/* * 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. * */ /* * $Logfile: /Freespace2/code/Ship/AWACS.cpp $ * $Revision: 2.32 $ * $Date: 2007-01-14 10:26:39 $ * $Author: wmcoolmon $ * * all sorts of cool stuff about ships * * $Log: not supported by cvs2svn $ * Revision 2.31 2007/01/08 00:50:59 Goober5000 * remove WMC's limbo code, per our discussion a few months ago * this will later be handled by copying ship stats using sexps or scripts * * Revision 2.30 2006/09/11 06:47:59 taylor * compiler warning fixes * * Revision 2.29 2006/07/09 01:55:41 Goober5000 * consolidate the "for reals" crap into a proper ship flag; also move the limbo flags over to SF2_*; etc. * this should fix Mantis #977 * --Goober5000 * * Revision 2.28 2006/07/06 22:00:39 taylor * rest of the map/glow changes * - put glowmap activity back on a per-ship basis (via a SF2_* flag) rather than per-model * - same for glowpoints, back on a per-ship basis * - put specmaps and bumpmap back on a LOD0 and LOD1 affect (got changed to LOD0 only recently) * - fix glowmaps for shockwaves again * - add support for animated specmaps (mainly for TBP and Starfox mods) * some minor code cleanup and compiler warning fixes * * Revision 2.27 2006/06/27 05:05:18 taylor * make sure we only do ship related setup on actual ships * * Revision 2.26 2006/06/27 02:52:36 Goober5000 * change back to ubyte * --Goober5000 * * Revision 2.25 2006/06/24 04:48:02 Goober5000 * cosmetics, plus revert an unnecessary if * * Revision 2.24 2006/06/07 04:47:43 wmcoolmon * Limbo flag support; removed unneeded muzzle flash flag * * Revision 2.23 2006/03/18 10:28:25 taylor * fix out-of-bounds problem in awacs checking (full neb missions may have been a bit freaky from this) * * Revision 2.22 2006/02/19 03:17:01 Goober5000 * fix stealth * --Goober5000 * * Revision 2.21 2006/01/13 03:30:59 Goober5000 * übercommit of custom IFF stuff :) * * Revision 2.20 2005/10/10 17:21:10 taylor * remove NO_NETWORK * * Revision 2.19 2005/10/09 08:03:21 wmcoolmon * New SEXP stuff * * Revision 2.18 2005/09/27 02:36:56 Goober5000 * clarification * --Goober5000 * * Revision 2.17 2005/09/25 05:13:04 Goober5000 * hopefully complete species upgrade * --Goober5000 * * Revision 2.16 2005/07/25 03:13:24 Goober5000 * various code cleanups, tweaks, and fixes; most notably the MISSION_FLAG_USE_NEW_AI * should now be added to all places where it is needed (except the turret code, which I still * have to to review) * --Goober5000 * * Revision 2.15 2005/07/22 10:18:35 Goober5000 * CVS header tweaks * --Goober5000 * * Revision 2.14 2005/07/13 03:35:30 Goober5000 * remove PreProcDefine #includes in FS2 * --Goober5000 * * Revision 2.13 2005/07/13 00:44:21 Goober5000 * improved species support and removed need for #define * --Goober5000 * * Revision 2.12 2005/04/05 05:53:24 taylor * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) * * Revision 2.11 2005/03/02 21:24:47 taylor * more network/inferno goodness for Windows, takes care of a few warnings too * * Revision 2.10 2004/07/26 20:47:51 Kazan * remove MCD complete * * Revision 2.9 2004/07/12 16:33:05 Kazan * MCD - define _MCD_CHECK to use memory tracking * * Revision 2.8 2004/03/05 09:01:52 Goober5000 * Uber pass at reducing #includes * --Goober5000 * * Revision 2.7 2004/01/30 07:39:06 Goober5000 * whew - I just went through all the code I ever added (or at least, that I could * find that I commented with a Goober5000 tag) and added a bunch of Asserts * and error-checking * --Goober5000 * * Revision 2.6 2003/04/29 01:03:21 Goober5000 * implemented the custom hitpoints mod * --Goober5000 * * Revision 2.5 2003/01/18 09:25:40 Goober5000 * fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather * than SF_ flags * --Goober5000 * * Revision 2.4 2003/01/03 21:58:07 Goober5000 * Fixed some minor bugs, and added a primitive-sensors flag, where if a ship * has primitive sensors it can't target anything and objects don't appear * on radar if they're outside a certain range. This range can be modified * via the sexp primitive-sensors-set-range. * --Goober5000 * * Revision 2.3 2002/12/27 02:57:50 Goober5000 * removed the existing stealth sexps and replaced them with the following... * ship-stealthy * ship-unstealthy * is-ship-stealthy * friendly-stealth-invisible * friendly-stealth-visible * is-friendly-stealth-visible * --Goober5000 * * Revision 2.2 2002/12/23 05:18:52 Goober5000 * Squashed some Volition bugs! :O Some of the sexps for dealing with more than * one ship would return after only dealing with the first ship. * * Also added the following sexps: * is-ship-stealthed * ship-force-stealth * ship-force-nostealth * ship-remove-stealth-forcing * * They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even * show up for friendly ships. * --Goober5000 * * Revision 2.1 2002/08/01 01:41:10 penguin * The big include file move * * Revision 2.0 2002/06/03 04:02:28 penguin * Warpcore CVS sync * * Revision 1.2 2002/05/13 21:09:29 mharris * I think the last of the networking code has ifndef NO_NETWORK... * * Revision 1.1 2002/05/02 18:03:12 mharris * Initial checkin - converted filenames and includes to lower case * * * 13 8/25/99 10:50a Dave * Added music to the mainhall.tbl * * 12 7/19/99 12:02p Andsager * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to * only blow up subsystem if its strength is > 0 * * 11 7/06/99 10:45a Andsager * Modify engine wash to work on any ship that is not small. Add AWACS * ask for help. * * 10 6/17/99 1:41p Andsager * Added comments to team_visibility_update * * 9 6/15/99 4:01p Jamesa * Don't count navbuoys and cargo containers towards team visibilitiy. * * 8 6/02/99 12:52p Andsager * Added team-wide ship visibility. Implemented for player. * * 7 5/28/99 3:14p Andsager * Modify nebula scan range by species. * * 6 5/28/99 9:39a Andsager * Modify awacs to take account for huge ships. * * 5 5/12/99 2:55p Andsager * Implemented level 2 tag as priority in turret object selection * * 4 1/25/99 2:49p Anoop * Put in more sanity checks when checking for AWACS sources. * * 3 1/25/99 5:03a Dave * First run of stealth, AWACS and TAG missile support. New mission type * :) * * 2 1/08/99 2:08p Dave * Fixed software rendering for pofview. Super early support for AWACS and * beam weapons. * * * $NoKeywords: $ */ #include "ship/awacs.h" #include "io/timer.h" #include "ship/ship.h" #include "globalincs/linklist.h" #include "nebula/neb.h" #include "mission/missionparse.h" #include "network/multi.h" #include "species_defs/species_defs.h" #include "iff_defs/iff_defs.h" // ---------------------------------------------------------------------------------------------------- // AWACS DEFINES/VARS // // timestamp for updating AWACS stuff #define AWACS_STAMP_TIME 1000 int Awacs_stamp = -1; // total awacs levels for all teams float Awacs_team[MAX_IFFS]; // total AWACS capabilities for each team float Awacs_level; // Awacs_friendly - Awacs_hostile // list of all AWACS sources #define MAX_AWACS 30 typedef struct awacs_entry { int team; ship_subsys *subsys; object *objp; } awacs_entry; awacs_entry Awacs[MAX_AWACS]; int Awacs_count = 0; // TEAM SHIP VISIBILITY // team-wide shared visibility info // at start of each frame (maybe timestamp), compute visibility ubyte Ship_visibility_by_team[MAX_IFFS][MAX_SHIPS]; // ---------------------------------------------------------------------------------------------------- // AWACS FORWARD DECLARATIONS // // update the total awacs levels void awacs_update_all_levels(); // update team visibility info void team_visibility_update(); // ---------------------------------------------------------------------------------------------------- // AWACS FUNCTIONS // // call when initializing level, before parsing mission void awacs_level_init() { // set the update timestamp to -1 Awacs_stamp = -1; } // call every frame to process AWACS details void awacs_process() { // if we need to update total AWACS levels, do so now if ((Awacs_stamp == -1) || timestamp_elapsed(Awacs_stamp)) { // reset the timestamp Awacs_stamp = timestamp(AWACS_STAMP_TIME); // recalculate everything awacs_update_all_levels(); // update team visibility team_visibility_update(); } } // ---------------------------------------------------------------------------------------------------- // AWACS FORWARD DEFINITIONS // // update the total awacs levels void awacs_update_all_levels() { ship_obj *moveup; ship *shipp; ship_subsys *ship_system; int idx; // zero all levels Awacs_level = 0.0f; for (idx=0; idxobjnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0)) continue; // get a handle to the ship shipp = &Ships[Objects[moveup->objnum].instance]; // ignore dying, departing, or arriving ships if ((shipp->flags & SF_DYING) || (shipp->flags & SF_DEPARTING) || (shipp->flags & SF_ARRIVING)) continue; // only look at ships that have awacs subsystems if (!(Ship_info[shipp->ship_info_index].flags & SIF_HAS_AWACS)) continue; // traverse all subsystems for (ship_system = GET_FIRST(&shipp->subsys_list); ship_system != END_OF_LIST(&shipp->subsys_list); ship_system = GET_NEXT(ship_system)) { // if this is an AWACS subsystem if ((ship_system->system_info != NULL) && (ship_system->system_info->flags & MSS_FLAG_AWACS)) { // add the intensity to the team total Awacs_team[shipp->team] += ship_system->awacs_intensity * (ship_system->current_hits / ship_system->max_hits); // add an Awacs source if (Awacs_count < MAX_AWACS) { Awacs[Awacs_count].subsys = ship_system; Awacs[Awacs_count].team = shipp->team; Awacs[Awacs_count].objp = &Objects[moveup->objnum]; Awacs_count++; } } } } // Goober5000 - Awacs_level isn't used anywhere that I can see // awacs level //Awacs_level = Awacs_team[TEAM_FRIENDLY] - Awacs_team[TEAM_HOSTILE]; // spew all the info #ifndef NDEBUG /* for (idx=0; idx= 1.0f : fully targetable as normal float awacs_get_level(object *target, ship *viewer, int use_awacs) { Assert(target); // Goober5000 Assert(viewer); // Goober5000 vec3d dist_vec, subsys_pos; float closest = 0.0f; float test; int closest_index = -1; int idx, friendly_invisible = 0; ship *shipp = NULL; ship_info *sip = NULL; int viewer_has_primitive_sensors = (viewer->flags2 & SF2_PRIMITIVE_SENSORS); // calc distance from viewer to target vm_vec_sub(&dist_vec, &target->pos, &Objects[viewer->objnum].pos); int distance = (int) vm_vec_mag_quick(&dist_vec); // redone by Goober5000 #define ALWAYS_TARGETABLE 1.5f #define MARGINALLY_TARGETABLE 0.5f #define UNTARGETABLE -1.0f #define FULLY_TARGETABLE (viewer_has_primitive_sensors ? ((distance < viewer->primitive_sensor_range) ? MARGINALLY_TARGETABLE : UNTARGETABLE) : ALWAYS_TARGETABLE) // if the viewer is me, and I'm a multiplayer observer, its always viewable if ((viewer == Player_ship) && (Game_mode & GM_MULTIPLAYER) && (Net_player != NULL) && MULTI_OBSERVER(Net_players[MY_NET_PLAYER_NUM])) return ALWAYS_TARGETABLE; if (target->type == OBJ_SHIP) { // if no valid target then bail as never viewable if (target->instance < 0) return UNTARGETABLE; // Goober5000 shipp = &Ships[target->instance]; sip = &Ship_info[shipp->ship_info_index]; friendly_invisible = (shipp->flags2 & SF2_STEALTH) && (shipp->flags2 & SF2_FRIENDLY_STEALTH_INVIS); } int stealth_ship = (target->type == OBJ_SHIP) && (shipp != NULL) && (shipp->flags2 & SF2_STEALTH); int nebula_enabled = (The_mission.flags & MISSION_FLAG_FULLNEB); int check_huge_ship = (target->type == OBJ_SHIP) && (sip != NULL) && (sip->flags & SIF_HUGE_SHIP); // ships on the same team are always viewable // not necessarily now! :) -- Goober5000 if ((target->type == OBJ_SHIP) && (shipp != NULL) && (shipp->team == viewer->team) && (!friendly_invisible)) return FULLY_TARGETABLE; // only check for Awacs if stealth ship or Nebula mission // determine the closest awacs on our team if ((stealth_ship || nebula_enabled) && use_awacs) { for (idx=0; idxteam) continue; // if this awacs source has somehow become invalid if (Awacs[idx].objp->type != OBJ_SHIP) continue; // get the subsystem position if (!get_subsystem_pos(&subsys_pos, Awacs[idx].objp, Awacs[idx].subsys)) continue; // determine if its the closest // special case for HUGE_SHIPS if (check_huge_ship) { // check if inside bbox expanded by awacs_radius if (check_world_pt_in_expanded_ship_bbox(&subsys_pos, target, Awacs[idx].subsys->awacs_radius)) { closest_index = idx; break; } } // not a huge ship else { // get distance from Subsys to target vm_vec_sub(&dist_vec, &subsys_pos, &target->pos); test = vm_vec_mag_quick(&dist_vec); if (test > Awacs[idx].subsys->awacs_radius) continue; if ((closest_index == -1) || (test < closest)) { closest = test; closest_index = idx; break; } } } } // check for a tagged ship. TAG'd ships are _always_ visible if (target->type == OBJ_SHIP) { Assert( shipp != NULL ); if (shipp->tag_left > 0.0f || shipp->level2_tag_left > 0.0f) return FULLY_TARGETABLE; } // if this is a stealth ship if (stealth_ship) { // if the ship is within range of an awacs if (closest_index >= 0) { // if the nebula effect is active, stealth ships are only partially targetable if (nebula_enabled) return MARGINALLY_TARGETABLE; // otherwise its targetable return FULLY_TARGETABLE; } // otherwise its completely hidden else { return UNTARGETABLE; } } // all other ships // if this is not a nebula mission, its always targetable if (!nebula_enabled) return FULLY_TARGETABLE; // if the ship is within range of an awacs, its fully targetable if (closest_index >= 0) return FULLY_TARGETABLE; // fully targetable at half the nebula value // modify distance by species float scan_nebula_range = Neb2_awacs * Species_info[Ship_info[viewer->ship_info_index].species].awacs_multiplier; // special case for huge ship - check inside expanded bounding boxes if (check_huge_ship) { if (check_world_pt_in_expanded_ship_bbox(&Objects[viewer->objnum].pos, target, scan_nebula_range)) { if (check_world_pt_in_expanded_ship_bbox(&Objects[viewer->objnum].pos, target, MARGINALLY_TARGETABLE * scan_nebula_range)) return FULLY_TARGETABLE; return MARGINALLY_TARGETABLE; } } // otherwise check straight up nebula numbers else { vm_vec_sub(&dist_vec, &target->pos, &Objects[viewer->objnum].pos); test = vm_vec_mag_quick(&dist_vec); if (test < (MARGINALLY_TARGETABLE * scan_nebula_range)) return FULLY_TARGETABLE; else if (test < scan_nebula_range) return MARGINALLY_TARGETABLE; } // untargetable at longer range return UNTARGETABLE; //WMC - wasn't ever possible to get to anyway //Int3(); //return FULLY_TARGETABLE; } // update team visibility void team_visibility_update() { int team_count[MAX_IFFS]; int team_ships[MAX_IFFS][MAX_SHIPS]; ship_obj *moveup; ship *shipp; // zero out stuff for each team memset(team_count, 0, MAX_IFFS * sizeof(int)); memset(Ship_visibility_by_team, 0, MAX_IFFS * MAX_SHIPS * sizeof(ubyte)); // Go through list of ships and mark those visible for given team for (moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup)) { // make sure its a valid ship if ((Objects[moveup->objnum].type != OBJ_SHIP) || (Objects[moveup->objnum].instance < 0)) continue; // get a handle to the ship int ship_num = Objects[moveup->objnum].instance; shipp = &Ships[ship_num]; // ignore dying, departing, or arriving ships if ((shipp->flags & SF_DYING) || (shipp->flags & SF_DEPARTING) || (shipp->flags & SF_ARRIVING)) continue; // check if ship if flagged as invisible if (shipp->flags & SF_HIDDEN_FROM_SENSORS) continue; Ship_visibility_by_team[shipp->team][ship_num] = 1; team_ships[shipp->team][team_count[shipp->team]] = ship_num; team_count[shipp->team]++; } int idx, en_idx, cur_count, en_count; int *cur_team_ships, *en_team_ships; // Do for all teams that cooperate with visibility for (int cur_team = 0; cur_team < MAX_IFFS; cur_team++) { // set up current team cur_count = team_count[cur_team]; cur_team_ships = team_ships[cur_team]; // short circuit if team has no presence if (cur_count == 0) continue; // Goober5000 10/06/2005 changed from break; probably a bug // check against all enemy teams for (int en_team = 0; en_team < MAX_IFFS; en_team++) { if (en_team == cur_team) continue; // set up enemy team en_count = team_count[en_team]; en_team_ships = team_ships[en_team]; // check if current team can see enemy team's ships for (en_idx = 0; en_idx < en_count; en_idx++) { // for each ship on other team for (idx = 0; idx < cur_count; idx++) { // ignore nav buoys and cargo containers if (Ship_info[Ships[cur_team_ships[idx]].ship_info_index].flags & (SIF_CARGO | SIF_NAVBUOY)) { continue; } // check against each ship on my team (and AWACS only once) if (awacs_get_level(&Objects[Ships[en_team_ships[en_idx]].objnum], &Ships[cur_team_ships[idx]], (idx == 0)) > 1.0f) { Ship_visibility_by_team[cur_team][en_team_ships[en_idx]] = 1; break; } } } } } } // Determine is ship is visible by team // Goober5000 - now accounts for friendly stealth invisible and primitive sensors int ship_is_visible_by_team(object *target, ship *viewer) { Assert(target); Assert(viewer); Assert(target->type == OBJ_SHIP); ship *target_shipp = &Ships[target->instance]; // not visible if viewer has primitive sensors if (viewer->flags2 & SF2_PRIMITIVE_SENSORS) return 0; // friendly stealthed ships are not visible if they have the friendly-stealth-invisible flag set if (target_shipp->team == viewer->team) { if (target_shipp->flags2 & SF2_STEALTH) { if (target_shipp->flags2 & SF2_FRIENDLY_STEALTH_INVIS) return 0; } } // now evaluate this the old way int ship_num = target->instance; int team = viewer->team; return (int)Ship_visibility_by_team[team][ship_num]; }