"
#include "mission/missionmessage.h"
#include "mission/missiontraining.h"
#include "ship/ship.h"
#include "object/object.h"
#include "object/objcollide.h"
#include "object/waypoint.h"
#include "parse/parselo.h"
#include "parse/sexp.h"
#include "ship/ship.h"
#include "freespace2/freespace.h"
#include "globalincs/linklist.h"
#include "iff_defs/iff_defs.h"
#include "sound/audiostr.h"
#include "mission/missiontraining.h"
#include "mission/missionmessage.h"
#include "io/timer.h"
#include "gamesnd/eventmusic.h"
#include "cfile/cfile.h"
#include "parse/parselo.h"
#include "globalincs/def_files.h"
#include "localization/localize.h"
#include "camera/camera.h"
#include "asteroid/asteroid.h"
#include <map>
// Extern functions/variables
@@ -54,7 +54,7 @@ int camMovingTime;
//float CameraSpeed;
bool CinematicStarted, CameraMoving;
vec3d cameraPos, cameraTarget;
SCP_map<int,int> autopilot_wings;
std::map<int,int> autopilot_wings;
int AutopilotMinEnemyDistance;
int AutopilotMinAsteroidDistance;
@@ -67,7 +67,14 @@ int start_dist;
void autopilot_ai_waypoint_goal_fixup(ai_goal* aigp)
{
// this function sets wp_index properly;
aigp->wp_list = find_matching_waypoint_list(aigp->target_name);
for (int i = 0; i < Num_waypoint_lists; i++)
{
if (!stricmp(aigp->ship_name, Waypoint_lists[i].name))
{
aigp->wp_index = i;
return;
}
}
}
@@ -112,9 +119,7 @@ vec3d *NavPoint::GetPosition()
{
if (flags & NP_WAYPOINT)
{
waypoint *wpt = find_waypoint_at_index((waypoint_list*) target_obj, waypoint_num-1);
Assert(wpt != NULL);
return wpt->get_pos();
return &((waypoint_list*) target_obj)->waypoints[waypoint_num-1];
}
else
{
@@ -122,16 +127,16 @@ vec3d *NavPoint::GetPosition()
}
}
char* NavPoint::GetInternalName()
char* NavPoint::GetInteralName()
{
char *NavName;
char strtmp[33];
if (flags & NP_WAYPOINT)
{
NavName = new char[strlen(((waypoint_list*)target_obj)->get_name())+5];
memset(NavName, 0, strlen(((waypoint_list*)target_obj)->get_name())+5);
strcpy(NavName, ((waypoint_list*)target_obj)->get_name());
NavName = new char[strlen(((waypoint_list*)target_obj)->name)+5];
memset(NavName, 0, strlen(((waypoint_list*)target_obj)->name)+5);
strcpy(NavName, ((waypoint_list*)target_obj)->name);
strcat(NavName, ":");
sprintf(strtmp, "%d", waypoint_num);
@@ -178,7 +183,7 @@ bool CanAutopilot(vec3d targetPos, bool send_msg)
object *other_objp = &Objects[so->objnum];
// attacks player?
if (iff_x_attacks_y(obj_team(other_objp), obj_team(Player_obj))
&& !(Ship_info[Ships[other_objp->instance].ship_info_index].flags[Ship::Info_Flags::Cargo])) // ignore cargo
&& !(Ship_info[Ships[other_objp->instance].ship_info_index].flags & SIF_CARGO)) // ignore cargo
{
// Cannot autopilot if enemy within AutopilotMinEnemyDistance meters
if (vm_vec_dist_quick(&targetPos, &other_objp->pos) < AutopilotMinEnemyDistance) {
@@ -209,7 +214,7 @@ bool CanAutopilot(vec3d targetPos, bool send_msg)
// check for support ships
// cannot autopilot if support ship present
if ( ship_find_repair_ship(Player_obj) != 0 ) {
if ( ship_find_repair_ship(Player_obj) != NULL ) {
if (send_msg)
send_autopilot_msgID(NP_MSG_FAIL_SUPPORT_PRESENT);
return false;
@@ -225,49 +230,38 @@ extern object* Autopilot_flight_leader;
// * Control switched from player to AI
// * Time compression to 32x
// * Lock time compression -WMC
// * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
bool StartAutopilot()
{
// Check for support ship and dismiss it if it is not doing anything.
// If the support ship is doing something then tell the user such.
for ( object *objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
{
if ((objp->type == OBJ_SHIP) && !(objp->flags[Object::Object_Flags::Should_be_dead]))
{
Assertion((objp->instance >= 0) && (objp->instance < MAX_SHIPS),
"objp does not have a valid pointer to a ship. Pointer is %d, which is smaller than 0 or bigger than %d",
objp->instance, MAX_SHIPS);
ship *shipp = &Ships[objp->instance];
if (shipp->team != Player_ship->team)
continue;
Assertion((shipp->ship_info_index >= 0) && (shipp->ship_info_index < static_cast<int>(Ship_info.size())),
"Ship '%s' does not have a valid pointer to a ship class. Pointer is %d, which is smaller than 0 or bigger than %d",
shipp->ship_name, shipp->ship_info_index, static_cast<int>(Ship_info.size()));
ship_info *sip = &Ship_info[shipp->ship_info_index];
if ( !(sip->flags[Ship::Info_Flags::Support]) )
continue;
// don't deal with dying or departing support ships
if ( shipp->is_dying_or_departing() )
continue;
Assert(shipp->ai_index != -1);
ai_info* support_ship_aip = &(Ai_info[Ships[objp->instance].ai_index]);
// is support ship trying to rearm-repair
if ( ai_find_goal_index( support_ship_aip->goals, AI_GOAL_REARM_REPAIR ) == -1 ) {
// no, so tell it to depart
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WARP, -1, NULL, support_ship_aip );
} else {
// yes
send_autopilot_msgID(NP_MSG_FAIL_SUPPORT_WORKING);
return false;
}
bool done = false;
while (!done) {
object* support_ship_op = ship_find_repair_ship(Player_obj);
if ( support_ship_op == NULL ) {
// no more
done = true;
break;
}
Assert( support_ship_op->type == OBJ_SHIP );
Assert( support_ship_op->instance >= 0 );
Assert( support_ship_op->instance < MAX_SHIPS );
Assert( Ships[support_ship_op->instance].ai_index != -1 );
ai_info* support_ship_aip = &(Ai_info[Ships[support_ship_op->instance].ai_index]);
// is support ship trying to rearm-repair
if ( ai_find_goal_index( support_ship_aip->goals, AI_GOAL_REARM_REPAIR ) == -1 ) {
// no, so tell it to depart
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WARP, -1, NULL, support_ship_aip );
} else {
// yes
send_autopilot_msgID(NP_MSG_FAIL_SUPPORT_WORKING);
return false;
}
}
if (!CanAutopilot())
return false;
@@ -286,7 +280,7 @@ bool StartAutopilot()
Autopilot_flight_leader = Player_obj;
}
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics])
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
LockAPConv = timestamp(); // lock convergence instantly
else
LockAPConv = timestamp(3000); // 3 seconds before we lock convergence
@@ -325,7 +319,7 @@ bool StartAutopilot()
// instantly turn player toward tpos
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics])
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
{
vm_vec_sub(&norm1, Navs[CurrentNav].GetPosition(), &Player_obj->pos);
vm_vector_2_matrix(&Player_obj->orient, &norm1, NULL, NULL);
@@ -334,8 +328,8 @@ bool StartAutopilot()
for (i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1 &&
(Ships[i].flags[Ship::Ship_Flags::Navpoint_carry] ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags[Ship::Wing_Flags::Nav_carry])
(Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)
)
)
{
@@ -345,7 +339,7 @@ bool StartAutopilot()
}
// damp speed_cap to 90% of actual -- to make sure ships stay in formation
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics])
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
speed_cap = 0.90f * speed_cap;
if ( speed_cap < 1.0f ) {
@@ -367,27 +361,29 @@ bool StartAutopilot()
for (i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1 &&
(Ships[i].flags[Ship::Ship_Flags::Navpoint_carry] ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags[Ship::Wing_Flags::Nav_carry])
(Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)
)
)
{
// do we have capital ships in the area?
if (Ship_info[Ships[i].ship_info_index].is_big_ship() || Ship_info[Ships[i].ship_info_index].flags[Ship::Info_Flags::Capital] || Ship_info[Ships[i].ship_info_index].flags[Ship::Info_Flags::Supercap])
if (Ship_info[Ships[i].ship_info_index].flags
& ( SIF_CRUISER | SIF_CAPITAL | SIF_SUPERCAP | SIF_CORVETTE | SIF_AWACS | SIF_GAS_MINER | SIF_FREIGHTER | SIF_TRANSPORT))
{
capshipPresent = true;
capIndexes.push_back(i);
capIndexes.resize(capIndexes.size()+1);
capIndexes[capIndexes.size()-1] = i;
// ok.. what size class
if (Ship_info[Ships[i].ship_info_index].flags[Ship::Info_Flags::Capital] || Ship_info[Ships[i].ship_info_index].flags[Ship::Info_Flags::Supercap])
{
capship_counts[0]++;
if (capship_spreads[0] < Objects[Ships[i].objnum].radius)
capship_spreads[0] = Objects[Ships[i].objnum].radius;
}
else if (Ship_info[Ships[i].ship_info_index].flags[Ship::Info_Flags::Corvette])
{
if (Ship_info[Ships[i].ship_info_index].flags & (SIF_CAPITAL | SIF_SUPERCAP))
{
capship_counts[0]++;
if (capship_spreads[0] < Objects[Ships[i].objnum].radius)
capship_spreads[0] = Objects[Ships[i].objnum].radius;
}
else if (Ship_info[Ships[i].ship_info_index].flags & (SIF_CORVETTE))
{
capship_counts[1]++;
if (capship_spreads[1] < Objects[Ships[i].objnum].radius)
capship_spreads[1] = Objects[Ships[i].objnum].radius;
@@ -415,15 +411,15 @@ bool StartAutopilot()
radius = Objects[Ships[i].objnum].radius;
}
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics])
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
{// instantly turn the ship to match the direction player is looking
//vm_vec_sub(&norm1, Navs[CurrentNav].GetPosition(), &Player_obj->pos);
vm_vector_2_matrix(&Objects[Ships[i].objnum].orient, &norm1, NULL, NULL);
}
// snap wings into formation
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics] && // only if using cinematics
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags[Ship::Wing_Flags::Nav_carry]) // only if in a wing
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS && // only if using cinematics
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY) // only if in a wing
&& Autopilot_flight_leader != &Objects[Ships[i].objnum]) //only if not flight leader's object
{
ai_info *aip = &Ai_info[Ships[i].ai_index];
@@ -434,7 +430,7 @@ bool StartAutopilot()
if (leader_objp != &Objects[Ships[i].objnum])
{
// not leader.. get our position relative to leader
get_absolute_wing_pos_autopilot(&goal_point, leader_objp, wing_index, aip->ai_flags[AI::AI_Flags::Formation_object]);
get_absolute_wing_pos_autopilot(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
}
else
{
@@ -469,10 +465,8 @@ bool StartAutopilot()
}
}
// lock primary and secondary weapons
if (LockWeaponsDuringAutopilot) {
Ships[i].flags.set(Ship::Ship_Flags::Primaries_locked);
Ships[i].flags.set(Ship::Ship_Flags::Secondaries_locked);
}
if ( LockWeaponsDuringAutopilot )
Ships[i].flags2 |= (SF2_PRIMARIES_LOCKED | SF2_SECONDARIES_LOCKED);
// clear the ship goals and cap the waypoint speed
ai_clear_ship_goals(&Ai_info[Ships[i].ai_index]);
@@ -480,11 +474,11 @@ bool StartAutopilot()
// if they're not part of a wing set their goal
if (Ships[i].wingnum == -1 || The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics])
if (Ships[i].wingnum == -1 || The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
{
if (Navs[CurrentNav].flags & NP_WAYPOINT)
{
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->get_name(), &Ai_info[Ships[i].ai_index] );
ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->name, &Ai_info[Ships[i].ai_index] );
//fixup has to wait until after wing goals
}
else
@@ -497,11 +491,11 @@ bool StartAutopilot()
}
// assign wing goals
if (!(The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics]))
if (!(The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS))
{
for (i = 0; i < MAX_WINGS; i++)
{
if (Wings[i].flags[Ship::Wing_Flags::Nav_carry] )
if (Wings[i].flags & WF_NAV_CARRY )
{
//ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip );
@@ -513,7 +507,7 @@ bool StartAutopilot()
if (Navs[CurrentNav].flags & NP_WAYPOINT)
{
ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->get_name(), i );
ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->name, i );
// "fix up" the goal
for (j = 0; j < MAX_AI_GOALS; j++)
@@ -539,8 +533,8 @@ bool StartAutopilot()
{
if (Ships[i].objnum != -1)
{
if (Ships[i].flags[Ship::Ship_Flags::Navpoint_carry] ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags[Ship::Wing_Flags::Nav_carry]))
if (Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY))
for (j = 0; j < MAX_AI_GOALS; j++)
{
if (Ai_info[Ships[i].ai_index].goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE ||
@@ -558,20 +552,20 @@ bool StartAutopilot()
start_dist = DistanceTo(CurrentNav);
// ----------------------------- setup cinematic -----------------------------
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics])
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
{
if (capshipPresent)
{
// position capships
vec3d right, front, up, offset;
for (SCP_vector<int>::iterator idx = capIndexes.begin(); idx != capIndexes.end(); ++idx)
for (i = 0; i < (int)capIndexes.size(); i++)
{
vm_vec_add(&right, &Autopilot_flight_leader->orient.vec.rvec, &zero);
vm_vec_add(&front, &Autopilot_flight_leader->orient.vec.fvec, &zero);
vm_vec_add(&up, &Autopilot_flight_leader->orient.vec.uvec, &zero);
vm_vec_add(&offset, &zero, &zero);
if (Ship_info[Ships[*idx].ship_info_index].flags[Ship::Info_Flags::Capital] || Ship_info[Ships[*idx].ship_info_index].flags[Ship::Info_Flags::Supercap])
if (Ship_info[Ships[capIndexes[i]].ship_info_index].flags & (SIF_CAPITAL | SIF_SUPERCAP))
{
//0 - below - three lines of position
@@ -605,7 +599,7 @@ bool StartAutopilot()
capship_placed[0]++;
}
else if (Ship_info[Ships[*idx].ship_info_index].flags[Ship::Info_Flags::Corvette])
else if (Ship_info[Ships[capIndexes[i]].ship_info_index].flags & SIF_CORVETTE)
{
//1 above - 3 lines of position
// front/back to zero
@@ -714,11 +708,11 @@ bool StartAutopilot()
// global scale the position by 50%
//vm_vec_scale(&offset, 1.5);
vm_vec_add(&Objects[Ships[*idx].objnum].pos, &Autopilot_flight_leader->pos, &offset);
vm_vec_add(&Objects[Ships[capIndexes[i]].objnum].pos, &Autopilot_flight_leader->pos, &offset);
if (vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[*idx].objnum].pos) > distance)
if (vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[i].objnum].pos) > distance)
{
distance = vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[*idx].objnum].pos);
distance = vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[i].objnum].pos);
}
}
}
@@ -896,7 +890,7 @@ void EndAutoPilot()
if (Navs[CurrentNav].flags & NP_WAYPOINT)
{
goal = AI_GOAL_WAYPOINTS_ONCE;
goal_name = ((waypoint_list*)Navs[CurrentNav].target_obj)->get_name();
goal_name = ((waypoint_list*)Navs[CurrentNav].target_obj)->name;
}
else
{
@@ -914,16 +908,14 @@ void EndAutoPilot()
{
if (Ships[i].objnum != -1 &&
(
Ships[i].flags[Ship::Ship_Flags::Navpoint_carry] ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags[Ship::Wing_Flags::Nav_carry] )
Ships[i].flags2 & SF2_NAVPOINT_CARRY ||
(Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY )
)
)
{
//unlock their weaponry
if (LockWeaponsDuringAutopilot) {
Ships[i].flags.remove(Ship::Ship_Flags::Primaries_locked);
Ships[i].flags.remove(Ship::Ship_Flags::Secondaries_locked);
}
if ( LockWeaponsDuringAutopilot )
Ships[i].flags2 &= ~(SF2_PRIMARIES_LOCKED | SF2_SECONDARIES_LOCKED);
Ai_info[Ships[i].ai_index].waypoint_speed_cap = -1; // uncap their speed
Ai_info[Ships[i].ai_index].mode = AIM_NONE; // make AI re-evaluate current ship mode
@@ -931,7 +923,7 @@ void EndAutoPilot()
{
ai_goal *aigp = &Ai_info[Ships[i].ai_index].goals[j];
if ( ((aigp->target_name != NULL) && !stricmp(aigp->target_name, goal_name))
if ( ((aigp->ship_name != NULL) && !stricmp(aigp->ship_name, goal_name))
&& (aigp->ai_mode == goal) )
{
ai_remove_ship_goal(&Ai_info[Ships[i].ai_index], j);
@@ -944,13 +936,13 @@ void EndAutoPilot()
{
ai_goal *aigp = &Wings[Ships[i].wingnum].ai_goals[j];
if ( ((aigp->target_name != NULL) && !stricmp(aigp->target_name, goal_name))
if ( ((aigp->ship_name != NULL) && !stricmp(aigp->ship_name, goal_name))
&& (aigp->ai_mode == goal) )
{
aigp->ai_mode = AI_GOAL_NONE;
aigp->signature = -1;
aigp->priority = -1;
aigp->flags.reset();
aigp->flags = 0;
}
}
}
@@ -958,23 +950,23 @@ void EndAutoPilot()
}
// un-assign wing goals
if ( !(The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics]) )
if ( !(The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) )
{
for (i = 0; i < MAX_WINGS; i++)
{
if (Wings[i].flags[Ship::Wing_Flags::Nav_carry] )
if (Wings[i].flags & WF_NAV_CARRY )
{
for (j = 0; j < MAX_AI_GOALS; j++)
{
ai_goal *aigp = &Wings[i].ai_goals[j];
if ( ((aigp->target_name != NULL) && !stricmp(aigp->target_name, goal_name))
if ( ((aigp->ship_name != NULL) && !stricmp(aigp->ship_name, goal_name))
&& (aigp->ai_mode == goal) )
{
aigp->ai_mode = AI_GOAL_NONE;
aigp->signature = -1;
aigp->priority = -1;
aigp->flags.reset();
aigp->flags = 0;
}
}
}
@@ -998,7 +990,6 @@ camera* nav_get_set_camera()
return nav_camera.getCamera();
}
extern int Cmdline_old_collision_sys;
void nav_warp(bool prewarp=false)
{
/* ok... find our end distance - norm1 is still a unit vector in the
@@ -1044,8 +1035,8 @@ void nav_warp(bool prewarp=false)
for (int i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1
&& (Ships[i].flags[Ship::Ship_Flags::Navpoint_carry]
|| (Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags[Ship::Wing_Flags::Nav_carry])))
&& (Ships[i].flags2 & SF2_NAVPOINT_CARRY
|| (Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)))
{
vm_vec_add(&Objects[Ships[i].objnum].pos, &Objects[Ships[i].objnum].pos, &targetPos);
Objects[Ships[i].objnum].phys_info.vel = velocity;
@@ -1053,11 +1044,8 @@ void nav_warp(bool prewarp=false)
}
// retime all collision pairs
if ( Cmdline_old_collision_sys ) {
obj_all_collisions_retime();
} else {
obj_collide_retime_cached_pairs();
}
obj_all_collisions_retime();
}
// ********************************************************************************************
@@ -1072,7 +1060,7 @@ void NavSystem_Do()
{
if (AutoPilotEngaged)
{
if (The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics])
if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)
{
camera *cam = nav_get_set_camera();
if (CinematicStarted)
@@ -1151,7 +1139,7 @@ void NavSystem_Do()
}
// ramp time compression - only if not using cinematics
if (AutoPilotEngaged && !(The_mission.flags[Mission::Mission_Flags::Use_ap_cinematics]))
if (AutoPilotEngaged && !(The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS))
{
int dstfrm_start = start_dist - DistanceTo(CurrentNav);
@@ -1196,14 +1184,14 @@ void NavSystem_Do()
*/
for (int i = 0; i < MAX_SHIPS; i++)
{
if (Ships[i].objnum != -1 && Ships[i].flags[Ship::Ship_Flags::Navpoint_needslink])
if (Ships[i].objnum != -1 && Ships[i].flags2 & SF2_NAVPOINT_NEEDSLINK)
{
object *other_objp = &Objects[Ships[i].objnum];
if (vm_vec_dist_quick(&Player_obj->pos, &other_objp->pos) < (NavLinkDistance + other_objp->radius))
{
Ships[i].flags.remove(Ship::Ship_Flags::Navpoint_needslink);
Ships[i].flags.set(Ship::Ship_Flags::Navpoint_carry);
Ships[i].flags2 &= ~SF2_NAVPOINT_NEEDSLINK;
Ships[i].flags2 |= SF2_NAVPOINT_CARRY;
send_autopilot_msgID(NP_MSG_MISC_LINKED);
}
@@ -1215,7 +1203,7 @@ void NavSystem_Do()
void send_autopilot_msgID(int msgid)
{
if (msgid < 0 || msgid >= NP_NUM_MESSAGES)
if (msgid < 0 || msgid > NP_NUM_MESSAGES)
return;
send_autopilot_msg(NavMsgs[msgid].message, NavMsgs[msgid].filename);
@@ -1231,11 +1219,11 @@ void send_autopilot_msg(char *msg, char *snd)
audio_handle = -1;
}
if (msg[0] != '\0' && strcmp(msg, "none"))
if (strlen(msg) != 0 && strcmp(msg, "none"))
change_message("autopilot builtin message", msg, -1, 0);
// load sound
if ((snd != NULL) && (snd[0] != '\0' && !strcmp(snd, "none")))
if (snd != NULL || strlen(snd) == 0 || !strcmp(snd, "none"))
{
audio_handle = audiostream_open(snd, ASF_MENUMUSIC );
}
@@ -1246,7 +1234,7 @@ void send_autopilot_msg(char *msg, char *snd)
audiostream_play(audio_handle, (Master_event_music_volume * aav_music_volume), 0);
}
if (msg[0] != '\0' && strcmp(msg, "none"))
if (strlen(msg) != 0 && strcmp(msg, "none"))
message_training_queue("autopilot builtin message", timestamp(0), 5); // display message for five seconds
}
@@ -1254,9 +1242,7 @@ void send_autopilot_msg(char *msg, char *snd)
// Inits the Nav System
void NavSystem_Init()
{
for (int i = 0; i < MAX_NAVPOINTS; i++)
Navs[i].clear();
memset((char *)&Navs, 0, sizeof(Navs));
AutoPilotEngaged = false;
CurrentNav = -1;
audio_handle = -1;
@@ -1272,71 +1258,77 @@ void NavSystem_Init()
// ********************************************************************************************
void parse_autopilot_table(const char *filename)
void parse_autopilot_table(char *filename)
{
SCP_vector<SCP_string> lines;
int rval;
SCP_vector<std::string> lines;
try
// open localization
lcl_ext_open();
if ((rval = setjmp(parse_abort)) != 0)
{
if (filename == NULL)
read_file_text_from_default(defaults_get_file("autopilot.tbl"));
else
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
required_string("#Autopilot");
// autopilot link distance
required_string("$Link Distance:");
stuff_int(&NavLinkDistance);
if (optional_string("$Interrupt autopilot if enemy within distance:"))
stuff_int(&AutopilotMinEnemyDistance);
else
AutopilotMinEnemyDistance = 5000;
if (optional_string("$Interrupt autopilot if asteroid within distance:"))
stuff_int(&AutopilotMinAsteroidDistance);
else
AutopilotMinAsteroidDistance = 1000;
if (optional_string("$Lock Weapons During Autopilot:"))
stuff_boolean(&LockWeaponsDuringAutopilot);
else
LockWeaponsDuringAutopilot = false;
// optional no cutscene bars
if (optional_string("+No_Cutscene_Bars"))
UseCutsceneBars = false;
// optional no cutscene bars
if (optional_string("+No_Autopilot_Interrupt"))
Cmdline_autopilot_interruptable = 0;
// No Nav selected message
const char *msg_tags[] = { "$No Nav Selected:", "$Gliding:",
"$Too Close:", "$Hostiles:", "$Linked:", "$Hazard:",
"$Support Present:", "$Support Working:" };
for (int i = 0; i < NP_NUM_MESSAGES; i++)
{
required_string(msg_tags[i]);
required_string("+Msg:");
stuff_string(NavMsgs[i].message, F_MESSAGE, 256);
required_string("+Snd File:");
stuff_string(NavMsgs[i].filename, F_NAME, 256);
}
required_string("#END");
}
catch (const parse::ParseException& e)
{
mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", (filename) ? filename : "<default autopilot.tbl>", e.what()));
mprintf(("TABLES: Unable to parse '%s'! Error code = %i.\n", (filename) ? filename : "<default autopilot.tbl>", rval));
lcl_ext_close();
return;
}
if (filename == NULL)
read_file_text_from_array(defaults_get_file("autopilot.tbl"));
else
read_file_text(filename, CF_TYPE_TABLES);
reset_parse();
required_string("#Autopilot");
// autopilot link distance
required_string("$Link Distance:");
stuff_int(&NavLinkDistance);
if (optional_string("$Interrupt autopilot if enemy within distance:"))
stuff_int(&AutopilotMinEnemyDistance);
else
AutopilotMinEnemyDistance = 5000;
if (optional_string("$Interrupt autopilot if asteroid within distance:"))
stuff_int(&AutopilotMinAsteroidDistance);
else
AutopilotMinAsteroidDistance = 1000;
if (optional_string("$Lock Weapons During Autopilot:"))
stuff_boolean(&LockWeaponsDuringAutopilot);
else
LockWeaponsDuringAutopilot = false;
// optional no cutscene bars
if (optional_string("+No_Cutscene_Bars"))
UseCutsceneBars = false;
// optional no cutscene bars
if (optional_string("+No_Autopilot_Interrupt"))
Cmdline_autopilot_interruptable = 0;
// No Nav selected message
char *msg_tags[] = { "$No Nav Selected:", "$Gliding:",
"$Too Close:", "$Hostiles:", "$Linked:", "$Hazard:",
"$Support Present:", "$Support Working:" };
for (int i = 0; i < NP_NUM_MESSAGES; i++)
{
required_string(msg_tags[i]);
required_string("+Msg:");
stuff_string(NavMsgs[i].message, F_MESSAGE, 256);
required_string("+Snd File:");
stuff_string(NavMsgs[i].filename, F_NAME, 256);
}
required_string("#END");
// close localization
lcl_ext_close();
}
@@ -1346,13 +1338,20 @@ int FindNav(char *Nav)
{
for (int i = 0; i < MAX_NAVPOINTS; i++)
{
if (!stricmp(Navs[i].m_NavName, Nav))
if (!stricmp(Navs[i].NavName, Nav))
return i;
}
return -1;
}
// ********************************************************************************************
// Set A Nav point to "ZERO"
void ZeroNav(int i)
{
memset((char *)&Navs[i], 0, sizeof(NavPoint));
}
// ********************************************************************************************
// Removes a Nav
bool DelNavPoint(char *Nav)
@@ -1363,6 +1362,7 @@ bool DelNavPoint(char *Nav)
}
bool DelNavPoint(int nav)
{
if (nav != -1)
@@ -1375,7 +1375,7 @@ bool DelNavPoint(int nav)
}
}
Navs[MAX_NAVPOINTS-1].clear();
ZeroNav(MAX_NAVPOINTS-1);
return true;
}
@@ -1403,7 +1403,7 @@ bool AddNav_Ship(char *Nav, char *TargetName, int flags)
// Create the NavPoint struct
NavPoint tnav;
strcpy_s(tnav.m_NavName, Nav);
strncpy(tnav.NavName, Nav, 32);
tnav.flags = NP_SHIP | flags;
Assert(!(tnav.flags & NP_WAYPOINT));
@@ -1449,12 +1449,20 @@ bool AddNav_Waypoint(char *Nav, char *WP_Path, int node, int flags)
// Create the NavPoint struct
NavPoint tnav;
strcpy_s(tnav.m_NavName, Nav);
strncpy(tnav.NavName, Nav, 32);
tnav.flags = NP_WAYPOINT | flags;
Assert(!(tnav.flags & NP_SHIP));
tnav.target_obj = find_matching_waypoint_list(WP_Path);
for (i = 0; i < Num_waypoint_lists; i++)
{
if (!stricmp(WP_Path, Waypoint_lists[i].name))
{
tnav.target_obj = (void *)&Waypoint_lists[i];
}
}
tnav.waypoint_num = node;
// copy it into it's location
@@ -1572,23 +1580,7 @@ bool Nav_UnSet_Visited(char *Nav)
return Nav_UnSet_Flag(Nav, NP_VISITED);
}
// ********************************************************************************************
// Selects a navpoint by name.
void SelectNav(char *Nav)
{
for (int i = 0; i < MAX_NAVPOINTS; i++)
{
if (!stricmp(Navs[i].m_NavName, Nav))
if (!(Nav_Get_Flags(Nav) & NP_HIDDEN || Nav_Get_Flags(Nav) & NP_NOACCESS)) CurrentNav = i;
}
}
// ********************************************************************************************
// Deselects any navpoint selected.
void DeselectNav()
{
CurrentNav = 0;
}
//+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
@@ -1602,7 +1594,7 @@ unsigned int DistanceTo(char *nav)
unsigned int DistanceTo(int nav)
{
if (nav >= MAX_NAVPOINTS || nav < 0)
if (nav >= MAX_NAVPOINTS && nav < 0)
return 0xFFFFFFFF;
return (uint)vm_vec_dist_quick(&Player_obj->pos, Navs[nav].GetPosition());
@@ -1619,7 +1611,7 @@ bool IsVisited(char *nav)
bool IsVisited(int nav)
{
if (nav >= MAX_NAVPOINTS || nav < 0)
if (nav >= MAX_NAVPOINTS && nav < 0)
return 0;
if (Navs[nav].flags & NP_VISITED)
+8 -25
View File
@@ -9,7 +9,6 @@
#include "globalincs/pstypes.h"
#include "object/object.h"
#include <map>
// milliseconds between updates
@@ -17,8 +16,8 @@
#define MAX_NAVPOINTS 8
#define NP_WAYPOINT 0x0001 // Nav Point is bound to the position of a single node of a waypoint path
#define NP_SHIP 0x0002 // Nav Point is bound to the position of a certain ship
#define NP_WAYPOINT 0x0001 // Nav Point is bound to the poistion of a single node of a waypoint path
#define NP_SHIP 0x0002 // Nav Point is bound to the poisiton of a certain ship
#define NP_HIDDEN 0x0004 // Nav Point doesn't show on map and isn't selectable
#define NP_NOACCESS 0x0008 // Nav Point isn't selectable
#define NP_VISITED 0x0100 // Whether we've been within 1,000 meters of this waypoint
@@ -26,26 +25,16 @@
#define NP_NOSELECT ( NP_HIDDEN | NP_NOACCESS )
#define NP_VALIDTYPE ( NP_WAYPOINT | NP_SHIP )
class NavPoint
struct NavPoint
{
public:
char m_NavName[32];
char NavName[32];
int flags;
void *target_obj;
int waypoint_num; //only used when flags & NP_WAYPOINT
vec3d *GetPosition();
char* GetInternalName();
void clear()
{
m_NavName[0] = 0;
flags = 0;
target_obj = NULL;
waypoint_num = -1;
}
char* GetInteralName();
};
@@ -70,7 +59,7 @@ extern int CurrentNav;
extern NavPoint Navs[MAX_NAVPOINTS];
extern NavMessage NavMsgs[NP_NUM_MESSAGES];
extern int LockAPConv;
extern SCP_map<int,int> autopilot_wings;
extern std::map<int,int> autopilot_wings;
// Cycles through the NavPoint List
bool Sel_NextNav();
@@ -94,7 +83,7 @@ inline bool CanAutopilot(bool send_msg=false) { return CanAutopilot(Player_obj->
// * Checks if Autopilot is allowed. See CanAutopilot() for conditions.
// * Control switched from player to AI
// * Time compression to 32x
// * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships)
// * Tell AI to fly to targetted Nav Point (for all nav-status wings/ships)
// * Sets max waypoint speed to the best-speed of the slowest ship tagged
// Returns false if autopilot cannot be started. True otherwise.
bool StartAutopilot();
@@ -118,17 +107,11 @@ void NavSystem_Do();
void NavSystem_Init();
// parse autopilot.tbl
void parse_autopilot_table(const char *filename);
void parse_autopilot_table(char *filename);
// Finds a Nav point by name
int FindNav(char *Nav);
// Selects a Nav point by name
void SelectNav(char *Nav);
// Deselects any navpoint selected.
void DeselectNav();
// Set A Nav point to "ZERO"
void ZeroNav(int i);
-54
View File
@@ -1,54 +0,0 @@
/*
* 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.
*
*/
/**
* @file bm_examples.cpp
* This file contains example code for using bmpman.
*/
#include "bmpman/bmpman.h"
#include "graphics/2d.h"
void bm_create_example() {
static int test_inited = 0;
static int test_bmp;
static uint test_bmp_data[128 * 64];
if (!test_inited) {
test_inited = 1;
// Create the new bitmap and fill in its data.
// When you're done with it completely, call
// bm_release to free up the bitmap handle
test_bmp = bm_create(32, 128, 64, test_bmp_data);
int i, j;
for (i = 0; i < 64; i++) {
for (j = 0; j < 64; j++) {
uint r = i * 4;
test_bmp_data[j + i * 128] = r;
}
}
}
// page out the data, so that the next bm_lock will convert the new data to
// the correct bpp
bm_unload(test_bmp);
// put in new data
int x, y;
gr_reset_clip();
for (y = 0; y < 64; y++) {
for (x = 0; x < 128; x++) {
test_bmp_data[y * 128 + x] = 15;
}
}
// Draw the bitmap, the upper left corner is the origin (0, 0)
gr_set_bitmap(test_bmp);
gr_bitmap(0, 0);
}
+92 -67
View File
@@ -1,106 +1,131 @@
#ifndef __BM_INTERNAL_H__
#define __BM_INTERNAL_H__
/*
* 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.
*
* 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.
*
*/
/**
* @file bm_internal.h
* These are functions and types used by bmpman and a few others.
*
* @details It is a "protected" header that requires BMPMAN_INTERNAL to be defined before it can be included. This is to
* provide a small measure of safety since this functions can cause problems if not used correctly
*/
#ifndef BMPMAN_INTERNAL
#error The file header "bmpman/bm_internal.h" is protected. Make sure you know what you are doing!
#endif
#ifndef __BM_INTERNAL_H__
#define __BM_INTERNAL_H__
// extra check to make sure this stuff doesn't end up in normal files
// don't use any of this unless BMPMAN_INTERNAL is defined
#ifdef BMPMAN_INTERNAL
#include "globalincs/pstypes.h"
#include "bmpman/bmpman.h"
union bm_extra_info {
// no-type ( used in: bm_bitmaps[i].type )
#define BM_TYPE_NONE 0
// in-memory type ( used in: bm_bitmaps[i].type )
#define BM_TYPE_USER 1
// file-type types ( used in: bm_bitmaps[i].type )
#define BM_TYPE_PCX 2
#define BM_TYPE_TGA 3 // 16 or 32 bit targa
#define BM_TYPE_DDS 4 // generic identifier for DDS
#define BM_TYPE_PNG 5 // PNG
#define BM_TYPE_JPG 6 // 32 bit jpeg
#define BM_TYPE_ANI 7 // in-house ANI format
#define BM_TYPE_EFF 8 // specifies any type of animated image, the EFF itself is just text
// c-type types ( used in: bm_bitmaps[i].c_type )
#define BM_TYPE_DXT1 9 // 24 bit with switchable alpha (compressed)
#define BM_TYPE_DXT3 10 // 32 bit with 4 bit alpha (compressed)
#define BM_TYPE_DXT5 11 // 32 bit with 8 bit alpha (compressed)
#define BM_TYPE_CUBEMAP_DDS 12 // generic DDS cubemap (uncompressed cubemap surface)
#define BM_TYPE_CUBEMAP_DXT1 13 // 24-bit cubemap (compressed cubemap surface)
#define BM_TYPE_CUBEMAP_DXT3 14 // 32-bit cubemap (compressed cubemap surface)
#define BM_TYPE_CUBEMAP_DXT5 15 // 32-bit cubemap (compressed cubemap surface)
// special types ( used in: bm_bitmaps[i].type )
#define BM_TYPE_RENDER_TARGET_STATIC 16 // 24/32 bit setup internally as a static render target
#define BM_TYPE_RENDER_TARGET_DYNAMIC 17 // 24/32 bit setup internally as a dynamic render target
/// Moved from cpp file ///////////////////
// Consider these 'protected' structures and functions that should only be used by special bitmap functions
typedef union bm_extra_info {
struct {
// Stuff needed for animations
int first_frame; //!< used for animations -- points to index of first frame
int num_frames; //!< used for animations -- number of frames in the animation
int keyframe; //!< used for animations -- keyframe info
float total_time; //!< used for animations -- total animation time (not always derived from num_frames/fps)
ubyte fps; //!< used for animations -- frames per second
bool is_array; //!< Flag for if all frames of an animation have the same size which means that it can be put into a texture array
int first_frame; // used for animations -- points to index of first frame
int num_frames; // used for animation -- number of frames in the animation
ubyte fps; // used for animation -- frames per second
int keyframe; // used for animation -- keyframe info
struct {
// stuff for static animations
BM_TYPE type; //!< type for individual images
char filename[MAX_FILENAME_LEN]; //!< filename for individual images
ubyte type; // type for individual images
char filename[MAX_FILENAME_LEN]; // filename for individual images
} eff;
struct {
bool is_apng; //!< Is this animation an APNG?
float frame_delay; //!< cumulative frame delay
} apng;
} ani;
struct {
// Stuff needed for user bitmaps
void* data; //!< For user bitmaps, this is where the data comes from
ubyte bpp; //!< For user bitmaps, this is what format the data is
ubyte flags; //!< For user bitmaps, Flags passed to bm_create
void *data; // For user bitmaps, this is where the data comes from
ubyte bpp; // For user bitmaps, this is what format the data is
ubyte flags; // Flags passed to bm_create
} user;
};
} bm_extra_info;
struct bitmap_entry {
typedef struct bitmap_entry {
// identification
char filename[MAX_FILENAME_LEN]; //!< filename for this bitmap
char filename[MAX_FILENAME_LEN]; // filename for this bitmap
uint signature; //!< a unique signature identifying the data
uint palette_checksum; //!< checksum used to be sure bitmap is in current palette
int handle; //!< Handle = id*MAX_BITMAPS + bitmapnum
int last_used; //!< When this bitmap was last used
uint signature; // a unique signature identifying the data
uint palette_checksum; // checksum used to be sure bitmap is in current palette
int handle; // Handle = id*MAX_BITMAPS + bitmapnum
int last_used; // When this bitmap was last used
BM_TYPE type; //!< PCX, USER, ANI, etc
BM_TYPE comp_type; //!< What sort of compressed type, BM_TYPE_NONE if not compressed
signed char ref_count; //!< Number of locks on bitmap. Can't unload unless ref_count is 0.
ubyte type; // PCX, USER, ANI, etc
ubyte comp_type; // What sort of compressed type, BM_TYPE_NONE if not compressed
signed char ref_count; // Number of locks on bitmap. Can't unload unless ref_count is 0.
int dir_type; //!< which directory this was loaded from (to skip other locations with same name)
int dir_type; // which directory this was loaded from (to skip other locations with same name)
// compressed bitmap stuff (.dds) - RT please take a look at this and tell me if we really need it
size_t mem_taken; //!< How much memory does this bitmap use? - UnknownPlayer
int num_mipmaps; //!< number of mipmap levels, we need to read all of them
int mem_taken; // How much memory does this bitmap use? - UnknownPlayer
int num_mipmaps; // number of mipmap levels, we need to read all of them
// Stuff to keep track of usage
ubyte preloaded; //!< If set, then this was loaded from the lst file
int preload_count; //!< how many times this gets used in game, for unlocking
ubyte used_flags; //!< What flags it was accessed thru
int load_count;
ubyte preloaded; // If set, then this was loaded from the lst file
int preload_count; // how many times this gets used in game, for unlocking
ubyte used_flags; // What flags it was accessed thru
int load_count;
bitmap bm; //!< Bitmap info
// Bitmap info
bitmap bm;
bm_extra_info info; //!< Data for animations and user bitmaps
// Data for animations and user bitmaps
bm_extra_info info;
#ifdef BMPMAN_NDEBUG
// bookeeping
ubyte used_last_frame; // If set, then it was used last frame
ubyte used_this_frame; // If set, then it was used this frame
size_t data_size; // How much data this bitmap uses
int used_count; // How many times it was accessed
ubyte used_last_frame; // If set, then it was used last frame
ubyte used_this_frame; // If set, then it was used this frame
int data_size; // How much data this bitmap uses
int used_count; // How many times it was accessed
#endif
};
} bitmap_entry;
extern bitmap_entry bm_bitmaps[MAX_BITMAPS];
extern bitmap_entry* bm_bitmaps;
// image specific lock functions
void bm_lock_ani( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_dds( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_png( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_apng( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_jpg( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_pcx( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_tga( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_user( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, int bpp, ubyte flags );
void bm_lock_ani( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_dds( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_png( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_jpg( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_pcx( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_tga( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
void bm_lock_user( int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags );
#endif // BMPMAN_INTERNAL
#endif // __BM_INTERNAL_H__
+2463 -3028
View File
File diff suppressed because it is too large. Load diff
+204 -658
View File
@@ -1,744 +1,290 @@
#ifndef _BMPMAN_H
#define _BMPMAN_H
/*
* 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
* 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.
*
*/
*/
/**
* @file bmpman.h
* Header file for the bitmap manager (bmpman)
*/
/**
* @example bm_examples.cpp
* @brief This containes examples of bmpman usage
*/
#include "cfile/cfile.h"
#ifndef _BMPMAN_H
#define _BMPMAN_H
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
#ifndef NDEBUG
#define BMPMAN_NDEBUG //!< Enables BMPMAN debugging code
#define BMPMAN_NDEBUG
#endif
/**
* @defgroup BMPMAN_CONSTANTS Macro constants used in/with bmpman.h
*
* @{
*/
/**
* @brief How many bitmaps the game can handle by default
*
* @attention MAX_BITMAPS shouldn't need to be bumped again. With the fixed bm_release() and it's proper use even the
* largest missions should stay under this number. With the largest retail missions and wasteful content we should
* still have about 20% of the slots free. If it still goes over then it's something the artists need to fix.
* For instance the Terran Mara fighter, with -spec and -glow and using the Shinepack, needs 117 bitmap slots alone.
* 111 of those is just for the glowmaps. This number can be greatly reduced if the number of ani frames for another
* LOD than LOD0 has fewer or no ani frames. A 37 frame glow ani for LOD2 is little more than a waste of resources.
* Future reports of texture corruption should be initially approached with content as the cause and not code.
* If anything we could/should reduce MAX_BITMAPS in the future. Where it's at now should accomidate even the
* largest mods. -- Taylor
*/
#define DEFAULT_MAX_BITMAPS 4750
// this is causing problems - let's UP IT -- Kazan
// bumped from 3500 to 4500 2004/09/21 - taylor
// bumped to 4750 2005/02/03 - taylor
//#define MAX_BITMAPS 3500 // How many bitmaps the game can handle
#define MAX_BITMAPS 4750 // How many bitmaps the game can handle
// NOTE: MAX_BITMAPS shouldn't need to be bumped again. With the fixed bm_release() and it's
// proper use even the largest missions should stay under this number. With the largest retail
// missions and wasteful content we should still have about 20% of the slots free. If it still
// goes over then it's something the artists need to fix. For instance the Terran Mara fighter,
// with -spec and -glow and using the Shinepack, needs 117 bitmap slots alone. 111 of those is
// just for the glowmaps. This number can be greatly reduced if the number of ani frames for
// another LOD than LOD0 has fewer or no ani frames. A 37 frame glow ani for LOD2 is little
// more than a waste of resources. Future reports of texture corruption should be initially
// approached with content as the cause and not code. If anything we could/should reduce
// MAX_BITMAPS in the future. Where it's at now should accomidate even the largest mods.
// -- Taylor
extern int MAX_BITMAPS;
// Flag positions for bitmap.flags
#define BMP_AABITMAP (1<<0) // antialiased bitmap
#define BMP_TEX_XPARENT (1<<1) // transparent texture
#define BMP_TEX_OTHER (1<<2) // so we can identify all "normal" textures
#define BMP_TEX_DXT1 (1<<3) // dxt1 compressed 8r8g8b1a (24bit)
#define BMP_TEX_DXT3 (1<<4) // dxt3 compressed 8r8g8b4a (32bit)
#define BMP_TEX_DXT5 (1<<5) // dxt5 compressed 8r8g8b8a (32bit)
#define BMP_TEX_CUBEMAP (1<<6) // a texture made for cubic environment map
// ***** NOTE: bitmap.flags is an 8-bit value, no more BMP_TEX_* flags can be added unless the type is changed!! ******
#define BMP_AABITMAP (1<<0) //!< antialiased bitmap
#define BMP_TEX_XPARENT (1<<1) //!< transparent texture
#define BMP_TEX_OTHER (1<<2) //!< so we can identify all "normal" textures
#define BMP_TEX_DXT1 (1<<3) //!< dxt1 compressed 8r8g8b1a (24bit)
#define BMP_TEX_DXT3 (1<<4) //!< dxt3 compressed 8r8g8b4a (32bit)
#define BMP_TEX_DXT5 (1<<5) //!< dxt5 compressed 8r8g8b8a (32bit)
#define BMP_TEX_CUBEMAP (1<<6) //!< a texture made for cubic environment map
#define BMP_MASK_BITMAP (1<<7) //!< a bitmap that will be used for masking mouse interaction. Typically not used in render operations
// Combined flags
#define BMP_TEX_COMP ( BMP_TEX_DXT1 | BMP_TEX_DXT3 | BMP_TEX_DXT5 ) //!< Compressed textures
#define BMP_TEX_NONCOMP ( BMP_TEX_XPARENT | BMP_TEX_OTHER ) //!< Non-compressed textures
#define BMP_TEX_ANY ( BMP_TEX_COMP | BMP_TEX_NONCOMP ) //!< Any texture
//compressed texture types
#define BMP_TEX_COMP ( BMP_TEX_DXT1 | BMP_TEX_DXT3 | BMP_TEX_DXT5 )
// Flag positions for bitmap.type
#define BMP_FLAG_RENDER_TARGET_STATIC (1<<0) //!< Texture is a static type
#define BMP_FLAG_RENDER_TARGET_DYNAMIC (1<<1) //!< Texture is a dynamic type (animation)
#define BMP_FLAG_CUBEMAP (1<<2) //!< Texture is a cubemap
//non compressed textures
#define BMP_TEX_NONCOMP ( BMP_TEX_XPARENT | BMP_TEX_OTHER )
// Bitmap types
enum BM_TYPE
{
BM_TYPE_NONE = 0, //!< No type
BM_TYPE_USER, //!< in-memory
BM_TYPE_PCX, //!< PCX
BM_TYPE_TGA, //!< 16 or 32 bit targa
BM_TYPE_DDS, //!< generic identifier for DDS
BM_TYPE_PNG, //!< PNG
BM_TYPE_JPG, //!< 32 bit jpeg
BM_TYPE_ANI, //!< in-house ANI format
BM_TYPE_EFF, //!< specifies any type of animated image, the EFF itself is just text
// special types
BM_TYPE_RENDER_TARGET_STATIC, //!< 24/32 bit setup internally as a static render target
BM_TYPE_RENDER_TARGET_DYNAMIC, //!< 24/32 bit setup internally as a dynamic render target
// Compressed types (bitmap.c_type)
BM_TYPE_DXT1, //!< 24 bit with switchable alpha
BM_TYPE_DXT3, //!< 32 bit with 4 bit alpha
BM_TYPE_DXT5, //!< 32 bit with 8 bit alpha
BM_TYPE_CUBEMAP_DDS, //!< generic DDS cubemap (uncompressed cubemap surface)
BM_TYPE_CUBEMAP_DXT1, //!< 24-bit cubemap (compressed cubemap surface)
BM_TYPE_CUBEMAP_DXT3, //!< 32-bit cubemap (compressed cubemap surface)
BM_TYPE_CUBEMAP_DXT5 //!< 32-bit cubemap (compressed cubemap surface)
};
/**
* @}
*/
struct bitmap
{
short w; //!< Width, in number of pixels
short h; //!< Height, in number of pixels
short rowsize; //!< What you need to add to go to next row
int bpp; //!< Requested bitdepth of each pixel. ( 7, 8, 15, 16, 24, 32)
int true_bpp; //!< The image's actual bitdepth
ubyte flags; //!< Various texture type flags. @see BMPMAN_CONSTANTS
ptr_u data; //!< Pointer to data, or maybe offset into VRAM.
ubyte *palette; /**< @brief Pointer to this bitmap's palette (if it has one).
* @details If BMP_NO_PALETTE_MAP flag is cleared, this palette just points to the screen palette. (gr_palette)
*/
};
extern size_t bm_texture_ram; //!< how many bytes of textures are used.
extern int Bm_paging; //!< Bool type that indicates if BMPMAN is currently paging.
extern const BM_TYPE bm_type_list[]; //!< List of valid bitmap types
extern const char *bm_ext_list[]; //!< List of extensions for those types
extern const int BM_NUM_TYPES; //!< Calculated number of bitmap types
extern const BM_TYPE bm_ani_type_list[]; //!< List of valid bitmap animation types
extern const char *bm_ani_ext_list[]; //!< List of extensions for those types
extern const int BM_ANI_NUM_TYPES; //!< Calculated number of bitmap animation types
extern int GLOWMAP; //!< References a map that is a fully lit version of its index -Bobboau
extern int SPECMAP; //!< References a map that is for specular mapping -Bobboau
extern int ENVMAP; //!< References a map that is for environment mapping -Bobboau
extern int NORMMAP; //!< Normal mapping
extern int HEIGHTMAP; //!< Height map for normal mapping
extern int MISCMAP; //!< Utility map, to be utilized for various things shader authors can come up with
/**
* @brief Initilizes the bitmap manager
*/
void bm_init();
/**
* @brief Closes the bitmap manager, freeing any allocated memory used by bitmaps. Is called at program close.
*/
void bm_close();
/**
* Gets the cache slot of the bitmap indexed by handle.
*
* @details if the bitmap is an ani, gets the first frame
*
* @returns The cache slot index of the bitmap if handle is valid
*
* @note If the handle is invalid, an Assert() fails
*/
int bm_get_cache_slot(int bitmap_id, int separate_ani_frames);
/**
* @brief Gets the next available bitmap slot.
*/
int bm_get_next_handle();
// any texture type
#define BMP_TEX_ANY ( BMP_TEX_COMP | BMP_TEX_NONCOMP )
#define BMP_FLAG_RENDER_TARGET_STATIC (1<<0)
#define BMP_FLAG_RENDER_TARGET_DYNAMIC (1<<1)
#define BMP_FLAG_CUBEMAP (1<<2)
#define BMP_FLAG_RENDER_TARGET_MIPMAP (1<<3)
/**
* @brief Allocates memory for the given handle.
*
* @returns A pointer to the allocated vm if successful,
* @returns Null, if unsuccessful
*
* @note z64 - This function looks fishy. Not only is handle not used in release builds, but bm_bitmaps[handle].size
* and bm_texture_size aren't modified unless this is a debug build
*/
void *bm_malloc(int handle, size_t size);
typedef struct bitmap {
short w, h; // Width and height
short rowsize; // What you need to add to go to next row
ubyte bpp; // How many bits per pixel it is. (7,8,15,16,24,32) (what is requested)
ubyte true_bpp; // How many bits per pixel the image actually is.
ubyte flags; // See the BMP_???? defines for values (this isn't for the BMP_FLAG_* stuff)
ptr_u data; // Pointer to data, or maybe offset into VRAM.
ubyte *palette; // If bpp==8, this is pointer to palette. If the BMP_NO_PALETTE_MAP flag
// is not set, this palette just points to the screen palette. (gr_palette)
} bitmap;
/**
* @brief (DEBUG) Similar to bm_malloc, but only updates how much memory is used
*
* @note z64 - Also fishy (see bm_malloc)
*/
void bm_update_memory_used(int n, size_t size);
class bitmap_lookup {
ubyte *Bitmap_data;
extern int Bm_paging;
int Width;
int Height;
int Num_channels;
void bm_init();
float map_texture_address(float address);
public:
bitmap_lookup(int bitmap_num);
~bitmap_lookup();
void bm_close();
bool valid();
int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
float get_channel_red(float u, float v);
float get_channel_green(float u, float v);
float get_channel_blue(float u, float v);
float get_channel_alpha(float u, float v);
};
int bm_get_next_handle();
/**
* @brief Loads a bitmap so we can draw with it later.
*
* @param filename
*
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load(const char* filename);
void *bm_malloc(int n, int size);
/**
* @brief Loads a bitmap so we can draw with it later. (Preferred version)
*
* @param filename
*
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load(const SCP_string& filename);
void bm_update_memory_used(int n, int size);
/**
* @brief Reloads a bitmap as a duplicate.
*
* @details This function basically allows you to load a bitmap which already exists (by filename). This is useful
* because in some cases we need to have a bitmap which is locked in screen format _and_ texture format, such as
* the pilot pics and squad logos
*
* @param filename
*
* @returns The bitmap number if successful, else
* @returns a negative value if not
*/
int bm_load_duplicate(const char *filename);
// how many bytes of textures are used.
extern int bm_texture_ram;
/**
* Loads a bitmap which exists somewhere in the RAM.
*
* @param bpp The bitdepth of the bitmap
* @param w The width of the bitmap
* @param h The height of the bitmap
* @param[in] data The bitmap's data glob
* @param flags
*
* @note The used RAM cannot be freed until bm_release is called on the created bitmap
*/
int bm_create(int bpp, int w, int h, void *data = NULL, int flags = 0);
// This loads a bitmap so we can draw with it later.
// It returns a negative number if it couldn't load
// the bitmap. On success, it returns the bitmap
// number.
int bm_load(char * filename);
/**
* @brief Unloads a bitmap's data, but not the bitmap info
*
* @details The bm number (n) may be reused once this function has been called on it. However, it will have to be paged
* in the next time it is locked.
// special load function. basically allows you to load a bitmap which already exists (by filename).
// this is useful because in some cases we need to have a bitmap which is locked in screen format
// _and_ texture format, such as pilot pics and squad logos
int bm_load_duplicate(char *filename);
* @param handle The index number of the bitmap to free
* @param clear_render_targets If true, release a render target
* @param nodebug If true, exclude certain debug messages
*
* @returns 0 if not successful,
* @returns 1 if successful
*/
int bm_unload(int handle, int clear_render_targets = 0, bool nodebug = false);
// Creates a bitmap that exists in RAM somewhere, instead
// of coming from a disk file. You pass in a pointer to a
// block of data. The data can be in the following formats:
// 8 bpp (mapped into game palette)
// 32 bpp
// On success, it returns the bitmap number. You cannot
// free that RAM until bm_release is called on that bitmap.
// See example at bottom of this file
int bm_create( int bpp, int w, int h, void *data = NULL, int flags = 0);
/**
* @brief Quickly unloads a bitmap's data, ignoring the load_count
*
* @details Similar to bm_unload(), except that it can be safely used to free data without worrying about load_count.
* It's safe to use in relation to bm_release() and in gr_*_texture functions
*
* @param handle The bm number of the bitmap to free
* @param clear_render_targets If true, release a render target
*
* @note bm_free_data_fast() is used here and NOT bm_free_data()
*/
int bm_unload_fast(int handle, int clear_render_targets = 0);
// Frees up a bitmap's data, but bitmap number 'n' can
// still be used, it will just have to be paged in next
// time it is locked.
int bm_unload( int n, int clear_render_targets = 0 );
/**
* @brief Frees both a bitmap's data and it's associated slot.
*
* @details Once called, the bm number 'n' cannot be used until bm_load or bm_create is re-inits the slot.
*
* @param handle The index number of the bitmap to release
* @param clear_render_targets If nonzero, also release render targets
*
* @returns 1 on success,
* @returns 0 otherwise
*
* @note If the passed handle is that of an ANI, it frees EVERY frame. Be sure to only pass the handle of the first frame!
*
* @todo upgrade return type and clear_render_targets type to bools
*/
int bm_release(int handle, int clear_render_targets = 0);
// like bm_unload() except that it's safe to use to free data without worrying about
// load_count so it's safe to use in relation to bm_release() and in gr_*_texture functions
int bm_unload_fast( int n, int clear_render_targets = 0 );
/**
* @brief Loads a bitmap sequance so we can draw with it.
*
* @param[in] filename
* @param[out] nframes If non-null, set to the number of frames the animation has
* @param[out] fps If non-null, set to the fps of this animation
* @param[out] keyframe if non null, set to the keyframe index of this animation
* @param[in] can_drop_frames If set, allows dropped frames
* @param[in] dir_type Directory type
*
* @returns The bm number of the first bitmap in the sequence if successful, or
* @returns A negative value if unsuccessful
*/
int bm_load_animation(const char *filename, int *nframes = nullptr, int *fps = nullptr, int *keyframe = nullptr, float *total_time = nullptr, bool can_drop_frames = 0, int dir_type = CF_TYPE_ANY);
// Frees up a bitmap's data, and it's slot, so bitmap
// number 'n' cannot be used anymore, and bm_load or
// bm_create might reuse the slot.
int bm_release( int n, int clear_render_targets = 0 );
/**
* @brief Loads either animation (bm_load_animation) or still image (bm_load)
*
* @param[in] filename
* @param[out] nframes If non-null and loading was successful, set to the number of frames the animation has
* @param[out] fps If non-null and loading was successful, set to the fps of this animation
* @param[out] keyframe if non null and loading was successful, set to the keyframe index of this animation
* @param[in] can_drop_frames
* @param[in] dir_type
*
* @returns The bm number of the first bitmap in the sequence if successful, or
* @returns A negative value if unsuccessful
*/
int bm_load_either(const char *filename, int *nframes = NULL, int *fps = NULL, int *keyframe = NULL, bool can_drop_frames = false, int dir_type = CF_TYPE_ANY);
// This loads a bitmap sequence so we can draw with it later.
// It returns a negative number if it couldn't load
// the bitmap. On success, it returns the bitmap
// number of the first frame and nframes is set.
extern int bm_load_animation( char * filename, int * nframes = NULL, int *fps = NULL, int *keyframe = NULL, int can_drop_frames = 0, int dir_type = CF_TYPE_ANY );
/**
* @brief Locks down the bitmap indexed by bitmapnum.
*
* @details Also converts the bitmap to the appropriate format specified by bpp and flags. Only lock a bitmap when you
* need it!
*
* @param handle The number indexing the desired bitmap
* @param bpp The desired bpp of the bitmep
* @param flags The desired bitmap format
* @param nodebug
//Loads either animation (bm_load_animation) or still image (bm_load)
extern int bm_load_either(char *filename, int *nframes = NULL, int *fps = NULL, int *keyframe = NULL, int can_drop_frames = 0, int dir_type = CF_TYPE_ANY);
* @returns A pointer to the bitmap that's valid until bm_unlock is called if successful, or
* @returns NULL if unsuccessful
*/
bitmap* bm_lock(int handle, int bpp, ubyte flags, bool nodebug = false);
// This locks down a bitmap and returns a pointer to a bitmap
// that can be accessed until you call bm_unlock. Only lock
// a bitmap when you need it! This will convert it into the
// appropriate format also.
extern bitmap * bm_lock( int bitmapnum, ubyte bpp, ubyte flags );
/**
* @brief Returns a unique signiature for the bitmap indexed by handle
*
* @details A signature will change when the bitmap's data changes
*/
uint bm_get_signature(int handle);
// The signature is a field that gets filled in with
// a unique signature for each bitmap. The signature for each bitmap
// will also change when the bitmap's data changes.
extern uint bm_get_signature( int bitmapnum);
/**
* @brief Returns the image type of the given bitmap handle
*/
BM_TYPE bm_get_type(int handle);
//gets the image type
ubyte bm_get_type(int handle);
/**
* @brief Unlocks a bitmap
*
* @details Decrements the ref_count member of the bitmap_entry struct, A bitmap can only be unloaded when the
* ref_count is 0
*/
void bm_unlock(int handle);
// Unlocks a bitmap
extern void bm_unlock( int bitmapnum );
/**
* @brief Checks if the bitmap indexed by handle is valid
*
* @details Some early known false or out of range handles (such as negative) are checked within
* an initial routine pass, followed by a more thorough check routine to ensure the
* series of bitmaps within the bm_bitmaps[] structure have not become invalid.
*
* @returns Nonzero if valid, else
* @returns Zero otherwise
*
* @todo z64 - Returned value is essentially a bool type, need to check all caller functions to see if it can safely
* be updated to reflect this
*/
int bm_is_valid(int handle);
//WMC - Returns 0 if invalid, nonzero if valid
extern int bm_is_valid(int handle);
/**
* @brief Gets info on the bitmap indexed by handle.
*
* @param[out] w If non-null, gets the width
* @param[out] h If non-null, gets the heigth
* @param[out] flags If non-null, gets the flags
* @param[out] nframs If non-null, gets the nframes
* @param[out] fps If non-null, gets the fps
*
* @returns The handle on success, or
* @returns The handle to the first frame on success, or
* @returns -1 on failure
*/
int bm_get_info(int handle, int *w = NULL, int * h = NULL, ubyte * flags = NULL, int *nframes = NULL, int *fps = NULL);
// Gets info. w,h,or flags,nframes or fps can be NULL if you don't care.
//WMC - Returns -1 on failure, handle or first frame handle on success.
int bm_get_info( int bitmapnum, int *w=NULL, int * h=NULL, ubyte * flags=NULL, int *nframes=NULL, int *fps=NULL );
/**
* @brief Gets the filename of the bitmap indexed by handle
*
* @param[out] filename The filename of the bitmap, if successful. Is set to an empty string if unseccessful
*
* @todo z64 - maybe deprecate this in favor of an SCP_string version
*/
void bm_get_filename(int bitmapnum, char *filename);
// get filename
extern void bm_get_filename(int bitmapnum, char *filename);
/**
* @brief Gets the filename of the bitmap indexed by handle, which must exist.
*
* @details If the bitmap does not exist (i.e. the handle is invalid), then an Assertion halts program execution.
*
* @returns A const char* to the filename of the bitmap
*
* @todo z64 - maybe deprecate this in favor of an SCP_string version.
* @todo z64 - maybe combine this with the other bm_get_filename function like so:
* void bm_get_filename(int handle, SCP_string *filename, bool must_exist = false);
*/
const char *bm_get_filename(int handle);
// resyncs all the bitmap palette
extern void bm_update();
/**
* @brief Loads all data for all bitmaps that have been requested to be loaded
*
* @note This function is not defined.
*/
void bm_gfx_load_all();
// call to load all data for all bitmaps that have been requested to be loaded
extern void bm_gfx_load_all();
extern void bm_unload_all();
/**
* @brief Unloads all used bitmaps, should only ever be called by game_shutdown()
*
* @todo Maybe move this declaration into bmpman.cpp and then extern this function within game_shutdown() to
* ensure it only ever gets called there.
*/
void bm_unload_all();
// call to get the palette for a bitmap
void bm_get_palette(int n, ubyte *pal, char *name);
/**
* @brief Gets the palette for a given bitmap indexed by handle, and optionally the filename
*
* @param[out] pal Is set to reference the bitmap's palette
* @param[out] name (optional) Is set to the bitmap's filename
*
* @todo Maybe get rid of the optional filename and have the callers call bm_get_filename. Less efficient, however.
*/
void bm_get_palette(int handle, ubyte *pal, char *name);
// Hacked function to get a pixel from a bitmap.
// Only works good in 8bpp mode.
void bm_gfx_get_pixel( int bitmap, float u, float v, ubyte *r, ubyte *g, ubyte *b );
/**
* @brief Hack to get a pixel from a bitmap
*
* @details only works good in 8bpp mode
*
* @note This function is not defined.
*/
void bm_gfx_get_pixel(int bitmap, float u, float v, ubyte *r, ubyte *g, ubyte *b);
/**
* @brief (DEBUG) Gets memory size, in bytes, of the locked bitmaps
*
* @details Both params are non-optional, and must be non-null. There's currently no safety checks on either.
*
* @param ntotal[out] Memory size, in bytes, of the locked bitmaps
* @param nnew[out] Memory size, in bytes, of the bitmaps that were locked since the last frame
*
* @note This is a debug function, and is undefined within release builds
*/
// Returns number of bytes of bitmaps locked this frame
// ntotal = number of bytes of bitmaps locked this frame
// nnew = number of bytes of bitmaps locked this frame that weren't locked last frame
void bm_get_frame_usage(int *ntotal, int *nnew);
/**
* @brief Reloads an existing bmpman slot with different bitmap
*
* @param[in] filename The filename of the image to load
*
* @returns The bitmap handle on success, or
* @returns A negative value on failure
*
* @note This should only be used if you are certain the new picture is the same type, has same dimensions, etc.
*/
int bm_reload(int bitmap_handle, const char* filename);
/*
* Example on using bm_create
*
{
static int test_inited = 0;
static int test_bmp;
static uint test_bmp_data[128*64];
if ( !test_inited ) {
test_inited = 1;
// Create the new bitmap and fill in its data.
// When you're done with it completely, call
// bm_release to free up the bitmap handle
test_bmp = bm_create( 32, 128, 64, test_bmp_data );
int i,j;
for (i=0; i<64; i++ ) {
for (j=0; j<64; j++ ) {
uint r=i*4;
test_bmp_data[j+i*128] = r;
}
}
}
bm_unload(test_bmp); // this pages out the data, so that the
// next bm_lock will convert the new data to the
// correct bpp
// put in new data
int x,y;
gr_reset_clip();
for (y=0; y<64; y++)
for (x=0; x<128; x++ )
test_bmp_data[y*128+x] = 15;
// Draw the bitmap to upper left corner
gr_set_bitmap(test_bmp);
gr_bitmap( 0,0 );
}
*/
//============================================================================
// Paging stuff
//============================================================================
/**
* @brief Tells bmpman to start keeping track of what bitmaps are used where
*/
void bm_page_in_start();
/**
* @brief Tells bmpman to stop paging (?)
*/
void bm_page_in_stop();
// Paging code in a library should call these functions
// in its page in function.
/**
* @brief Marks a texture as being used for this level
*
* @param[in] num_frames If specified, assumes this is an animated texture
*/
void bm_page_in_texture(int bitmapnum, int num_frames = 0);
// Marks a texture as being used for this level
// If num_frames is passed, assume this is an animation
void bm_page_in_texture( int bitmapnum, int num_frames = 0 );
/**
* @brief Marks a textures as being used for level and is transparant
*
* @param[in] num_frames If specified, assumes this is an animated texture
*/
void bm_page_in_xparent_texture(int bitmapnum, int num_frames = 1);
// marks a texture as being a transparent textyre used for this level
// Marks a texture as being used for this level
// If num_frames is passed, assume this is an animation
void bm_page_in_xparent_texture( int bitmapnum, int num_frames=1 );
/**
* @brief Marks a texture as being used for this level, and is anti-aliased
*
* @param[in] num_frames If specified, assumes this is an animated texture
*/
void bm_page_in_aabitmap(int bitmapnum, int num_frames = 1);
// Marks an aabitmap as being used for this level
// If num_frames is passed, assume this is an animation
void bm_page_in_aabitmap( int bitmapnum, int num_frames=1 );
/**
* @brief Unloads the bitmap indexed by handle that was previously paged-in
*
* @returns 0 If the bitmap had already been released, or
* @returns 0 If the handle is invalid, or
* @returns 1 If successful
*/
bool bm_page_out(int handle);
// unload a texture that was paged in
int bm_page_out( int handle );
/**
* @brief Sets BMPMAN's memory mode
*
* @details 0 = High memory;
* 1 = Low memory (loads every other frame of ani's);
* 2 = Debug low memory (only use first frame of each ani)
*
* @todo This should use an enum, or instead allow an arbitrary number to drop frames (like 1/2, 1/3, etc.)
*/
void bm_set_low_mem(int mode);
//
// Mode: 0 = High memory
// 1 = Low memory ( every other frame of ani's)
// 2 = Debug low memory ( only use first frame of each ani )
void bm_set_low_mem( int mode );
char *bm_get_filename(int handle);
/**
* @brief Sets bm_set_components and bm_get_components to reference screen format functions
*/
void BM_SELECT_SCREEN_FORMAT();
/**
* @brief Sets bm_set_components and bm_get_components to reference texture format functions
*/
void BM_SELECT_TEX_FORMAT();
/**
* @brief Sets bm_set_components and bm_get_components to reference texture format functions (with alpha)
*/
void BM_SELECT_ALPHA_TEX_FORMAT();
/**
* @brief Functional pointer that references any of the bm_set_components functions.
*
* @details The bm_set_components functions packs the RGBA values into the ubyte array referenced by pixel, whose
* format differs according to its bpp value and presence of an alpha channel. The RGBA values are scaled accordingly.
*
* @param[out] pixel The pixel to set
* @param[in] r Red value (may not be NULL)
* @param[in] g Green value (may not be NULL)
* @param[in] b Blue value (may not be NULL)
* @param[in] a Alpha value (currently ignored)
*
* @note z64 - These functions were made predating the introduction of C++ classes, and are basically the equivalent
* of Pixel::set(ubyte *r, ubyte *b, ubyte *g). The original comment mentions that any of the rgba params may be
* NULL, but this is by far _NOT_ the case, as a NULL value will cause undefined behavior (really really bad chroma
* corruption)
*
* @note These functions assume the incoming bitdepth will always be >= to the outgoing bitdepth of the pixel. Should
* the incoming bitdepth be lower, the outgoing values will appear darker than they should be
*/
extern void(*bm_set_components)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
// set the rgba components of a pixel, any of the parameters can be NULL
extern void (*bm_set_components)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
extern void (*bm_set_components_32)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_16_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_32_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_16_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
void bm_set_components_argb_d3d_32_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Functional pointer that references any of the bm_set_components_32 functions.
*
* @details The bm_set_components functions packs the RGBA values into the ubyte array referenced by pixel, whose
* format differs according to its bpp value and presence of an alpha channel. The RGBA values are scaled accordingly.
*
* @see bm_set_components
*/
extern void(*bm_set_components_32)(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 16bpp screen pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_16_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 32bpp screen pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_32_screen(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 16bpp texture pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_16_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Sets the 32bpp texture pixel to the specified RGBA value
*
* @see bm_set_components
*/
void bm_set_components_argb_32_tex(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
/**
* @brief Gets the RGBA components of a pixel according to the selected mode
*
* @see BM_SELECT_SCREEN_FORMAT() BM_SELECT_TEX_FORMAT() BM_SELECT_ALPHA_TEX_FORMAT()
*/
// get the rgba components of a pixel, any of the parameters can be NULL
void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
extern int UNLITMAP; //this holds a reference to a map that is optional used instead of the base map for unlit rendering
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 SPECGLOSSMAP; //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 NORMMAP; // normal mapping
extern int HEIGHTMAP; // height map for normal mapping
extern int AMBIENTMAP; // ambient occluion map. red channel affects ambient lighting, green channel affects diffuse and specular
extern int MISCMAP; // Utility map, to be utilized for various things shader authors can come up with
/**
* @brief Returns the compression type of the bitmap indexed by handle
*/
int bm_is_compressed(int handle);
int bm_is_compressed(int num);
int bm_get_tcache_type(int num);
int bm_get_size(int num);
int bm_get_num_mipmaps(int num);
int bm_has_alpha_channel(int handle);
/**
* @brief Gets the correct TCACHE_TYPE for compressed graphics (uncompressed are assumed TCACHE_TYPE_NORMAL)
*/
int bm_get_tcache_type(int handle);
/**
* @brief Gets the size, in bytes, taken up by the bitmap indexed by handle
*/
size_t bm_get_size(int handle);
/**
* @brief Gets the number of mipmaps of the indexed texture
*/
int bm_get_num_mipmaps(int handle);
/**
* @brief Checks to see if the indexed bitmap has an alpha channel
*
* @note Currently just checks if the bitmap is 32bpp and is not a .PCX
*/
bool bm_has_alpha_channel(int handle);
/**
* @brief (DEBUG) Prints all loaded bitmaps to an outwindow
*/
void bm_print_bitmaps();
/**
* @brief Creates a render target as close to the desired resolution as possible.
*
* @returns the handle of an avilable render target if successful, or
* @returns -1 if not successful
*
* @note BM_FLAG_RENDER_TARGET_STATIC are drawn once/infrequently, while BM_FLAG_RENDER_TARGET_DYNAMIC are drawn roughly once every frame
*/
int bm_make_render_target(int width, int height, int flags);
/**
* @brief Checks to see if the given bitmap indexed by handle is a render target
*
* @returns The render type (BM_TYPE) if it is a render target, or
* @returns 0 if it is not
*/
int bm_is_render_target(int handle);
/**
* @brief (GR function) Calls gr_bm_set_render target for the given bitmap indexed by handle
*
* @returns true if successful, or
* @returns false if unsuccessful
*/
bool bm_set_render_target(int handle, int face = -1);
/**
* @brief Loads and parses an .EFF
*
* @param[in] filename The filename of the .EFF
* @param[in] dir_type
* @param[out] nframes (optional) If given, is set to the number of frames this .EFF has
* @param[out] nfps (optional) If given, is set to the fps of this .EFF
* @param[out] key (optional) If given, is set to the keyframe index of this .EFF
* @param[out] type (optional) If given, is set to the BM_TYPE of the .EFF
*
* @returns true If successful
* @returns false If not successful
*/
bool bm_load_and_parse_eff(const char *filename, int dir_type, int *nframes, int *nfps, int *key, BM_TYPE *type);
/**
* @brief Calculates & returns the current frame of an animation
*
* @param[in] frame1_handle Handle of the animation
* @param[in] elapsed_time Time in seconds since the animation started playing
* @param[in] loop (optional) specifies if the animation should loop, default is false which causes animation to hold on the last frame
* @param[in] divisor (optional) if greater than zero, elapsed time will be divided by this value i.e. allows "percentage complete" to be used to determine the frame instead of the animations total time derived from fps * frames
*
* @returns current frame of the animation (range is zero to the number of frames minus one)
*/
int bm_get_anim_frame(const int frame1_handle, float elapsed_time, const float divisor = 0.0f, const bool loop = false);
/**
* @brief Determines if the given handle could be used in a texture array
*
* @param handle The handle to query the value for
* @return @c true if all frames have the same size, @c false otherwise. Always returns @c true for single images
*/
bool bm_is_texture_array(const int handle);
/**
* @brief Gets the base frame of the specified animation
*
* @details The base frame is the frame of the animation that should be used to determine if two animation frames can be
* used in the same draw call. Use this if you want to optimize your draw calls to make use of texture arrays.
*
* @param handle The handle of the animation to check. This may also be a single frame bitmap
* @param num_frames Optionally return the number of frames in the animation
* @return The bitmap handle of the base frame or -1 on error
*/
int bm_get_base_frame(const int handle, int* num_frames = nullptr);
/**
* @brief Get the array index of the specified bitmap
*
* This should be used when passing the array index to the GPU (e.g. when building uniform structs or streaming particle
* data)
*
* @param handle The handle of the bitmap
* @return The index into the array
*/
int bm_get_array_index(const int handle);
/**
* @brief Counts how many slots are used in bm_bitmaps
*
* This needs to iterate through all the slots in order to determine whether or not they're used, so shouldn't be used frivolously.
*
* @return The number of used slots
*/
int bmpman_count_bitmaps();
int bm_make_render_target( int width, int height, int flags );
int bm_is_render_target(int bitmap_id);
int bm_set_render_target(int handle, int face = -1);
#endif
+268 -206
View File
@@ -1,15 +1,15 @@
#include "camera/camera.h"
#include "globalincs/alphacolors.h"
#include "globalincs/linklist.h"
#include "globalincs/systemvars.h" //VM_FREECAMERA etc
#include "graphics/matrix.h"
#include "hud/hud.h" //hud_get_draw
#include "math/vecmat.h"
#include "mod_table/mod_table.h"
#include "model/model.h" //polymodel, model_get
#include "graphics/2d.h"
#include "globalincs/alphacolors.h"
#include "parse/parselo.h"
#include "physics/physics.h" //apply_physics
#include "globalincs/systemvars.h" //VM_FREECAMERA etc
#include "hud/hud.h" //hud_get_draw
#include "model/model.h" //polymodel, model_get
#include "playerman/player.h" //player_get_padlock_orient
#include "ship/ship.h" //compute_slew_matrix
#include "graphics/font.h"
//*************************IMPORTANT GLOBALS*************************
float VIEWER_ZOOM_DEFAULT = 0.75f; // Default viewer zoom, 0.625 as per multi-lateral agreement on 3/24/97
@@ -24,12 +24,16 @@ SCP_vector<camera*> Cameras;
camid Current_camera;
camid Main_camera;
//*************************INTERNAL FUNCS*************************
//static avd_camera *cam_upgrade_to_avd(camera *cam);
//*************************CLASS: camera*************************
//This is where the camera class beings! :D
camera::camera(const char *in_name, int in_signature)
camera::camera(char *in_name, int in_signature)
{
set_name(in_name);
sig = in_signature;
// flags = CAM_DEFAULT_FLAGS;
reset();
}
@@ -71,16 +75,36 @@ void camera::reset()
pos_y.clear();
pos_z.clear();
/*
ori_p.clear();
ori_b.clear();
ori_h.clear();
*/
/*
ori_progress.clear();
ori_initial = ori_final = vmd_identity_matrix;
*/
for(int i = 0; i < 9; i++)
{
ori[i].clear();
ori[i].set(vmd_identity_matrix.a1d[i]);
}
/*
flags = CAM_DEFAULT_FLAGS;
desired_position = position = vmd_zero_vector;
translation_velocity = translation_vel_limit = translation_acc_limit = vmd_zero_vector;
vm_set_identity(&orientation);
vm_set_identity(&desired_orientation);
rotation_rate = rotation_vel_limit = rotation_acc_limit = vmd_zero_vector;
*/
}
void camera::set_name(const char *in_name)
void camera::set_name(char *in_name)
{
if(in_name != NULL)
if(name != NULL)
strncpy(name, in_name, NAME_LENGTH-1);
}
@@ -109,27 +133,6 @@ void camera::set_object_host(object *objp, int n_object_host_submodel)
object_host = object_h(objp);
object_host_submodel = n_object_host_submodel;
set_custom_position_function(NULL);
set_custom_orientation_function(NULL);
if(n_object_host_submodel > 0)
{
if(objp->type == OBJ_SHIP)
{
ship_subsys* ssp = GET_FIRST(&Ships[objp->instance].subsys_list);
while ( ssp != END_OF_LIST( &Ships[objp->instance].subsys_list ) )
{
if(ssp->system_info->subobj_num == n_object_host_submodel)
{
if(ssp->system_info->type == SUBSYSTEM_TURRET)
{
set_custom_position_function(get_turret_cam_pos);
set_custom_orientation_function(get_turret_cam_orient);
}
}
ssp = GET_NEXT( ssp );
}
}
}
}
void camera::set_object_target(object *objp, int n_object_target_submodel)
@@ -141,19 +144,15 @@ void camera::set_object_target(object *objp, int n_object_target_submodel)
object_target_submodel = n_object_target_submodel;
}
/**
* Custom function receives the already-modified current position value.
* It should be replaced or added to as the custom function modifier sees fit.
*/
//Custom function receives the already-modified current position value.
//It should be replaced or added to as the custom function modifier sees fit.
void camera::set_custom_position_function(void (*n_func_custom_position)(camera *cam, vec3d *camera_pos))
{
func_custom_position = n_func_custom_position;
}
/**
* Custom function receives the already-modified current orientation value.
* It should be replaced or added to as the custom function modifier sees fit.
*/
//Custom function receives the already-modified current orientation value.
//It should be replaced or added to as the custom function modifier sees fit.
void camera::set_custom_orientation_function(void (*n_func_custom_orientation)(camera *cam, matrix *camera_ori))
{
func_custom_orientation = n_func_custom_orientation;
@@ -161,7 +160,7 @@ void camera::set_custom_orientation_function(void (*n_func_custom_orientation)(c
void camera::set_position(vec3d *in_position, float in_translation_time, float in_translation_acceleration_time, float in_translation_deceleration_time, float in_end_velocity)
{
if(in_position != NULL && in_translation_time == 0.0f && in_translation_acceleration_time == 0.0f && in_translation_deceleration_time == 0.0f)
if(in_translation_time == 0.0f && in_translation_acceleration_time == 0.0f && in_translation_deceleration_time == 0.0f)
{
c_pos = *in_position;
pos_x.set(c_pos.xyz.x);
@@ -194,7 +193,7 @@ void camera::set_translation_velocity(vec3d *in_velocity, float in_acceleration_
void camera::set_rotation(matrix *in_orientation, float in_rotation_time, float in_rotation_acceleration_time, float in_rotation_deceleration_time)
{
if(in_orientation != NULL && in_rotation_time == 0.0f && in_rotation_acceleration_time == 0.0f && in_rotation_deceleration_time == 0.0f)
if(in_rotation_time == 0.0f && in_rotation_acceleration_time == 0.0f && in_rotation_deceleration_time == 0.0f)
{
c_ori = *in_orientation;
for(int i = 0; i < 9; i++)
@@ -213,6 +212,26 @@ void camera::set_rotation(matrix *in_orientation, float in_rotation_time, float
for(int i = 0; i < 9; i++)
ori[i].setAVD(in_orientation->a1d[i], in_rotation_time, in_rotation_acceleration_time, in_rotation_deceleration_time, 0.0f);
//WMC - This stationary check is here because it's a lot more
//accurate to directly save the matrix, if we've been provided one.
//IMPORTANT: Without this chunk, the HUD and view waves around with
// the main camera.
/*
angles a;
vm_extract_angles_matrix(&a, in_orientation);
if(in_rotation_time == 0.0f && in_rotation_acceleration_time == 0.0f)
{
c_ori = *in_orientation;
ori_p.set(a.p);
ori_b.set(a.b);
ori_h.set(a.h);
flags |= CAM_STATIONARY_ORI;
return;
}
//Continue on
this->set_rotation(&a, in_rotation_time, in_rotation_acceleration_time);
*/
}
void camera::set_rotation(angles *in_angles, float in_rotation_time, float in_rotation_acceleration_time, float in_rotation_deceleration_time)
@@ -220,6 +239,33 @@ void camera::set_rotation(angles *in_angles, float in_rotation_time, float in_ro
matrix mtx = IDENTITY_MATRIX;
vm_rotate_matrix_by_angles(&mtx, in_angles);
this->set_rotation(&mtx, in_rotation_time, in_rotation_acceleration_time, in_rotation_deceleration_time);
/*
if(in_rotation_time == 0.0f && in_rotation_acceleration_time == 0.0f)
{
ori_p.set(in_angles->p);
ori_b.set(in_angles->b);
ori_h.set(in_angles->h);
c_ori = vmd_identity_matrix;
vm_rotate_matrix_by_angles(&c_ori, in_angles);
flags |= CAM_STATIONARY_ORI;
return;
}
flags &= ~CAM_STATIONARY_ORI;
if(in_angles == NULL)
{
ori_p.setVD(in_rotation_time, in_rotation_acceleration_time, 0.0f);
ori_b.setVD(in_rotation_time, in_rotation_acceleration_time, 0.0f);
ori_h.setVD(in_rotation_time, in_rotation_acceleration_time, 0.0f);
return;
}
ori_p.setAVD(in_angles->p, in_rotation_time, in_rotation_acceleration_time, in_rotation_acceleration_time, 0.0f);
ori_b.setAVD(in_angles->b, in_rotation_time, in_rotation_acceleration_time, in_rotation_acceleration_time, 0.0f);
ori_h.setAVD(in_angles->h, in_rotation_time, in_rotation_acceleration_time, in_rotation_acceleration_time, 0.0f);
*/
}
void camera::set_rotation_facing(vec3d *in_target, float in_rotation_time, float in_rotation_acceleration_time, float in_rotation_deceleration_time)
@@ -248,6 +294,27 @@ void camera::set_rotation_facing(vec3d *in_target, float in_rotation_time, float
void camera::set_rotation_velocity(angles *in_rotation_rate, float in_acceleration_time)
{
Error(LOCATION, "This function is disabled until further notice.");
/*
ori_p.setVD(in_acceleration_time, in_acceleration_time, in_rotation_rate->p);
ori_b.setVD(in_acceleration_time, in_acceleration_time, in_rotation_rate->b);
ori_h.setVD(in_acceleration_time, in_acceleration_time, in_rotation_rate->h);
*/
/*if(in_rotation_rate == NULL)
{
rotation_rate.p = rotation_rate.b = rotation_rate.h = 0.0f;
rotation_rate_delta_time = rotation_rate_delta_time_left = in_rotation_acceleration_time = 0.0f;
rotation_rate_decel_time_til = -1.0f;
return;
}
rotation_rate_delta_time = rotation_rate_delta_time_left = in_rotation_acceleration_time;
rotation_rate_decel_time_til = -1.0f;
rotation_rate_delta.p = in_rotation_rate->p / in_rotation_acceleration_time;
rotation_rate_delta.b = in_rotation_rate->b / in_rotation_acceleration_time;
rotation_rate_delta.h = in_rotation_rate->h / in_rotation_acceleration_time;*/
}
void camera::do_frame(float in_frametime)
@@ -291,14 +358,12 @@ float camera::get_fov()
return c_fov;
}
eye* get_submodel_eye(polymodel *pm, int submodel_num);
void camera::get_info(vec3d *position, matrix *orientation)
{
//WTF?
if(position == NULL && orientation == NULL)
return;
eye* eyep = NULL;
vec3d host_normal;
//POSITION
if(!(flags & CAM_STATIONARY_POS) || object_host.IsValid())
{
@@ -327,20 +392,7 @@ void camera::get_info(vec3d *position, matrix *orientation)
}
else
{
eyep = get_submodel_eye(pm, object_host_submodel);
if(eyep)
{
Assertion(objp->type == OBJ_SHIP, "This part of the code expects the object to be a ship");
vec3d c_pos_in;
find_submodel_instance_point_normal(&c_pos_in, &host_normal, Ships[objp->instance].model_instance_num, eyep->parent, &eyep->pnt, &eyep->norm);
vm_vec_unrotate(&c_pos, &c_pos_in, &objp->orient);
vm_vec_add2(&c_pos, &objp->pos);
}
else
{
model_find_world_point( &c_pos, &pt, pm->id, object_host_submodel, &objp->orient, &objp->pos );
}
model_find_world_point( &c_pos, &pt, pm->id, object_host_submodel, &objp->orient, &objp->pos );
}
}
else
@@ -349,7 +401,7 @@ void camera::get_info(vec3d *position, matrix *orientation)
}
//Do custom position stuff, if needed
if(func_custom_position != NULL && !eyep)
if(func_custom_position != NULL)
{
func_custom_position(this, &c_pos);
}
@@ -361,7 +413,6 @@ void camera::get_info(vec3d *position, matrix *orientation)
//ORIENTATION
if(orientation != NULL)
{
bool target_set = false;
if(!(flags & CAM_STATIONARY_ORI) || object_target.IsValid() || object_host.IsValid())
{
if(object_target.IsValid())
@@ -391,25 +442,27 @@ void camera::get_info(vec3d *position, matrix *orientation)
vec3d targetvec;
vm_vec_normalized_dir(&targetvec, &target_pos, &c_pos);
vm_vector_2_matrix(&c_ori, &targetvec, NULL, NULL);
target_set = true;
}
else if(object_host.IsValid())
{
if(eyep)
{
vm_vector_2_matrix(&c_ori, &host_normal, vm_vec_same(&host_normal, &object_host.objp->orient.vec.uvec)?NULL:&object_host.objp->orient.vec.uvec, NULL);
target_set = true;
}
else
{
c_ori = object_host.objp->orient;
}
c_ori = object_host.objp->orient;
}
else
{
c_ori = vmd_identity_matrix;
}
//Do human interaction
//WMC - Nevermind for now, maybe toggleable later.
/*
if ( Viewer_obj == object_host.objp || Viewer_mode & VM_CHASE ) {
if ( Viewer_mode & VM_PADLOCK_ANY ) {
player_get_padlock_orient(&c_ori);
} else {
compute_slew_matrix(&c_ori, &Viewer_slew_angles);
}
}*/
matrix mtxA = c_ori;
matrix mtxB = IDENTITY_MATRIX;
float pos = 0.0f;
@@ -421,16 +474,24 @@ void camera::get_info(vec3d *position, matrix *orientation)
vm_matrix_x_matrix(&c_ori, &mtxA, &mtxB);
vm_orthogonalize_matrix(&c_ori);
/*
angles a;
ori_p.get(&a.p, NULL);
ori_b.get(&a.b, NULL);
ori_h.get(&a.h, NULL);
vm_rotate_matrix_by_angles(&c_ori, &a);
*/
//vm_angles_2_matrix(&c_ori, &a);
}
//Do custom orientation stuff, if needed
if(func_custom_orientation != NULL && !target_set)
if(func_custom_orientation != NULL)
{
func_custom_orientation(this, &c_ori);
}
*orientation = c_ori;
}
}
//*************************warp_camera*************************
warp_camera::warp_camera()
{
@@ -443,7 +504,16 @@ warp_camera::warp_camera(object *objp)
vec3d object_pos = objp->pos;
matrix tmp;
ship_get_eye(&object_pos, &tmp, objp);
/*
//matrix tmp_m = vmd_identity_matrix;
camid cid = ship_get_eye( objp );
if(cid.isValid())
{
camera *cam = cid.getCamera();
cam->get_info(&player_pos, NULL);
//tmp_m = *cam->get_orientation();
}
*/
vm_vec_scale_add2( &object_pos, &Player_obj->orient.vec.rvec, 0.0f );
vm_vec_scale_add2( &object_pos, &Player_obj->orient.vec.uvec, 0.952f );
vm_vec_scale_add2( &object_pos, &Player_obj->orient.vec.fvec, -1.782f );
@@ -489,6 +559,7 @@ void warp_camera::set_velocity( vec3d *in_vel, bool instantaneous )
}
//
void warp_camera::do_frame(float in_frametime)
{
vec3d new_vel, delta_pos;
@@ -499,6 +570,8 @@ void warp_camera::do_frame(float in_frametime)
c_vel = new_vel;
// mprintf(( "Camera velocity = %.1f,%.1f, %.1f\n", Camera_velocity.xyz.x, Camera_velocity.xyz.y, Camera_velocity.xyz.z ));
vm_vec_add2( &c_pos, &delta_pos );
float ot = c_time+0.0f;
@@ -515,9 +588,12 @@ void warp_camera::do_frame(float in_frametime)
float tmp_angle = frand()*PI2;
tmp.xyz.x = 22.0f * sinf(tmp_angle);
tmp.xyz.y = -22.0f * cosf(tmp_angle);
tmp.xyz.x = 22.0f * (float)sin(tmp_angle);
tmp.xyz.y = -22.0f * (float)cos(tmp_angle);
//mprintf(( "Angle = %.1f, vx=%.1f, vy=%.1f\n", tmp_angle, tmp.xyz.x, tmp.xyz.y ));
//mprintf(( "Changing velocity!\n" ));
this->set_velocity( &tmp, 0 );
}
@@ -540,17 +616,8 @@ void warp_camera::get_info(vec3d *position, matrix *orientation)
//*************************subtitle*************************
#define MAX_SUBTITLE_LINES 64
subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char* in_imageanim, float in_display_time,
float in_fade_time, const color *in_text_color, int in_text_fontnum, bool center_x, bool center_y, int in_width,
int in_height, bool in_post_shaded)
:display_time(-1.0f), fade_time(-1.0f), text_fontnum(-1), time_displayed(-1.0f), time_displayed_end(-1.0f),
post_shaded(false)
subtitle::subtitle(int in_x_pos, int in_y_pos, char* in_text, char* in_imageanim, float in_display_time, float in_fade_time, color *in_text_color, int in_text_fontnum, bool center_x, bool center_y, int in_width, int in_height, bool in_post_shaded)
{
// Initialize color
gr_init_color(&text_color, 0, 0, 0);
SCP_string text_buf;
// basic init, this always has to be done
memset( imageanim, 0, sizeof(imageanim) );
memset( &text_pos, 0, 2*sizeof(int) );
@@ -560,27 +627,29 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
if ( ((in_text != NULL) && (strlen(in_text) <= 0)) && ((in_imageanim != NULL) && (strlen(in_imageanim) <= 0)) )
return;
if (in_text != NULL && in_text[0] != '\0')
char text_buf[256];
if (in_text != NULL && strlen(in_text) > 0)
{
text_buf = in_text;
sexp_replace_variable_names_with_values(text_buf);
in_text = text_buf.c_str();
strcpy(text_buf, in_text);
sexp_replace_variable_names_with_values(text_buf, 256);
in_text = text_buf;
}
int num_text_lines = 0;
const char *text_line_ptrs[MAX_SUBTITLE_LINES];
char *text_line_ptrs[MAX_SUBTITLE_LINES];
int text_line_lens[MAX_SUBTITLE_LINES];
//Setup text
if ( (in_text != NULL) && (in_text[0] != '\0') ) {
if ( (in_text != NULL) && (strlen(in_text) > 0) ) {
int split_width = (in_width > 0) ? in_width : 200;
num_text_lines = split_str(in_text, split_width, text_line_lens, text_line_ptrs, MAX_SUBTITLE_LINES);
std::string temp_str;
for(int i = 0; i < num_text_lines; i++)
{
text_buf.assign(text_line_ptrs[i], text_line_lens[i]);
text_lines.push_back(text_buf);
temp_str.assign(text_line_ptrs[i], text_line_lens[i]);
text_lines.push_back(temp_str);
}
}
@@ -596,7 +665,7 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
fade_time = fl_abs(in_fade_time);
//Setup image
if ( (in_imageanim != NULL) && (in_imageanim[0] != '\0') )
if ( (in_imageanim != NULL) && (strlen(in_imageanim) > 0) )
{
image_id = bm_load(in_imageanim);
@@ -612,8 +681,8 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
int old_fontnum;
if (text_fontnum >= 0)
{
old_fontnum = font::get_current_fontnum();
font::set_font(text_fontnum);
old_fontnum = gr_get_current_fontnum();
gr_set_font(text_fontnum);
}
else
{
@@ -634,7 +703,7 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
// restore old font
if (old_fontnum >= 0)
{
font::set_font(old_fontnum);
gr_set_font(old_fontnum);
}
//Get image size
@@ -653,20 +722,20 @@ subtitle::subtitle(int in_x_pos, int in_y_pos, const char* in_text, const char*
//Center it?
if(center_x)
image_pos.x = (gr_screen.center_w - tw)/2 + gr_screen.center_offset_x;
image_pos.x = (gr_screen.max_w - tw)/2;
if(center_y)
image_pos.y = (gr_screen.center_h - th)/2 + gr_screen.center_offset_y;
image_pos.y = (gr_screen.max_h - th)/2;
}
if(in_x_pos < 0 && !center_x)
image_pos.x += gr_screen.center_offset_x + gr_screen.center_w + in_x_pos;
image_pos.x += gr_screen.max_w + in_x_pos;
else if(!center_x)
image_pos.x += gr_screen.center_offset_x + in_x_pos;
image_pos.x += in_x_pos;
if(in_y_pos < 0 && !center_y)
image_pos.y += gr_screen.center_offset_y + gr_screen.center_h + in_y_pos;
image_pos.y += gr_screen.max_h + in_y_pos;
else if(!center_y)
image_pos.y += gr_screen.center_offset_y + in_y_pos;
image_pos.y += in_y_pos;
image_pos.w = in_width;
image_pos.h = in_height;
@@ -710,8 +779,8 @@ void subtitle::do_frame(float frametime)
int old_fontnum;
if (text_fontnum >= 0)
{
old_fontnum = font::get_current_fontnum();
font::set_font(text_fontnum);
old_fontnum = gr_get_current_fontnum();
gr_set_font(text_fontnum);
}
else
{
@@ -722,17 +791,16 @@ void subtitle::do_frame(float frametime)
int x = text_pos.x;
int y = text_pos.y;
for(SCP_vector<SCP_string>::iterator line = text_lines.begin(); line != text_lines.end(); ++line)
for(unsigned int i = 0; i < text_lines.size(); i++)
{
gr_string(x, y, (char*)line->c_str(), GR_RESIZE_NONE);
gr_string(x, y, (char*)text_lines[i].c_str(), false);
y += font_height;
}
// restore old font
if (old_fontnum >= 0)
{
font::set_font(old_fontnum);
gr_set_font(old_fontnum);
}
if(image_id >= 0)
@@ -746,18 +814,18 @@ void subtitle::do_frame(float frametime)
vec3d scale;
bm_get_info(image_id, &orig_w, &orig_h);
scale.xyz.x = (image_pos.w > 0) ? (image_pos.w / (float) orig_w) : 1.0f;
scale.xyz.y = (image_pos.h > 0) ? (image_pos.h / (float) orig_h) : 1.0f;
scale.xyz.x = image_pos.w / (float) orig_w;
scale.xyz.y = image_pos.h / (float) orig_h;
scale.xyz.z = 1.0f;
gr_push_scale_matrix(&scale);
gr_bitmap(fl2i(image_pos.x / scale.xyz.x), fl2i(image_pos.y / scale.xyz.y), GR_RESIZE_NONE);
gr_bitmap(image_pos.x, image_pos.y, false);
gr_pop_scale_matrix();
}
// no scaling
else
{
gr_bitmap(image_pos.x, image_pos.y, GR_RESIZE_NONE);
gr_bitmap(image_pos.x, image_pos.y, false);
}
}
@@ -775,8 +843,11 @@ subtitle::~subtitle()
void subtitle::clone(const subtitle &sub)
{
uint i = 0;
text_lines = sub.text_lines;
for (i = 0; i < sub.text_lines.size(); i++) {
text_lines.push_back(sub.text_lines[i]);
}
text_fontnum = sub.text_fontnum;
// copy the structs
@@ -824,7 +895,7 @@ camid::camid()
sig = -1;
}
camid::camid(size_t n_idx, int n_sig)
camid::camid(int n_idx, int n_sig)
{
idx = n_idx;
sig = n_sig;
@@ -838,7 +909,7 @@ camera* camid::getCamera()
return Cameras[idx];
}
size_t camid::getIndex()
uint camid::getIndex()
{
return idx;
}
@@ -850,7 +921,7 @@ int camid::getSignature()
bool camid::isValid()
{
if(idx >= Cameras.size())
if(idx < 0 || idx >= Cameras.size())
return false;
if(Cameras[idx] == NULL)
@@ -873,8 +944,13 @@ void cam_close()
{
//Set Current_camera to nothing
Current_camera = camid();
for (auto ii = Cameras.begin(); ii != Cameras.end(); ++ii) {
delete * ii;
for(unsigned int i = 0; i < Cameras.size(); i++)
{
if(Cameras[i] != NULL)
{
delete Cameras[i];
Cameras[i] = NULL;
}
}
Cameras.clear();
}
@@ -885,14 +961,14 @@ int cam_get_next_sig()
return next_sig++;
}
camid cam_create(const char *n_name, vec3d *n_pos, vec3d *n_norm, object *n_object, int n_object_host_submodel)
camid cam_create(char *n_name, vec3d *n_pos, vec3d *n_norm, object *n_object, int n_object_host_submodel)
{
matrix ori;
vm_vector_2_matrix_norm(&ori, n_norm);
return cam_create(n_name, n_pos, &ori, n_object, n_object_host_submodel);
}
camid cam_create(const char *n_name, vec3d *n_pos, matrix *n_ori, object *n_object, int n_object_host_submodel)
camid cam_create(char *n_name, vec3d *n_pos, matrix *n_ori, object *n_object, int n_object_host_submodel)
{
camera *cam = NULL;
camid cid;
@@ -908,9 +984,29 @@ camid cam_create(const char *n_name, vec3d *n_pos, matrix *n_ori, object *n_obje
strncpy(buf, n_name, NAME_LENGTH-1);
//Find a free slot
cam = new camera(buf, sig);
cid = camid(Cameras.size(), sig);
Cameras.push_back(cam);
for(uint i = 0; i < Cameras.size(); i++)
{
if(Cameras[i] == NULL)
{
cam = new camera(buf, sig);
cid = camid(i, sig);
Cameras[i] = cam;
break;
}
else if(Cameras[i]->is_empty())
{
delete Cameras[i];
cam = new camera(buf, sig);
cid = camid(i, sig);
Cameras[i] = cam;
}
}
if(cam == NULL)
{
cam = new camera(buf, sig);
cid = camid(Cameras.size(), sig);
Cameras.push_back(cam);
}
//Set attributes
if(n_pos != NULL)
@@ -933,7 +1029,7 @@ void cam_delete(camid cid)
void cam_do_frame(float frametime)
{
size_t i,size=Cameras.size();
unsigned int i,size=Cameras.size();
for(i = 0; i < size; i++)
{
if(Cameras[i] != NULL)
@@ -943,7 +1039,7 @@ void cam_do_frame(float frametime)
camid cam_get_camera(uint idx)
{
if(idx >= Cameras.size())
if(idx < 0 || idx >= Cameras.size())
return camid();
return camid(idx, Cameras[idx]->get_signature());
@@ -954,17 +1050,15 @@ camid cam_get_current()
return Current_camera;
}
size_t cam_get_num()
uint cam_get_num()
{
return Cameras.size();
}
/**
* Looks up camera by name, returns -1 on failure
*/
//Looks up camera by name, returns -1 on failure
camid cam_lookup(char *name)
{
size_t i, size=Cameras.size();
unsigned int i,size=Cameras.size();
for(i = 0; i < size; i++)
{
if(Cameras[i] != NULL && !stricmp(Cameras[i]->get_name(), name))
@@ -987,15 +1081,12 @@ bool cam_set_camera(camid cid)
Viewer_mode |= VM_FREECAMERA;
Current_camera = cid;
if (!Cutscene_camera_displays_hud)
if(!Camera_hud_draw_saved)
{
if(!Camera_hud_draw_saved)
{
Camera_hud_draw_value = hud_get_draw();
Camera_hud_draw_saved = true;
}
hud_set_draw(0);
Camera_hud_draw_value = hud_get_draw();
Camera_hud_draw_saved = true;
}
hud_set_draw(0);
return true;
}
@@ -1003,11 +1094,37 @@ void cam_reset_camera()
{
Viewer_mode &= ~VM_FREECAMERA;
if (!Cutscene_camera_displays_hud)
hud_set_draw(Camera_hud_draw_value);
Camera_hud_draw_saved = false;
}
//Functions must delete the original camera after calling this function.
//Note that due to the esoteric nature of this function, it should not
//be used outside camera.cpp
/*
static avd_camera *cam_upgrade_to_avd(camera *cam)
{
for(uint i = 0; i < Cameras.size(); i++)
{
hud_set_draw(Camera_hud_draw_value);
Camera_hud_draw_saved = false;
if(Cameras[i] == cam)
break;
}
if(i == Cameras.size())
return NULL;
avd_camera *avdcam = new avd_camera(cam);
//Make the switch
Cameras[i] = avdcam;
return avdcam;
}
*/
void subtitles_init()
{
//Do nothing!!
}
void subtitles_close()
@@ -1017,75 +1134,20 @@ void subtitles_close()
void subtitles_do_frame(float frametime)
{
SCP_vector<subtitle>::iterator sub;
for(sub = Subtitles.begin(); sub != Subtitles.end(); ++sub)
unsigned int i,size=Subtitles.size();
for(i = 0; i < size; i++)
{
if ( !sub->is_post_shaded( ) )
sub->do_frame(frametime);
if ( !Subtitles[i].is_post_shaded( ) )
Subtitles[i].do_frame(frametime);
}
}
void subtitles_do_frame_post_shaded(float frametime)
{
SCP_vector<subtitle>::iterator sub;
for(sub = Subtitles.begin(); sub != Subtitles.end(); ++sub)
unsigned int i,size=Subtitles.size();
for(i = 0; i < size; i++)
{
if ( sub->is_post_shaded( ) )
sub->do_frame(frametime);
if ( Subtitles[i].is_post_shaded( ) )
Subtitles[i].do_frame(frametime);
}
}
vec3d normal_cache;
void get_turret_cam_pos(camera *cam, vec3d *pos)
{
object_h obj(cam->get_object_host());
if(!obj.IsValid())
return;
ship* shipp = &Ships[cam->get_object_host()->instance];
ship_subsys* ssp = GET_FIRST(&shipp->subsys_list);
while ( ssp != END_OF_LIST( &shipp->subsys_list ) )
{
if(ssp->system_info->subobj_num == cam->get_object_host_submodel())
{
ship_get_global_turret_gun_info(cam->get_object_host(), ssp, pos, &normal_cache, 1, NULL);
vec3d offset = vmd_zero_vector;
offset.xyz.x = 0.0001f;
vm_vec_add2(pos, &offset); // prevent beam turrets from crashing with a nullvec
break;
}
ssp = GET_NEXT( ssp );
}
}
void get_turret_cam_orient(camera *cam, matrix *ori)
{
object_h obj(cam->get_object_host());
if(!obj.IsValid())
return;
vm_vector_2_matrix(ori, &normal_cache, vm_vec_same(&normal_cache, &cam->get_object_host()->orient.vec.uvec)?NULL:&cam->get_object_host()->orient.vec.uvec, NULL);
}
eye* get_submodel_eye(polymodel *pm, int submodel_num)
{
if(pm->n_view_positions > 0)
{
for(int i = 0; i < pm->n_view_positions; ++i)
{
if(pm->view_positions[i].parent == submodel_num)
{
return &pm->view_positions[i];
}
int sm = pm->submodel[submodel_num].first_child;
while(sm > 0) //look for eyepoints attached to children, important for turret arms
{
if(pm->view_positions[i].parent == sm)
{
return &pm->view_positions[i];
}
sm = pm->submodel[sm].next_sibling;
}
}
}
return NULL;
}
}
+20 -14
View File
@@ -2,11 +2,11 @@
#ifndef _CAMERA_H
#define _CAMERA_H
#include "globalincs/globals.h"
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "object/object.h"
#include "globalincs/pstypes.h"
#include "globalincs/globals.h"
#include "physics/physics.h" //for avd
#include "object/object.h"
#include <string>
@@ -33,9 +33,17 @@ protected:
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
@@ -43,13 +51,13 @@ protected:
vec3d c_pos;
matrix c_ori;
public:
camera(const char *in_name=NULL, int in_signature=-1);
camera(char *in_name=NULL, int in_signature=-1);
~camera();
void clear();
void reset();
//Set
void set_name(const char *in_name);
void set_name(char *in_name);
void set_object_host(object *objp, int n_object_host_submodel = -1);
void set_object_target(object *objp, int n_object_target_submodel = -1);
@@ -116,7 +124,7 @@ class subtitle
private:
void clone(const subtitle &sub);
SCP_vector<SCP_string> text_lines;
SCP_vector<std::string> text_lines;
struct { int x; int y; } text_pos;
float display_time;
@@ -137,8 +145,8 @@ private:
bool post_shaded;
public:
subtitle(int in_x_pos, int in_y_pos, const char* in_text = NULL, const char* in_imageanim = NULL,
float in_display_time = 0, float in_fade_time = 0.0f, const color *in_text_color = NULL, int in_text_fontnum = -1,
subtitle(int in_x_pos, int in_y_pos, char* in_text = NULL, char* in_imageanim = NULL,
float in_display_time = 0, float in_fade_time = 0.0f, color *in_text_color = NULL, int in_text_fontnum = -1,
bool center_x = false, bool center_y = false, int in_width = 0, int in_height = 0, bool post_shaded=false);
~subtitle();
@@ -158,19 +166,17 @@ extern float Sexp_fov;
void cam_init();
void cam_close();
void cam_do_frame(float frametime);
camid cam_create(const char *n_name=NULL, vec3d *n_pos=NULL, matrix *n_ori=NULL, object *n_object=NULL, int n_submodel_parent=-1);
camid cam_create(const char *n_name, vec3d *n_pos, vec3d *n_norm, object *n_object=NULL, int n_submodel_parent=-1);
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();
size_t cam_get_num();
void get_turret_cam_pos(camera *cam, vec3d *pos);
void get_turret_cam_orient(camera *cam, matrix *ori);
uint cam_get_num();
void subtitles_init();
void subtitles_close();
void subtitles_do_frame(float frametime);
void subtitles_do_frame_post_shaded(float frametime);
+267 -351
View File
File diff suppressed because it is too large. Load diff
+33 -106
View File
@@ -16,9 +16,6 @@
#include <time.h>
#include "globalincs/pstypes.h"
#include <stdexcept>
#define CF_EOF (-1)
#define CF_SEEK_SET (0)
@@ -78,9 +75,8 @@ typedef struct {
#define CF_TYPE_INTEL_ANIMS 34
#define CF_TYPE_SCRIPTS 35
#define CF_TYPE_FICTION 36
#define CF_TYPE_FREDDOCS 37
#define CF_MAX_PATH_TYPES 38 // Can be as high as you'd like //DTP; yeah but beware alot of things uses CF_MAX_PATH_TYPES
#define CF_MAX_PATH_TYPES 37 // Can be as high as you'd like //DTP; yeah but beware alot of things uses CF_MAX_PATH_TYPES
// TRUE if type is specified and valid
@@ -100,24 +96,18 @@ typedef struct {
// callback function used for get_file_list() to filter files to be added to list. Return 1
// to add file to list, or 0 to not add it.
extern int (*Get_file_list_filter)(const char *filename);
// extra check for child directory under CF_TYPE_*
// NOTE: if specified cf_get_file_list() will not search pack files!
// NOTE: specified string must not contain ':' or spaces or begin with DIR_SEPARATOR!
extern const char *Get_file_list_child;
extern int (*Get_file_list_filter)(char *filename);
// cfile directory. valid after cfile_init() returns successfully
#define CFILE_ROOT_DIRECTORY_LEN 256
extern char Cfile_root_dir[CFILE_ROOT_DIRECTORY_LEN];
extern char Cfile_user_dir[CFILE_ROOT_DIRECTORY_LEN];
#ifdef SCP_UNIX
extern char Cfile_user_dir_legacy[CFILE_ROOT_DIRECTORY_LEN];
extern char Cfile_user_dir[CFILE_ROOT_DIRECTORY_LEN];
#endif
//================= LOW-LEVEL FUNCTIONS ==================
int cfile_init(const char *exe_dir, const char *cdrom_dir=NULL);
void cfile_close();
// Call this once at the beginning of the program
int cfile_init(char *exe_dir,char *cdrom_dir=NULL);
// Call this if pack files got added or removed or the
// cdrom changed. This will refresh the list of filenames
@@ -125,23 +115,18 @@ void cfile_close();
void cfile_refresh();
// add an extension to a filename if it doesn't already have it
char *cf_add_ext(const char *filename, const char *ext);
char *cf_add_ext(char *filename, char *ext);
// return CF_TYPE (directory location type) of a CFILE you called cfopen() successfully on.
int cf_get_dir_type(CFILE *cfile);
// Opens the file. If no path is given, use the extension to look into the
// default path. If mode is NULL, delete the file.
CFILE *_cfopen(const char* source_file, int line, const char *filename, const char *mode,
int type = CFILE_NORMAL, int dir_type = CF_TYPE_ANY, bool localize = false);
#define cfopen(...) _cfopen(LOCATION, __VA_ARGS__) // Pass source location to the function
CFILE *cfopen(char *filename, char *mode, int type = CFILE_NORMAL, int dir_type = CF_TYPE_ANY, bool localize = false);
// like cfopen(), but it accepts a fully qualified path only (ie, the result of a cf_find_file_location() call)
// NOTE: only supports reading files!!
CFILE *_cfopen_special(const char* source_file, int line, const char *file_path, const char *mode,
const size_t size, const size_t offset, int dir_type = CF_TYPE_ANY);
#define cfopen_special(...) _cfopen_special(LOCATION, __VA_ARGS__) // Pass source location to the function
CFILE *cfopen_special(char *file_path, char *mode, const int size, const int offset, int dir_type = CF_TYPE_ANY);
// Flush the open file buffer
int cflush(CFILE *cfile);
@@ -150,27 +135,22 @@ int cflush(CFILE *cfile);
// open a file. Once set, you can use minimum version numbers with the read functions.
void cf_set_version( CFILE * cfile, int version );
// will throw an error if cfread*() functions read past this mark
// converted to raw offsets when used, but gets passed actual length from current position
// setting 'len' to zero will disable the check
void cf_set_max_read_len(CFILE *cfile, size_t len);
// Deletes a file. Returns 0 on error, 1 if successful
int cf_delete(const char *filename, int dir_type);
int cf_delete(char *filename, int dir_type);
// Same as _access function to read a file's access bits
int cf_access(const char *filename, int dir_type, int mode);
int cf_access(char *filename, int dir_type, int mode);
// Returns 1 if the file exists, 0 if not.
// Checks only the file system.
int cf_exists(const char *filename, int dir_type);
int cf_exists(char *filename, int dir_type);
// Goober5000
// Returns 1 if the file exists, 0 if not.
// Checks both the file system and the VPs.
int cf_exists_full(const char *filename, int dir_type);
int cf_exists_full(char *filename, int dir_type);
// check num_ext worth of ext_list extensions
int cf_exists_full_ext(const char *filename, int dir_type, const int num_ext, const char **ext_list);
int cf_exists_full_ext(char *filename, int dir_type, const int num_ext, const char **ext_list);
// ctmpfile() opens a temporary file stream. File is deleted automatically when closed
CFILE *ctmpfile();
@@ -188,7 +168,7 @@ int cfilelength(CFILE *fp);
int cfread(void *buf, int elsize, int nelem, CFILE *fp);
// cfwrite() writes to the file
int cfwrite(const void *buf, int elsize, int nelem, CFILE *cfile);
int cfwrite(void *buf, int elsize, int nelem, CFILE *cfile);
// Reads/writes RLE compressed data.
int cfread_compressed(void *buf, int elsize, int nelem, CFILE *cfile);
@@ -204,7 +184,7 @@ int cftell(CFILE *fp);
int cfputc(int c, CFILE *cfile);
// cfputs() writes a string to a file
int cfputs(const char *str, CFILE *cfile);
int cfputs(char *str, CFILE *cfile);
// cfgetc() reads a character to a file
int cfgetc(CFILE *cfile);
@@ -219,20 +199,20 @@ int cfeof(CFILE *cfile);
void *cf_returndata(CFILE *cfile);
// get the 2 byte checksum of the passed filename - return 0 if operation failed, 1 if succeeded
int cf_chksum_short(const char *filename, ushort *chksum, int max_size = -1, int cf_type = CF_TYPE_ANY );
int cf_chksum_short(char *filename, ushort *chksum, int max_size = -1, int cf_type = CF_TYPE_ANY );
// get the 2 byte checksum of the passed file - return 0 if operation failed, 1 if succeeded
// NOTE : preserves current file position
int cf_chksum_short(CFILE *file, ushort *chksum, int max_size = -1);
// get the 32 bit CRC checksum of the passed filename - return 0 if operation failed, 1 if succeeded
int cf_chksum_long(const char *filename, uint *chksum, int max_size = -1, int cf_type = CF_TYPE_ANY );
int cf_chksum_long(char *filename, uint *chksum, int max_size = -1, int cf_type = CF_TYPE_ANY );
// get the 32 bit CRC checksum of the passed file - return 0 if operation failed, 1 if succeeded
// NOTE : preserves current file position
int cf_chksum_long(CFILE *file, uint *chksum, int max_size = -1);
int cf_chksum_pack(const char *filename, uint *chk_long, bool full = false);
int cf_chksum_pack(char *filename, uint *chk_long, bool full = false);
// convenient for misc checksumming purposes ------------------------------------------
@@ -240,21 +220,21 @@ int cf_chksum_pack(const char *filename, uint *chk_long, bool full = false);
ushort cf_add_chksum_short(ushort seed, ubyte *buffer, int size);
// update cur_chksum with the chksum of the new_data of size new_data_size
uint cf_add_chksum_long(uint seed, ubyte *buffer, size_t size);
uint cf_add_chksum_long(uint seed, ubyte *buffer, int size);
// convenient for misc checksumming purposes ------------------------------------------
//================= HIGH LEVEL FUNCTIONS ==================
int cfexist(const char *filename); // Returns true if file exists on disk (1) or in hog (2).
int cfexist(char *filename); // Returns true if file exists on disk (1) or in hog (2).
// rename a file, utilizing the extension to determine where file is.
#define CF_RENAME_SUCCESS 0 // successfully renamed the file
#define CF_RENAME_FAIL_ACCESS 1 // new name could not be created
#define CF_RENAME_FAIL_EXIST 2 // old name does not exist
int cf_rename(const char *old_name, const char *name, int type = CF_TYPE_ANY );
int cf_rename(char *old_name, char *name, int type = CF_TYPE_ANY );
// changes the attributes of a file
void cf_attrib(const char *name, int set, int clear, int type);
void cf_attrib(char *name, int set, int clear, int type);
// flush (delete all files in) the passed directory (by type), return the # of files deleted
// NOTE : WILL NOT DELETE READ-ONLY FILES
@@ -278,15 +258,8 @@ void cfread_angles(angles *ang, CFILE *file, int ver = 0, angles *deflt = NULL);
// Reads variable length, null-termined string. Will only read up
// to n characters.
void cfread_string(char *buf,int n, CFILE *file);
/**
* @brief Read a fixed length string that is not null-terminated, with the length stored in file
*
* @param buf Pre-allocated array to store string
* @param n Size of pre-allocated array
* @param file File to read from
*
* @note Appends NULL character to string (buf)
*/
// Read a fixed length that is null-terminatedm, and has the length
// stored in file
void cfread_string_len(char *buf,int n, CFILE *file);
// functions for writing cfiles
@@ -301,21 +274,15 @@ int cfwrite_vector(vec3d *vec, CFILE *file);
int cfwrite_angles(angles *ang, CFILE *file);
// writes variable length, null-termined string.
int cfwrite_string(const char *buf, CFILE *file);
int cfwrite_string(char *buf, CFILE *file);
/**
* @brief Write a fixed length string (not including its null terminator), with the length stored in file
*
* @param buf String to write to file
* @param file File to write to
*/
int cfwrite_string_len(const char *buf, CFILE *file);
// write a fixed length that is null-terminatedm, and has the length
// stored in file
int cfwrite_string_len(char *buf, CFILE *file);
int cf_get_file_list( SCP_vector<SCP_string> &list, int pathtype, const char *filter, int sort = CF_SORT_NONE, SCP_vector<file_list_info> *info = NULL );
int cf_get_file_list( int max, char **list, int type, const char *filter, int sort = CF_SORT_NONE, file_list_info *info = NULL );
int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char **list, int type, const char *filter, int sort = CF_SORT_NONE, file_list_info *info = NULL );
int cf_get_file_list( int max, char **list, int type, char *filter, int sort = CF_SORT_NONE, file_list_info *info = NULL );
int cf_get_file_list_preallocated( int max, char arr[][MAX_FILENAME_LEN], char **list, int type, char *filter, int sort = CF_SORT_NONE, file_list_info *info = NULL );
void cf_sort_filenames( int n, char **list, int sort, file_list_info *info = NULL );
void cf_sort_filenames( SCP_vector<SCP_string> &list, int sort, SCP_vector<file_list_info> *info = NULL );
// Searches for a file. Follows all rules and precedence and searches
// CD's and pack files.
@@ -326,7 +293,7 @@ void cf_sort_filenames( SCP_vector<SCP_string> &list, int sort, SCP_vector<file_
// size - File size
// offset - Offset into pack file. 0 if not a packfile.
// Returns: If not found returns 0.
int cf_find_file_location( const char *filespec, int pathtype, int max_out, char *pack_filename, size_t *size, size_t *offset, bool localize = false);
int cf_find_file_location( char *filespec, int pathtype, int max_out, char *pack_filename, int *size, int *offset, bool localize = false);
// Searches for a file. Follows all rules and precedence and searches
// CD's and pack files. Searches all locations in order for first filename using ext filter list.
@@ -340,10 +307,10 @@ int cf_find_file_location( const char *filespec, int pathtype, int max_out, char
// offset - Offset into pack file. 0 if not a packfile.
// Returns: If not found returns -1, else returns offset into ext_list.
// (NOTE: This function is exponentially slow, so don't use it unless truely needed!!)
int cf_find_file_location_ext(const char *filename, const int ext_num, const char **ext_list, int pathtype, int max_out = 0, char *pack_filename = NULL, size_t *size = NULL, size_t *offset = NULL, bool localize = false);
int cf_find_file_location_ext(char *filename, const int ext_num, const char **ext_list, int pathtype, int max_out = 0, char *pack_filename = NULL, int *size = NULL, int *offset = NULL, bool localize = false);
// Functions to change directories
int cfile_chdir(const char *dir);
int cfile_chdir(char *dir);
#ifdef _WIN32
int cfile_chdrive(int DriveNum, int flag);
@@ -355,45 +322,5 @@ int cfile_push_chdir(int type);
// restore directory on top of the stack
int cfile_pop_dir();
namespace cfile
{
// exceptions and other errors
class cfile_error : public std::exception
{
public:
cfile_error() : m_excuse("CFILE Exception")
{
}
cfile_error(const std::string &excuse) : m_excuse(excuse)
{
}
~cfile_error() throw()
{
}
virtual const char *what() const throw()
{
return m_excuse.c_str();
}
private:
std::string m_excuse;
};
class max_read_length : public cfile_error
{
public:
max_read_length(const std::string &excuse) : cfile_error(excuse)
{
}
max_read_length() : cfile_error("Attempted to read beyond length limit")
{
}
};
}
#endif /* __CFILE_H__ */
+28 -45
View File
@@ -26,15 +26,12 @@
#include "cfile/cfilearchive.h"
#include "luaconf.h"
#include <sstream>
#include <limits>
#define CHECK_POSITION
// Called once to setup the low-level reading code.
void cf_init_lowlevel_read_code( CFILE * cfile, size_t lib_offset, size_t size, size_t pos )
void cf_init_lowlevel_read_code( CFILE * cfile, int lib_offset, int size, int pos )
{
Assert(cfile != NULL);
@@ -48,12 +45,13 @@ void cf_init_lowlevel_read_code( CFILE * cfile, size_t lib_offset, size_t size,
if ( cb->fp ) {
if ( cb->lib_offset ) {
fseek( cb->fp, (long)cb->lib_offset, SEEK_SET );
fseek( cb->fp, cb->lib_offset, SEEK_SET );
}
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
int raw_position;
raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
#endif
}
}
@@ -84,8 +82,9 @@ int cfeof(CFILE *cfile)
Assert(cb->fp != NULL);
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
int raw_position;
raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
#endif
if (cb->raw_position >= cb->size ) {
@@ -115,14 +114,12 @@ int cftell( CFILE * cfile )
Assert(cb->fp != NULL);
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
int raw_position;
raw_position = ftell(cb->fp) - cb->lib_offset;
Assert(raw_position == cb->raw_position);
#endif
// The rest of the code still uses ints, do an overflow check to detect cases where this fails
Assertion(cb->raw_position <= static_cast<size_t>(std::numeric_limits<int>::max()),
"Integer overflow in cftell, a file is probably too large (but I don't know which one).");
return (int) cb->raw_position;
return cb->raw_position;
}
@@ -144,7 +141,7 @@ int cfseek( CFILE *cfile, int offset, int where )
Assert( !cb->data );
Assert( cb->fp != NULL );
size_t goal_position;
int goal_position;
switch( where ) {
case CF_SEEK_SET:
@@ -161,19 +158,15 @@ int cfseek( CFILE *cfile, int offset, int where )
default:
Int3();
return 1;
}
}
// Make sure we don't seek beyond the end of the file
CAP(goal_position, cb->lib_offset, cb->lib_offset + cb->size);
int result = fseek(cb->fp, (long)goal_position, SEEK_SET );
Assertion(goal_position >= cb->lib_offset, "Invalid offset values detected while seeking! Goal was " SIZE_T_ARG ", lib_offset is " SIZE_T_ARG ".", goal_position, cb->lib_offset);
int result = fseek(cb->fp, goal_position, SEEK_SET );
cb->raw_position = goal_position - cb->lib_offset;
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
int tmp_offset;
tmp_offset = (int)ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
#endif
return result;
@@ -190,7 +183,7 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
if(!cf_is_valid(cfile))
return 0;
size_t size = elsize*nelem;
int size = elsize*nelem;
if(buf == NULL || size <= 0)
return 0;
@@ -205,7 +198,6 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
}
if ( (cb->raw_position+size) > cb->size ) {
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
size = cb->size - cb->raw_position;
if ( size < 1 ) {
return 0;
@@ -213,27 +205,18 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
//mprintf(( "CFILE: EOF encountered in file\n" ));
}
if (cb->max_read_len) {
if ( cb->raw_position+size > cb->max_read_len ) {
std::ostringstream s_buf;
s_buf << "Attempted to read " << size << "-byte(s) beyond length limit";
throw cfile::max_read_length(s_buf.str());
}
}
size_t bytes_read = fread( buf, 1, size, cb->fp );
int bytes_read = fread( buf, 1, size, cb->fp );
if ( bytes_read > 0 ) {
cb->raw_position += bytes_read;
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
}
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
int tmp_offset;
tmp_offset = ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
#endif
return (int)(bytes_read / elsize);
return bytes_read / elsize;
}
@@ -256,12 +239,12 @@ int cfread_lua_number(double *buf, CFILE *cfile)
long orig_pos = ftell(cb->fp);
int items_read = fscanf(cb->fp, LUA_NUMBER_SCAN, buf);
cb->raw_position += ftell(cb->fp)-orig_pos;
Assertion(cb->raw_position <= cb->size, "Invalid raw_position value detected!");
cb->raw_position += ftell(cb->fp)-orig_pos;
#if defined(CHECK_POSITION) && !defined(NDEBUG)
auto tmp_offset = ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
int tmp_offset;
tmp_offset = ftell(cb->fp) - cb->lib_offset;
Assert(tmp_offset==cb->raw_position);
#endif
return items_read;
+5 -8
View File
@@ -34,20 +34,17 @@ typedef struct Cfile_block {
// int fd; // file descriptor
size_t data_length; // length of data for mmap
#endif
size_t lib_offset;
size_t raw_position;
size_t size; // for packed files
size_t max_read_len; // max read offset, for special error handling
int lib_offset;
int raw_position;
int size; // for packed files
const char* source_file;
int line_num;
} Cfile_block;
#define MAX_CFILE_BLOCKS 64
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, size_t lib_offset, size_t size, size_t pos );
void cf_init_lowlevel_read_code( CFILE * cfile, int lib_offset, int size, int pos );
#endif
+2 -81
View File
@@ -12,8 +12,6 @@
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <string>
#include <algorithm>
#ifdef _WIN32
#include <io.h>
@@ -22,88 +20,11 @@
#include <winbase.h> /* needed for memory mapping of file functions */
#endif
#include "cfile/cfile.h"
#include "globalincs/pstypes.h"
#include "cfile/cfile.h"
void cf_sort_filenames( SCP_vector<SCP_string> &list, int sort, SCP_vector<file_list_info> *info )
{
// NOTE: This really needs to be updated to C++ style sorting at some point
int i, j, incr;
SCP_string t;
file_list_info tt;
int n = (int)list.size();
if (sort == CF_SORT_NAME) {
incr = n / 2;
while (incr > 0) {
for (i=incr; i<n; i++) {
j = i - incr;
while (j >= 0) {
if (stricmp(list[j].c_str(), list[j + incr].c_str()) > 0) {
t = list[j];
list[j] = list[j + incr];
list[j + incr] = t;
if (info) {
tt = (*info)[j];
(*info)[j] = (*info)[j + incr];
(*info)[j + incr] = tt;
}
j -= incr;
} else
break;
}
}
incr /= 2;
}
return;
} else if (sort == CF_SORT_TIME) {
Assert(info);
incr = n / 2;
while (incr > 0) {
for (i=incr; i<n; i++) {
j = i - incr;
while (j >= 0) {
if ( (*info)[j].write_time < (*info)[j + incr].write_time ) {
t = list[j];
list[j] = list[j + incr];
list[j + incr] = t;
tt = (*info)[j];
(*info)[j] = (*info)[j + incr];
(*info)[j + incr] = tt;
j -= incr;
} else
break;
}
}
incr /= 2;
}
return;
} else if (sort == CF_SORT_REVERSE) {
std::reverse( list.begin(), list.end() );
if (info) {
std::reverse( info->begin(), info->end() );
}
return;
}
nprintf(("Error", "Unknown sorting method %d passed to cf_sort_filenames()\n", sort));
}
// Sorts a list of filenames using the specified sorting method (CF_SORT_*).
// n = number of filenames in list to sort
@@ -420,7 +341,7 @@ int cfread_compressed(void *buf, int elsize, int nelem, CFILE *cfile)
}
}
return (int)((out - (char *)buf)/elsize);
return (out - (char *)buf)/elsize;
}
int cfwrite_compressed(void *param_buf, int param_elsize, int param_nelem, CFILE *cfile)
+304 -702
View File
File diff suppressed because it is too large. Load diff
+7 -7
View File
@@ -15,15 +15,15 @@
#include "cfile/cfile.h"
// Builds a list of all the files
void cf_build_secondary_filelist( const char *cdrom_path );
void cf_build_secondary_filelist( char *cdrom_path );
void cf_free_secondary_filelist();
// Internal stuff
typedef struct cf_pathtype {
int index; // To verify that the CF_TYPE define is correctly indexed into this array
const char* path; // Path relative to FreeSpace root, has ending backslash.
const char* extensions; // Extensions used in this pathtype, separated by spaces
int parent_index; // Index of this directory's parent. Used for creating directories when writing.
int index; // To verify that the CF_TYPE define is correctly indexed into this array
char *path; // Path relative to FreeSpace root, has ending backslash.
char *extensions; // Extensions used in this pathtype, separated by spaces
int parent_index; // Index of this directory's parent. Used for creating directories when writing.
} cf_pathtype;
// During cfile_init, verify that Pathtypes[n].index == n for each item
@@ -39,7 +39,7 @@ extern cf_pathtype Pathtypes[CF_MAX_PATH_TYPES];
// filename - optional, if set, tacks the filename onto end of path.
// Output: path - Fully qualified pathname.
//Returns 0 if result would be too long (invalid result)
int cf_create_default_path_string( char *path, uint path_max, int pathtype, const char *filename=NULL, bool localize = false);
int cf_create_default_path_string( SCP_string &path, int pathtype, const char *filename=NULL, bool localize = false );
int cf_create_default_path_string( char *path, uint path_max, int pathtype, char *filename=NULL, bool localize = false);
#endif //_CFILESYSTEM_H
-19
View File
@@ -1,19 +0,0 @@
add_executable(cfilearchiver EXCLUDE_FROM_ALL cfilearchiver.cpp)
ADD_DEFINITIONS(-DNO_SAFE_STRINGS)
include_directories(${CODE_HEADERS})
set_target_properties(cfilearchiver
PROPERTIES
FOLDER "FSOTools"
)
TARGET_LINK_LIBRARIES(cfilearchiver PUBLIC sdl2)
TARGET_INCLUDE_DIRECTORIES(cfilearchiver PUBLIC ${GENERATED_SOURCE_DIR})
TARGET_INCLUDE_DIRECTORIES(cfilearchiver PUBLIC ${GENERATED_SOURCE_DIR}/code)
IF(MSVC)
set_target_properties(cfilearchiver PROPERTIES
COMPILE_DEFINITIONS_DEBUG "_DEBUG;PDB_DEBUGGING=1"
)
ENDIF(MSVC)
+41 -20
View File
@@ -140,7 +140,7 @@ void pack_file( char *filespec, char *filename, int filesize, _fs_time_t time_wr
}
memset( path, 0, sizeof(path) );
strcpy_s( path, filename );
strcpy( path, filename );
fswrite_int( (int*)&Total_size, fp_out_hdr );
fswrite_int( &filesize, fp_out_hdr );
@@ -186,7 +186,7 @@ void add_directory( char * dirname)
char *tmpptr;
int i = 0;
strcpy_s(path, dirname);
strcpy(path, dirname);
fswrite_int( (int*)&Total_size, fp_out_hdr);
fswrite_int( &i, fp_out_hdr);
@@ -217,7 +217,7 @@ void pack_directory( char * filespec)
while ( (*ts == DIR_SEPARATOR_CHAR) && (ts > filespec) )
*ts = '\0';
strcpy_s( tmp1, filespec );
strcpy( tmp1, filespec );
add_directory(filespec);
strcat( tmp1, DIR_SEPARATOR_STR"*.*" );
@@ -229,7 +229,7 @@ void pack_directory( char * filespec)
if( find_handle != -1 ) {
if ( find.attrib & _A_SUBDIR ) {
if (strcmp( "..", find.name) && strcmp( ".", find.name) && strcmp( ".svn", find.name)) {
strcpy_s( tmp, filespec );
strcpy( tmp, filespec );
strcat( tmp, "\\" );
strcat( tmp, find.name );
pack_directory(tmp);
@@ -241,7 +241,7 @@ void pack_directory( char * filespec)
while( !_findnext( find_handle, &find ) ) {
if ( find.attrib & _A_SUBDIR ) {
if (strcmp( "..", find.name) && strcmp( ".", find.name) && strcmp( ".svn", find.name)) {
strcpy_s( tmp, filespec );
strcpy( tmp, filespec );
strcat( tmp, "\\" );
strcat( tmp, find.name );
pack_directory(tmp);
@@ -278,7 +278,7 @@ void pack_directory( char * filespec)
}
if (S_ISDIR(buf.st_mode)) {
strcpy_s( tmp, filespec );
strcpy( tmp, filespec );
strcat( tmp, "/" );
strcat( tmp, dir->d_name );
pack_directory(tmp);
@@ -315,20 +315,32 @@ int verify_directory( char *filespec )
void print_instructions()
{
printf("Creates a vp archive out of a FreeSpace data tree.\n\n");
printf("Usage: cfilearchiver archive_name src_dir\n");
#ifdef _WIN32
printf("Example: cfilearchiver freespace c:\\freespace\\data\n");
#else
printf("Example: cfilearchiver freespace /tmp/freespace/data\n\n");
#endif
printf("Creates an archive named freespace out of the freespace data tree\n");
printf("For information about the FS2 directory structure, please consult\n");
printf("http://www.hard-light.net/wiki/index.php/FS2_Data_Structure\n");
printf( "Creates a vp archive out of a FreeSpace data tree.\n\n" );
printf( "Usage: cfilearchiver archive_name src_dir\n");
printf( "Example: cfilearchiver freespace /tmp/freespace/data\n\n");
printf( "Directory structure options:\n" );
printf( " Effects (.ani .pcx .neb .tga)\n" );
printf( " Fonts (.vf)\n" );
printf( " Hud (.ani .pcx .tga\n" );
printf( " Interface (.pcx .ani .tga)\n" );
printf( " Maps (.pcx .ani .tga)\n" );
printf( " Missions (.ntl .ssv), FS1(.fsm .fsc), FS2(.fs2 .fc2)\n" );
printf( " Models (.pof)\n" );
printf( " Music (.wav)\n" );
printf( " Sounds/8b22k (.wav)\n" );
printf( " Sounds/16b11k (.wav)\n" );
printf( " Tables (.tbl)\n" );
printf( " Voice/Briefing (.wav)\n" );
printf( " Voice/Command briefings (.wav)\n" );
printf( " Voice/Debriefing (.wav)\n" );
printf( " Voice/Personas (.wav)\n" );
printf( " Voice/Special (.wav)\n" );
printf( " Voice/Training (.wav)\n" );
exit(0);
}
// we end up #include'ing SDL.h which on Windows and Mac will redefine main() which is something
// we end up #include'ing SDL.h which on Windows and Mac will redfine main() which is something
// that we don't want since we don't actually link against SDL, this solves the problem...
#ifdef main
#undef main
@@ -340,17 +352,26 @@ int main(int argc, char *argv[] )
char *p;
if ( argc < 3 ) {
#ifdef _WIN32
printf( "Usage: %s archive_name src_dir\n", argv[0] );
printf( "Example: %s freespace c:\\freespace\\data\n", argv[0] );
printf( "Creates an archive named freespace out of the\nfreespace data tree\n" );
printf( "Press any key to exit...\n" );
getch();
return 1;
#else
print_instructions();
#endif
}
strcpy_s( archive, argv[1] );
strcpy( archive, argv[1] );
p = strchr( archive, '.' );
if (p) *p = 0; // remove extension
strcpy_s( archive_dat, archive );
strcpy( archive_dat, archive );
strcat( archive_dat, ".vp" );
strcpy_s( archive_hdr, archive );
strcpy( archive_hdr, archive );
strcat( archive_hdr, ".hdr" );
fp_out = fopen( archive_dat, "wb" );
-19
View File
@@ -1,19 +0,0 @@
add_executable(cfileextractor EXCLUDE_FROM_ALL cfileextractor.cpp)
ADD_DEFINITIONS(-DNO_SAFE_STRINGS)
include_directories(${CODE_HEADERS})
set_target_properties(cfileextractor
PROPERTIES
FOLDER "FSOTools"
)
TARGET_LINK_LIBRARIES(cfileextractor PUBLIC sdl2)
TARGET_INCLUDE_DIRECTORIES(cfileextractor PUBLIC ${GENERATED_SOURCE_DIR})
TARGET_INCLUDE_DIRECTORIES(cfileextractor PUBLIC ${GENERATED_SOURCE_DIR}/code)
IF(MSVC)
set_target_properties(cfileextractor PROPERTIES
COMPILE_DEFINITIONS_DEBUG "_DEBUG;PDB_DEBUGGING=1"
)
ENDIF(MSVC)
+6 -6
View File
@@ -97,7 +97,7 @@ typedef struct vp_fileinfo {
~vp_fileinfo() {}
} vp_fileinfo;
SCP_vector<vp_fileinfo> VP_FileInfo;
std::vector<vp_fileinfo> VP_FileInfo;
// just like strlwr() but without actually including it here
void lowercase(char *s)
@@ -224,7 +224,7 @@ void read_index(int lc = 0)
if (lc == 1)
lowercase( vpinfo.file_name );
strcpy_s( vpinfo.file_path, path );
strcpy( vpinfo.file_path, path );
VP_FileInfo.push_back(vpinfo);
}
}
@@ -261,7 +261,7 @@ void extract_all_files(char *file)
printf("Extracting: %s...\n", file);
for (size_t i = 0; i < VP_FileInfo.size(); i++) {
for (uint i = 0; i < VP_FileInfo.size(); i++) {
// save the file path to a temp location and recursively make the needed directories
if (have_outdir) {
if ( (out_len + 1 + strlen(path)) > MAX_PATH-1 )
@@ -311,7 +311,7 @@ void extract_all_files(char *file)
sprintf(path2, "%s%s%s", out_dir, DIR_SEPARATOR_STR, path);
} else {
strcpy_s(path2, path);
strcpy(path2, path);
}
fp_out = fopen(path2, "wb");
@@ -365,7 +365,7 @@ void list_all_files(char *file)
printf(" Name Size Offset Date/Time Path\n");
printf("-------------------------------------------------------------------------------\n");
for (size_t i = 0; i < VP_FileInfo.size(); i++) {
for (uint i = 0; i < VP_FileInfo.size(); i++) {
plat_time = VP_FileInfo[i].write_time; // gets rid of some platform strangeness this way
strftime(out_time, 32, "%F %H:%M", localtime(&plat_time)); // YYYY-mm-dd HH:mm (ISO 8601 date format, 24-hr time)
@@ -422,7 +422,7 @@ void help()
printf("\n");
}
// we end up #include'ing SDL.h which on Windows and Mac will redefine main() which is something
// we end up #include'ing SDL.h which on Windows and Mac will redfine main() which is something
// that we don't want since we don't actually link against SDL, this solves the problem...
#ifdef main
#undef main
+591 -1287
View File
File diff suppressed because it is too large. Load diff
+24 -40
View File
@@ -13,8 +13,9 @@
#define FS_CMDLINE_HEADER_FILE
int parse_cmdline(int argc, char *argv[]);
int parse_cmdline(char *cmdline);
int fred2_parse_cmdline(int argc, char *argv[]);
// COMMAND LINE SETTINGS
// This section is for reference by all the *_init() functions. For example, the multiplayer init function
// could check to see if (int Cmdline_multi_stream_chat_to_file) has been set by the command line parser.
@@ -40,6 +41,7 @@ extern int Cmdline_multi_log;
extern int Cmdline_multi_stream_chat_to_file;
extern int Cmdline_network_port;
extern int Cmdline_restricted_game;
extern int Cmdline_server_firing;
extern int Cmdline_spew_pof_info;
extern int Cmdline_start_netgame;
extern int Cmdline_timeout;
@@ -47,7 +49,6 @@ extern int Cmdline_use_last_pilot;
extern int Cmdline_window;
extern int Cmdline_fullscreen_window;
extern char *Cmdline_res;
extern char *Cmdline_center_res;
// FSO OPTIONS -------------------------------------------------
@@ -61,7 +62,10 @@ extern float static_light_factor;
extern float static_point_factor;
extern float static_tube_factor;
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_glow;
extern int Cmdline_nomotiondebris;
@@ -70,20 +74,12 @@ extern int Cmdline_spec;
extern int Cmdline_normal;
extern int Cmdline_height;
extern int Cmdline_enable_3d_shockwave;
extern int Cmdline_softparticles;
extern int Cmdline_postprocess;
extern int Cmdline_bloom_intensity;
extern bool Cmdline_fxaa;
extern int Cmdline_fxaa_preset;
extern bool Cmdline_fb_explosions;
extern bool Cmdline_fb_thrusters;
extern bool Cmdline_no_batching;
extern int Cmdline_shadow_quality;
extern int Cmdline_no_deferred_lighting;
extern int Cmdline_no_emissive;
// Game Speed related
extern int Cmdline_cache_bitmaps;
extern int Cmdline_img2dds;
extern int Cmdline_NoFPSCap;
extern int Cmdline_no_vsync;
@@ -100,12 +96,11 @@ extern int Cmdline_ship_choice_3d;
extern int Cmdline_weapon_choice_3d;
extern int Cmdline_warp_flash;
extern int Cmdline_autopilot_interruptable;
extern int Cmdline_stretch_menu;
// Audio related
extern int Cmdline_query_speech;
extern int Cmdline_snd_preload;
extern int Cmdline_voice_recognition;
extern int Cmdline_no_enhanced_sound;
// MOD related
extern char *Cmdline_mod; // DTP for mod support
@@ -117,50 +112,39 @@ extern char *Cmdline_spew_mission_crcs;
extern char *Cmdline_spew_table_crcs;
extern int Cmdline_objupd;
// Launcher related options
extern bool Cmdline_portable_mode;
// Troubleshooting
extern int Cmdline_d3d_lesstmem;
extern int Cmdline_load_all_weapons;
extern int Cmdline_nohtl;
extern int Cmdline_noibx;
extern int Cmdline_nomovies; // WMC Toggles movie playing support
extern int Cmdline_no_set_gamma;
extern int Cmdline_novbo;
extern int Cmdline_safeloading;
extern int Cmdline_no_fbo;
extern int Cmdline_no_pbo;
extern int Cmdline_mipmap;
extern int Cmdline_noglsl;
extern int Cmdline_ati_color_swap;
extern int Cmdline_no_3d_sound;
extern int Cmdline_drawelements;
extern char* Cmdline_keyboard_layout;
extern bool Cmdline_gl_finish;
extern bool Cmdline_no_geo_sdr_effects;
extern bool Cmdline_set_cpu_affinity;
extern bool Cmdline_nograb;
extern bool Cmdline_noshadercache;
#ifdef WIN32
extern bool Cmdline_alternate_registry_path;
#endif
// Developer/Testing related
extern char *Cmdline_start_mission;
extern int Cmdline_old_collision_sys;
extern int Cmdline_dis_collisions;
extern int Cmdline_dis_weapons;
extern int Cmdline_noparseerrors;
extern int Cmdline_nowarn;
extern int Cmdline_extra_warn;
extern int Cmdline_bmpman_usage;
extern int Cmdline_show_mem_usage;
extern int Cmdline_show_pos;
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;
extern int Cmdline_reparse_mainhall;
extern bool Cmdline_profile_write_file;
extern bool Cmdline_no_unfocus_pause;
extern bool Cmdline_benchmark_mode;
extern bool Cmdline_noninteractive;
extern bool Cmdline_json_pilot;
extern bool Cmdline_json_profiling;
extern bool Cmdline_frame_profile;
extern bool Cmdline_show_video_info;
extern bool Cmdline_debug_window;
#ifdef SCP_UNIX
extern int Cmdline_no_grab;
#endif
//extern char FreeSpace_Directory[]; // allievating a cfilesystem problem caused by fred -- Kazan
#endif
+204 -20
View File
@@ -10,18 +10,202 @@
#include "cmeasure/cmeasure.h"
#include "gamesnd/gamesnd.h"
#include "hud/hud.h"
#include "math/staticrand.h"
#include "mission/missionparse.h"
#include "network/multimsgs.h"
#include "object/object.h"
//#include "freespace2/freespace.h"
//#include "model/model.h"
#include "ship/ship.h"
#include "math/staticrand.h"
#include "object/object.h"
#include "weapon/weapon.h"
#include "hud/hud.h"
#include "gamesnd/gamesnd.h"
#include "network/multimsgs.h"
#include "mission/missionparse.h"
//cmeasure_info Cmeasure_info[MAX_CMEASURE_TYPES];
//cmeasure Cmeasures[MAX_CMEASURES];
//int Num_cmeasure_types = 0;
//int Num_cmeasures = 0;
//int Cmeasure_inited = 0;
int Cmeasures_homing_check = 0;
int Countermeasures_enabled = 1; // Debug, set to 0 means no one can fire countermeasures.
const float CMEASURE_DETONATE_DISTANCE = 40.0f;
// This will get called at the start of each level.
//Not anymore - WMC
/*
void cmeasure_init()
{
int i;
if ( !Cmeasure_inited )
Cmeasure_inited = 1;
// Reset everything between levels
Num_cmeasures = 0;
for (i=0; i<MAX_CMEASURES; i++ ) {
Cmeasures[i].subtype = CMEASURE_UNUSED;
}
}*/
/*
void cmeasure_render(object * objp)
{
// JAS TODO: Replace with proper fireball
cmeasure *cmp;
cmeasure_info *cmip;
cmp = &Cmeasures[objp->instance];
cmip = &Cmeasure_info[cmp->subtype];
if ( cmp->subtype == CMEASURE_UNUSED ) {
Int3(); // Hey, what are we doing in here?
return;
}
if ( cmip->model_num > -1 ) {
model_clear_instance(cmip->model_num);
model_render(cmip->model_num, &objp->orient, &objp->pos, MR_NO_LIGHTING );
} else {
mprintf(( "Not rendering countermeasure because model_num is negative\n" ));
}
}*/
/*
void cmeasure_delete( object * objp )
{
int num;
num = objp->instance;
// Assert( Cmeasures[num].objnum == OBJ_INDEX(objp));
Cmeasures[num].subtype = CMEASURE_UNUSED;
Num_cmeasures--;
Assert( Num_cmeasures >= 0 );
}*/
// broke cmeasure_move into two functions -- process_pre and process_post (as was done with
// all *_move functions). Nothing to do for process_pre
/*
void cmeasure_process_pre( object *objp, float frame_time)
{
}*/
/*
void cmeasure_process_post(object * objp, float frame_time)
{
int num;
num = objp->instance;
// Assert( Cmeasures[num].objnum == objnum );
cmeasure *cmp = &Cmeasures[num];
if ( cmp->lifeleft >= 0.0f) {
cmp->lifeleft -= frame_time;
if ( cmp->lifeleft < 0.0f ) {
objp->flags |= OF_SHOULD_BE_DEAD;
// demo_do_flag_dead(OBJ_INDEX(objp));
}
}
}*/
// creates one countermeasure. A ship fires 1 of these per launch. rand_val is used
// in multiplayer. If -1, then create a random number. If non-negative, use this
// number for static_rand functions
/*
int cmeasure_create( object * source_obj, vec3d * pos, int cm_type, int rand_val )
{
int n, objnum, parent_objnum, arand;
object * obj;
ship *shipp;
cmeasure *cmp;
cmeasure_info *cmeasurep;
Cmeasures_homing_check = 2; // Tell homing code to scan everything for two frames. If only one frame, get sync problems due to objects being created at end of frame!
parent_objnum = OBJ_INDEX(source_obj);
Assert( source_obj->type == OBJ_SHIP );
Assert( source_obj->instance >= 0 && source_obj->instance < MAX_SHIPS );
shipp = &Ships[source_obj->instance];
if ( Num_cmeasures >= MAX_CMEASURES)
return -1;
for (n=0; n<MAX_CMEASURES; n++ )
if ( Cmeasures[n].subtype == CMEASURE_UNUSED)
break;
if ( n == MAX_CMEASURES)
return -1;
nprintf(("Network", "Cmeasure created by %s\n", Ships[source_obj->instance].ship_name));
cmp = &Cmeasures[n];
cmeasurep = &Cmeasure_info[cm_type];
if ( pos == NULL )
pos = &source_obj->pos;
objnum = obj_create( OBJ_CMEASURE, parent_objnum, n, &source_obj->orient, pos, 1.0f, OF_RENDERS | OF_PHYSICS );
Assert( objnum >= 0 && objnum < MAX_OBJECTS );
// Create Debris piece n!
if ( rand_val == -1 )
arand = myrand(); // use a random number to get lifeleft, and random vector for displacement from ship
else
arand = rand_val;
cmp->lifeleft = static_randf(arand) * (cmeasurep->life_max - cmeasurep->life_min) / cmeasurep->life_min;
if (source_obj->flags & OF_PLAYER_SHIP){
cmp->lifeleft *= The_mission.ai_profile->cmeasure_life_scale[Game_skill_level];
}
cmp->lifeleft = cmeasurep->life_min + cmp->lifeleft * (cmeasurep->life_max - cmeasurep->life_min);
// cmp->objnum = objnum;
cmp->team = shipp->team;
cmp->subtype = cm_type;
cmp->objnum = objnum;
cmp->source_objnum = parent_objnum;
cmp->source_sig = Objects[objnum].signature;
cmp->flags = 0;
nprintf(("Jim", "Frame %i: Launching countermeasure #%i\n", Framecount, Objects[objnum].signature));
obj = &Objects[objnum];
Num_cmeasures++;
//Set countermeasure velocity
vec3d vel, rand_vec;
//Get cmeasure rear velocity in world
vm_vec_scale_add(&vel, &source_obj->phys_info.vel, &source_obj->orient.vec.fvec, -25.0f);
//Get random velocity vector
static_randvec(arand+1, &rand_vec);
//Add it to the rear velocity
vm_vec_scale_add2(&vel, &rand_vec, 2.0f);
obj->phys_info.vel = vel;
vm_vec_zero(&obj->phys_info.rotvel);
vm_vec_zero(&obj->phys_info.max_vel);
vm_vec_zero(&obj->phys_info.max_rotvel);
// 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.max_vel.xyz.z = -25.0f;
vm_vec_copy_scale(&obj->phys_info.desired_vel, &obj->orient.vec.fvec, obj->phys_info.max_vel.xyz.z );
return arand; // need to return this value for multiplayer purposes
}*/
//Used to set a countermeasure velocity after being launched from a ship as a countermeasure
//ie not as a primary or secondary.
@@ -45,6 +229,12 @@ void cmeasure_set_ship_launch_vel(object *objp, object *parent_objp, int arand)
vm_vec_zero(&objp->phys_info.max_vel);
vm_vec_zero(&objp->phys_info.max_rotvel);
//Idunnit. -WMC
//objp->phys_info.flags |= PF_CONST_VEL;
//WMC - I don't think this stuff is needed with the flag I set
//WMC - Or maybe it is.
// blow out his reverse thrusters. Or drag, same thing.
objp->phys_info.rotdamp = 10000.0f;
objp->phys_info.side_slip_time_const = 10000.0f;
@@ -62,25 +252,19 @@ void cmeasure_select_next(ship *shipp)
{
new_index = (shipp->current_cmeasure + i) % Num_weapon_types;
if(Weapon_info[new_index].wi_flags[Weapon::Info_Flags::Cmeasure])
if(Weapon_info[new_index].wi_flags & WIF_CMEASURE)
{
shipp->current_cmeasure = new_index;
return;
}
}
//snd_play( &Snds[SND_CMEASURE_CYCLE] );
mprintf(("Countermeasure type set to %i in frame %i\n", shipp->current_cmeasure, Framecount));
}
/**
* @brief If this is a player countermeasure, let the player know they evaded a missile.
* @param objp [description]
*
* During single player games, this function notifies the player that evasion has occurred.
* Multiplayer games ensure that #send_countermeasure_success_packet() is called to notify the other player.
*/
// If this is a player countermeasure, let the player know he evaded a missile
void cmeasure_maybe_alert_success(object *objp)
{
//Is this a countermeasure, and does it have a parent
@@ -88,12 +272,12 @@ void cmeasure_maybe_alert_success(object *objp)
return;
}
Assert(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags[Weapon::Info_Flags::Cmeasure]);
Assert(Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_CMEASURE);
if ( objp->parent == OBJ_INDEX(Player_obj) ) {
hud_start_text_flash(XSTR("Evaded", 1430), 800);
snd_play(gamesnd_get_game_sound(ship_get_sound(Player_obj, SND_MISSILE_EVADED_POPUP)));
} else if ( Objects[objp->parent].flags[Object::Object_Flags::Player_ship] ) {
snd_play(&Snds[SND_MISSILE_EVADED_POPUP]);
} else if ( Objects[objp->parent].flags & OF_PLAYER_SHIP ) {
send_countermeasure_success_packet( objp->parent );
}
}
+46 -2
View File
@@ -15,20 +15,64 @@
#include "globalincs/globals.h"
#include "globalincs/systemvars.h"
class object;
struct object;
//struct vec3d;
//#define MAX_CMEASURES 64
// Goes in cmeasure.subtype
//#define CMEASURE_UNUSED -1
//#define MAX_CMEASURE_TYPES 3
#define CMEASURE_WAIT 333 // delay in milliseconds between countermeasure firing.
//#define CMF_DUD_HEAT 0x01 // If set, this cmeasure is a dud to heat seekers. Set at create time.
//#define CMF_DUD_ASPECT 0x02 // If set, this cmeasure is a dud to aspect seekers. Set at create time.
//#define CMF_DUD (CMF_DUD_HEAT | CMF_DUD_ASPECT)
// Maximum distance at which a countermeasure can be tracked
// If this value is too large, missiles will always be tracking countermeasures.
#define MAX_CMEASURE_TRACK_DIST 300.0f
extern const float CMEASURE_DETONATE_DISTANCE;
/*
typedef struct cmeasure_info {
char cmeasure_name[NAME_LENGTH];
//float max_speed; // launch speed, relative to ship
float fire_wait; // time between launches
float life_min, life_max; // lifetime will be in range min..max.
int launch_sound; // Sound played when launched.
char pof_name[NAME_LENGTH];
int model_num; // What this renders as
} cmeasure_info;
typedef struct cmeasure {
int flags; // You know, flag type things.
int subtype; // See CMEASURE_??? defines
int objnum;
int source_objnum; // What object this came from
int source_sig; // Signature of the source object
int team; // Team of the ship where the cmeasure came from
float lifeleft; // When 0 or less object dies
} cmeasure;
*/
//extern cmeasure_info Cmeasure_info[MAX_CMEASURE_TYPES];
//extern cmeasure Cmeasures[MAX_CMEASURES];
//extern int Num_cmeasure_types;
//extern int Num_cmeasures;
extern int Cmeasures_homing_check;
extern int Countermeasures_enabled;
//extern void cmeasure_init();
//extern void cmeasure_render( object * obj );
//extern void cmeasure_delete( object * obj );
//extern void cmeasure_process_pre( object * obj, float frame_time);
//extern void cmeasure_process_post( object * obj, float frame_time);
//extern int cmeasure_create( object * source_obj, vec3d *pos, int cm_type, int rand_val = -1 );
extern void cmeasure_set_ship_launch_vel(object *objp, object *parent_objp, int arand);
extern void cmeasure_select_next(object *objp);
extern void cmeasure_maybe_alert_success(object *objp);
extern float Skill_level_cmeasure_life_scale[NUM_SKILL_LEVELS];
#endif // _CMEASURE_H
Loaded 100 of 1924 files, more files were not shown because too many files have changed in this diff. Show more