/* * 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. * */ #include "weapon/swarm.h" #include "weapon/weapon.h" #include "ship/ship.h" #include "io/timer.h" #include "globalincs/linklist.h" #include "object/object.h" #define SWARM_DIST_OFFSET 2.0 // distance swarm missile should vary from original path #define SWARM_CONE_LENGTH 10000.0f // used to pick a target point far in the distance #define SWARM_CHANGE_DIR_TIME 400 // time to force change in direction of swarm missile #define SWARM_ANGLE_CHANGE (4*PI/180) // in rad // *No longer need this -Et1 //#define SWARM_MISSILE_DELAY 150 // time delay between each swarm missile that is fired #define SWARM_TIME_VARIANCE 100 // max time variance when deciding when to change swarm missile course #define SWARM_DIST_STOP_SWARMING 300 #define TURRET_SWARM_VALIDITY_CHECKTIME 5000 // number of ms between checks on turret_swam_info checks #define SWARM_USED (1<<0) #define SWARM_POSITIVE_PATH (1<<1) swarm_info Swarm_missiles[MAX_SWARM_MISSILES]; turret_swarm_info Turret_swarm_info[MAX_TURRET_SWARM_INFO]; int Turret_swarm_validity_next_check_time; // ------------------------------------------------------------------ // swarm_level_init() // // Called at the start of each new mission // void swarm_level_init() { int i; swarm_info *swarmp; turret_swarm_info *tswarmp; for ( i = 0; i < MAX_SWARM_MISSILES; i++ ) { swarmp = &Swarm_missiles[i]; swarmp->flags = 0; swarmp->change_timestamp = 1; swarmp->path_num = -1; } for (i=0; iflags = 0; tswarmp->weapon_class = -1; tswarmp->num_to_launch = 0; tswarmp->parent_objnum = -1; tswarmp->parent_sig = -1; tswarmp->target_objnum = -1; tswarmp->target_sig = -1; tswarmp->turret = NULL; tswarmp->target_subsys = NULL; tswarmp->time_to_fire = 0; } Turret_swarm_validity_next_check_time = timestamp(TURRET_SWARM_VALIDITY_CHECKTIME); } // ------------------------------------------------------------------ // swarm_maybe_fire_missile() // // Check if there are any swarm missiles to fire, and if enough time // has elapsed since last one fired, go ahead and fire it. // // This is called once per ship frame in ship_move() // void swarm_maybe_fire_missile(int shipnum) { ship *sp; ship_weapon *swp; int weapon_info_index; Assert(shipnum >= 0 && shipnum < MAX_SHIPS ); sp = &Ships[shipnum]; if ( sp->num_swarm_missiles_to_fire <= 0 ) { sp->swarm_missile_bank = -1; return; } swp = &sp->weapons; if ( sp->swarm_missile_bank == -1 ) { sp->num_swarm_missiles_to_fire = 0; return; } weapon_info_index = swp->secondary_bank_weapons[sp->swarm_missile_bank]; Assert( weapon_info_index >= 0 && weapon_info_index < MAX_WEAPON_TYPES ); // if swarm secondary bank is not a swarm missile, return if ( !(Weapon_info[weapon_info_index].wi_flags & WIF_SWARM) ) { sp->num_swarm_missiles_to_fire = 0; sp->swarm_missile_bank = -1; return; } if ( timestamp_elapsed(sp->next_swarm_fire) ) { // *Get timestamp from weapon info's -Et1 sp->next_swarm_fire = timestamp(Weapon_info[weapon_info_index].SwarmWait ); ship_fire_secondary( &Objects[sp->objnum], 1 ); sp->num_swarm_missiles_to_fire--; } } // ------------------------------------------------------------------ // swarm_create() // // Get a free swarm missile entry, and initialize the struct members // int swarm_create() { int i; swarm_info *swarmp = NULL; for ( i = 0; i < MAX_SWARM_MISSILES; i++ ) { swarmp = &Swarm_missiles[i]; if ( !(swarmp->flags & SWARM_USED) ) break; } if ( i >= MAX_SWARM_MISSILES ) { nprintf(("Warning","No more swarm missiles are available\n")); return -1; } swarmp->flags = 0; swarmp->change_timestamp = 1; swarmp->path_num = -1; swarmp->homing_objnum = -1; swarmp->flags |= SWARM_USED; return i; } // ------------------------------------------------------------------ // swarm_delete() // // void swarm_delete(int i) { swarm_info *swarmp; Assert(i >= 0 && i < MAX_SWARM_MISSILES); swarmp = &Swarm_missiles[i]; if ( !(swarmp->flags & SWARM_USED) ) { Int3(); // tried to delete a swarm missile that didn't exist, get Alan } swarmp->flags = 0; } // ------------------------------------------------------------------ // swarm_update_direction() // // Check if we want to update the direction of a swarm missile. // void swarm_update_direction(object *objp, float frametime) { weapon_info *wip; weapon *wp; object *hobjp; swarm_info *swarmp; vec3d obj_to_target; float vel, target_dist, radius, missile_speed, missile_dist; physics_info *pi; Assert(objp->instance >= 0 && objp->instance < MAX_WEAPONS); wp = &Weapons[objp->instance]; if (wp->swarm_index == -1) { return; } wip = &Weapon_info[wp->weapon_info_index]; hobjp = wp->homing_object; pi = &Objects[wp->objnum].phys_info; swarmp = &Swarm_missiles[wp->swarm_index]; // check if homing is lost.. if it is then get a new path to move swarm missile along if ( swarmp->homing_objnum != -1 && hobjp == &obj_used_list ) { swarmp->change_timestamp = 1; swarmp->path_num = -1; swarmp->homing_objnum = -1; } if ( hobjp != &obj_used_list ) { swarmp->homing_objnum = OBJ_INDEX(hobjp); } if ( timestamp_elapsed(swarmp->change_timestamp) ) { if ( swarmp->path_num == -1 ) { if ( Objects[objp->parent].type != OBJ_SHIP ) { //AL: parent ship died... so just pick some random paths swarmp->path_num = myrand()%4; } else { ship *parent_shipp; parent_shipp = &Ships[Objects[objp->parent].instance]; swarmp->path_num = (parent_shipp->next_swarm_path++)%4; if ( parent_shipp->next_swarm_path%4 == 0 ) { swarmp->flags ^= SWARM_POSITIVE_PATH; } } vm_vec_scale_add(&swarmp->original_target, &objp->pos, &objp->orient.vec.fvec, SWARM_CONE_LENGTH); swarmp->circle_rvec = objp->orient.vec.rvec; swarmp->circle_uvec = objp->orient.vec.uvec; swarmp->change_count = 1; swarmp->change_time = fl2i(SWARM_CHANGE_DIR_TIME + SWARM_TIME_VARIANCE*(frand() - 0.5f) * 2); vm_vec_zero(&swarmp->last_offset); missile_speed = pi->speed; missile_dist = missile_speed * swarmp->change_time/1000.0f; if ( missile_dist < SWARM_DIST_OFFSET ) { missile_dist=i2fl(SWARM_DIST_OFFSET); } swarmp->angle_offset = (float)(asin(SWARM_DIST_OFFSET / missile_dist)); Assert(!_isnan(swarmp->angle_offset) ); } swarmp->change_timestamp = timestamp(swarmp->change_time); // check if swarm missile is homing, if so need to calculate a new target pos to turn towards if ( hobjp != &obj_used_list && f2fl(Missiontime - wp->creation_time) > 0.5f && ( f2fl(Missiontime - wp->creation_time) > wip->free_flight_time ) ) { swarmp->original_target = wp->homing_pos; // Calculate a rvec and uvec that will determine the displacement from the // intended target. Use crossprod to generate a right vector, from the missile // up vector and the vector connecting missile to the homing object. swarmp->circle_uvec = objp->orient.vec.uvec; swarmp->circle_rvec = objp->orient.vec.rvec; missile_speed = pi->speed; missile_dist = missile_speed * swarmp->change_time/1000.0f; if (missile_dist == 0.0f) // Just in case of div by zero, which can happen with local SSMs swarmp->angle_offset = (float)asin(SWARM_DIST_OFFSET); else swarmp->angle_offset = (float)(asin(SWARM_DIST_OFFSET / missile_dist)); Assert(!_isnan(swarmp->angle_offset) ); } vm_vec_sub(&obj_to_target, &swarmp->original_target, &objp->pos); target_dist = vm_vec_mag_quick(&obj_to_target); swarmp->last_dist = target_dist; // If homing swarm missile is close to target, let missile home in on original target if ( target_dist < SWARM_DIST_STOP_SWARMING ) { swarmp->new_target = swarmp->original_target; goto swarm_new_target_calced; } radius = (float)tan(swarmp->angle_offset) * target_dist; vec3d rvec_component, uvec_component; swarmp->change_count++; if ( swarmp->change_count > 2 ) { swarmp->flags ^= SWARM_POSITIVE_PATH; swarmp->change_count = 0; } // pick a new path number to follow once at center if ( swarmp->change_count == 1 ) { swarmp->path_num = swarmp->path_num + myrand()%3; if ( swarmp->path_num > 3 ) { swarmp->path_num = 0; } } vm_vec_zero(&rvec_component); vm_vec_zero(&uvec_component); switch ( swarmp->path_num ) { case 0: // straight up and down if ( swarmp->flags & SWARM_POSITIVE_PATH ) vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, radius); else vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, -radius); break; case 1: // left/right if ( swarmp->flags & SWARM_POSITIVE_PATH ) vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, radius); else vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, -radius); break; case 2: // top/right - bottom/left if ( swarmp->flags & SWARM_POSITIVE_PATH ) { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, radius); } else { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, -radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, -radius); } break; case 3: // top-left - bottom/right if ( swarmp->flags & SWARM_POSITIVE_PATH ) { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, -radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, radius); } else { vm_vec_copy_scale( &rvec_component, &swarmp->circle_rvec, radius); vm_vec_copy_scale( &uvec_component, &swarmp->circle_uvec, -radius); } break; default: Int3(); break; } swarmp->new_target = swarmp->original_target; vm_vec_zero(&swarmp->last_offset); vm_vec_add(&swarmp->last_offset, &uvec_component, &rvec_component); vm_vec_add2(&swarmp->new_target, &swarmp->last_offset); } else { if ( hobjp != &obj_used_list && f2fl(Missiontime - wp->creation_time) > 0.5f ) { swarmp->new_target = swarmp->original_target; if ( swarmp->last_dist < SWARM_DIST_STOP_SWARMING ) { swarmp->new_target = wp->homing_pos; goto swarm_new_target_calced; } vm_vec_add2(&swarmp->new_target, &swarmp->last_offset); } } swarm_new_target_calced: ai_turn_towards_vector(&swarmp->new_target, objp, frametime, wip->turn_time, NULL, NULL, 0.0f, 0); vel = vm_vec_mag(&objp->phys_info.desired_vel); vm_vec_copy_scale(&objp->phys_info.desired_vel, &objp->orient.vec.fvec, vel); } // ------------------------------------------------------------------ // turret_swarm_create() // // Get a free swarm missile entry, and initialize the struct members // int turret_swarm_create() { int i; turret_swarm_info *tswarmp = NULL; for (i=0; iflags & SWARM_USED) ) break; } if ( i >= MAX_TURRET_SWARM_INFO ) { nprintf(("Warning","No more turret swarm info slots are available\n")); return -1; } tswarmp->flags = 0; tswarmp->weapon_class = -1; tswarmp->num_to_launch = 0; tswarmp->parent_objnum = -1; tswarmp->parent_sig = -1; tswarmp->target_objnum = -1; tswarmp->target_sig = -1; tswarmp->turret = NULL; tswarmp->target_subsys = NULL; tswarmp->time_to_fire = 0; tswarmp->flags |= SWARM_USED; return i; } // ------------------------------------------------------------------ // turret_swarm_delete() // void turret_swarm_delete(int i) { turret_swarm_info *tswarmp; Assert(i >= 0 && i < MAX_TURRET_SWARM_INFO); tswarmp = &Turret_swarm_info[i]; if ( !(tswarmp->flags & SWARM_USED) ) { Int3(); // tried to delete a swarm missile that didn't exist, get DaveA } tswarmp->flags = 0; } // Set up turret swarm info struct void turret_swarm_set_up_info(int parent_objnum, ship_subsys *turret, weapon_info *wip, int weapon_num) { turret_swarm_info *tsi; object *parent_obj, *target_obj; ship *shipp; int tsi_index; // weapon info pointer //Removed check in the interests of speed -WMC /* Assert((turret_weapon_class >= 0) && (turret_weapon_class < Num_weapon_types)); if((turret_weapon_class < 0) || (turret_weapon_class >= Num_weapon_types)){ return; } */ // get ship pointer Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS)); if((parent_objnum < 0) || (parent_objnum >= MAX_OBJECTS)){ return; } parent_obj = &Objects[parent_objnum]; Assert(parent_obj->type == OBJ_SHIP); shipp = &Ships[parent_obj->instance]; Assert((turret->turret_enemy_objnum >= 0) && (turret->turret_enemy_objnum < MAX_OBJECTS)); if((turret->turret_enemy_objnum < 0) || (turret->turret_enemy_objnum >= MAX_OBJECTS)){ return; } target_obj = &Objects[turret->turret_enemy_objnum]; // valid swarm weapon Assert(((wip->wi_flags & WIF_SWARM) && (wip->swarm_count > 0)) || ((wip->wi_flags & WIF_CORKSCREW) && (wip->cs_num_fired > 0))); if(!((wip->wi_flags & WIF_SWARM) || (wip->wi_flags & WIF_CORKSCREW)) || ((wip->wi_flags & WIF_SWARM) && (wip->swarm_count <= 0)) || ((wip->wi_flags & WIF_CORKSCREW) && (wip->cs_num_fired <= 0))) return; // get turret_swarm_info tsi_index = turret_swarm_create(); if (tsi_index == -1) { return; } // set turret to point to tsi tsi = &Turret_swarm_info[tsi_index]; if (turret->turret_swarm_num == MAX_TFP) { mprintf(("Overlapping turret swarm firing intervals\n")); turret_swarm_delete(turret->turret_swarm_info_index[0]); int old_s; for (old_s = 0; old_s < (MAX_TFP - 1); old_s++) { turret->turret_swarm_info_index[old_s] = turret->turret_swarm_info_index[old_s + 1]; } turret->turret_swarm_info_index[MAX_TFP - 1] = -1; turret->turret_swarm_num--; shipp->num_turret_swarm_info--; } turret->turret_swarm_info_index[turret->turret_swarm_num] = tsi_index; turret->turret_swarm_num++; // increment ship tsi counter shipp->num_turret_swarm_info++; // *Unnecessary check, now done on startup -Et1 /* // make sure time is sufficient to launch all the missiles before next volley #ifndef NDEBUG Assert(wip->swarm_count * SWARM_MISSILE_DELAY < wip->fire_wait * 1000.0f); #endif */ // initialize tsi tsi->weapon_class = WEAPON_INFO_INDEX(wip); if (wip->wi_flags & WIF_SWARM) tsi->num_to_launch = wip->swarm_count; else tsi->num_to_launch = wip->cs_num_fired; tsi->parent_objnum = parent_objnum; tsi->parent_sig = parent_obj->signature; tsi->target_objnum = turret->turret_enemy_objnum; tsi->target_sig = target_obj->signature; tsi->turret = turret; tsi->target_subsys = turret->targeted_subsys; tsi->time_to_fire = 1; // first missile next frame tsi->weapon_num = weapon_num; } void turret_swarm_fire_from_turret(turret_swarm_info *tsi); // check if ship has turret ready to fire swarm type missiles void turret_swarm_maybe_fire_missile(int shipnum) { ship *shipp = &Ships[shipnum]; ship_subsys *subsys; turret_swarm_info *tsi; object *parent_obj, *target_obj; int num_turret_swarm_turrets_left; int k, j; weapon_info *wip; // check if ship has any turrets ready to fire if (shipp->num_turret_swarm_info <= 0) { Assert(shipp->num_turret_swarm_info == 0); return; } // ship obj which has fired turret swarm missiles parent_obj = &Objects[shipp->objnum]; num_turret_swarm_turrets_left = shipp->num_turret_swarm_info; // search ship subsystems for turrets with valid turret_swarm_info_index for (subsys = GET_FIRST(&shipp->subsys_list); subsys != END_OF_LIST(&shipp->subsys_list); subsys = GET_NEXT(subsys)) { if (subsys->turret_swarm_num > 0) { int swarms_per_turret = subsys->turret_swarm_num; for (k = 0; k < swarms_per_turret; k++) { int turret_tsi = subsys->turret_swarm_info_index[k]; num_turret_swarm_turrets_left--; Assert(num_turret_swarm_turrets_left >= 0); // get turret_swarm_info Assert( (turret_tsi >= 0) && (turret_tsi < MAX_TURRET_SWARM_INFO) ); tsi = &Turret_swarm_info[turret_tsi]; wip = &Weapon_info[tsi->weapon_class]; // check if parent ship is valid (via signature) if ( tsi->parent_sig == parent_obj->signature ) { // make sure we have the right turret. Assert(tsi->turret == subsys); // check if time to fire if (timestamp_elapsed(tsi->time_to_fire)) { Assert(tsi->num_to_launch > 0); // check target still alive if (tsi->target_objnum > -1) { target_obj= &Objects[tsi->target_objnum]; if (target_obj->signature != tsi->target_sig) { // poor target, it died tsi->target_objnum = -1; } } // make sure turret is still alive and fire swarmer if (subsys->current_hits > 0) { turret_swarm_fire_from_turret(tsi); } // *Get timestamp from weapon info's -Et1 if (wip->wi_flags & WIF_SWARM) { tsi->time_to_fire = timestamp( wip->SwarmWait ); } else { tsi->time_to_fire = timestamp( wip->cs_delay ); } // do book keeping tsi->num_to_launch--; if (tsi->num_to_launch == 0) { // we are done firing, so see about resetting any animation timestamps for reversal (closing)... // (I figure that a good estimate is to trigger a close after three additional swarms had fired - taylor) if (subsys->turret_animation_position == MA_POS_READY) subsys->turret_animation_done_time = timestamp( Weapon_info[tsi->weapon_class].SwarmWait * 3); shipp->num_turret_swarm_info--; subsys->turret_swarm_num--; turret_swarm_delete(subsys->turret_swarm_info_index[k]); subsys->turret_swarm_info_index[k] = -1; } } } else { Warning(LOCATION, "Found turret swarm info on ship: %s with turret: %s, but signature does not match.", shipp->ship_name, subsys->system_info->subobj_name); shipp->num_turret_swarm_info--; subsys->turret_swarm_num--; turret_swarm_delete(subsys->turret_swarm_info_index[k]); subsys->turret_swarm_info_index[k] = -1; } } //swarm reset stuff for (k = 0; k < (MAX_TFP - 1); k++) { for (j = (k + 1); j < MAX_TFP; j++) { if ((subsys->turret_swarm_info_index[k] == -1) && (subsys->turret_swarm_info_index[j] != -1)) { subsys->turret_swarm_info_index[k] = subsys->turret_swarm_info_index[j]; subsys->turret_swarm_info_index[j] = -1; } } } } } Assert(num_turret_swarm_turrets_left == 0); } // check Turret_swarm_info for info that are invalid - ie, ships died while firing. void turret_swarm_check_validity() { int i; turret_swarm_info *tswarmp; object *ship_objp; if (timestamp_elapsed(Turret_swarm_validity_next_check_time)) { // reset timestamp Turret_swarm_validity_next_check_time = timestamp(TURRET_SWARM_VALIDITY_CHECKTIME); // go through all Turret_swarm_info, check obj and obj->signature for (i=0; iflags & SWARM_USED) { ship_objp = &Objects[tswarmp->parent_objnum]; if (ship_objp->type == OBJ_SHIP) { if (ship_objp->signature == tswarmp->parent_sig) { continue; } } turret_swarm_delete(i); } } } }