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Two updates to the energy transfer system. 1. Previously, for fighters missing a system (e.g. shields), the energy would be treated as if all energy from that system was routed to the other systems. So, for example, a fighter's typical speed would be faster without shields than with shields. A new AI profile flag now treats the other systems as if the energy had not been transferred. 2. At some point in development, Volition intended the `$Power Output` ships.tbl field to affect ETS. A new AI profile flag now treats the power output as a factor of energy applied to energy systems.
151 lines
5.1 KiB
C++
151 lines
5.1 KiB
C++
#include "modelanimation_driver.h"
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#include "hud/hudets.h"
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#include "model/animation/modelanimation.h"
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#include "playerman/player.h"
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#include "ship/ship.h"
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namespace animation {
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template<float control_info::* ci_property>
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static float get_player_ci_property(polymodel_instance* /*pmi*/){
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return Player->ci.*ci_property;
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}
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std::function<float(polymodel_instance*)> parse_generic_property_driver_source() {
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switch(optional_string_one_of(7,
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"Random",
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"ControlAccelForward",
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"ControlAccelLateral",
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"ControlAccelVertical",
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"ControlRotationPitch",
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"ControlRotationBank",
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"ControlRotationHeading"
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)){
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case 0: {
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float min, max;
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stuff_float(&min);
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stuff_float(&max);
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const int seed = util::Random::next();
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return [min, max, seed](polymodel_instance *pmi) -> float {
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//We want something that is as random as possible, however, if the same driver
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// is called from the same object, the same result should be produced.
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//But since driver objects are shared between animation sets (i.e. ship classes),
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// just assigning a random to each driver object is not sufficient.
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return static_cast<float>(std::mt19937(seed ^ pmi->objnum)()) / static_cast<float>(std::mt19937::max()) * (max - min) + min;
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};
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}
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case 1:
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return get_player_ci_property<&control_info::forward>;
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case 2:
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return get_player_ci_property<&control_info::sideways>;
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case 3:
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return get_player_ci_property<&control_info::vertical>;
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case 4:
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return get_player_ci_property<&control_info::pitch>;
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case 5:
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return get_player_ci_property<&control_info::bank>;
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case 6:
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return get_player_ci_property<&control_info::heading>;
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default:
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return {};
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}
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}
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static int get_pmi_objnum(const polymodel_instance* pmi) {
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return pmi->objnum == model_objnum_special::OBJNUM_COCKPIT ? Player->objnum : pmi->objnum;
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}
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template<typename property, property object::* property_ptr, float property::* subproperty_ptr>
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static float get_object_subproperty_float(polymodel_instance* pmi){
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int objnum = get_pmi_objnum(pmi);
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Assertion(objnum >= 0, "Invalid object used in animation property driver!");
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return Objects[objnum].*property_ptr.*subproperty_ptr;
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}
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template<matrix object::* property_ptr, float angles::* angle>
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static float get_object_matrix_angle(polymodel_instance* pmi){
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int objnum = get_pmi_objnum(pmi);
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Assertion(objnum >= 0, "Invalid object used in animation property driver!");
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angles a;
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vm_extract_angles_matrix(&a, &(Objects[objnum].*property_ptr));
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return a.*angle;
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}
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std::function<float(polymodel_instance*)> parse_object_property_driver_source() {
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auto precedence = parse_generic_property_driver_source();
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if (precedence)
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return precedence;
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switch(optional_string_one_of(5,
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"SpeedForward",
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"Speed",
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"Pitch",
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"Bank",
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"Heading"
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)){
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case 0:
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return get_object_subproperty_float<physics_info, &object::phys_info, &physics_info::fspeed>;
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case 1:
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return get_object_subproperty_float<physics_info, &object::phys_info, &physics_info::speed>;
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case 2:
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return get_object_matrix_angle<&object::orient, &angles::p>;
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case 3:
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return get_object_matrix_angle<&object::orient, &angles::b>;
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case 4:
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return get_object_matrix_angle<&object::orient, &angles::h>;
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default:
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return {};
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}
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}
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template<typename property, property ship::* property_ptr, float property::* subproperty_ptr>
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static float get_ship_subproperty_float(polymodel_instance* pmi){
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int objnum = get_pmi_objnum(pmi);
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Assertion(objnum >= 0, "Invalid object used in animation property driver!");
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Assertion(Objects[objnum].type == OBJ_SHIP, "Non-ship object used in ship animation property driver!");
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return Ships[Objects[objnum].instance].*property_ptr.*subproperty_ptr;
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}
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template<int ship::* ets_property>
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static float get_ship_ets_property(polymodel_instance* pmi){
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int objnum = get_pmi_objnum(pmi);
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Assertion(objnum >= 0, "Invalid object used in animation property driver!");
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Assertion(Objects[objnum].type == OBJ_SHIP, "Non-ship object used in ship animation property driver!");
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return ets_power_factor(&Objects[objnum], false) * Energy_levels[Ships[Objects[objnum].instance].*ets_property];
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}
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std::function<float(polymodel_instance*)> parse_ship_property_driver_source() {
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auto precedence = parse_object_property_driver_source();
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if (precedence)
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return precedence;
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switch(optional_string_one_of(3,
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"ETSShield",
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"ETSEngine",
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"ETSWeapons"
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)){
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case 0:
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return get_ship_ets_property<&ship::shield_recharge_index>;
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case 1:
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return get_ship_ets_property<&ship::engine_recharge_index>;
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case 2:
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return get_ship_ets_property<&ship::weapon_recharge_index>;
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default:
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return {};
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}
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}
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ModelAnimationPropertyDriverTarget parse_property_driver_target() {
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switch(optional_string_one_of(2,
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"Speed",
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"Time" //Is dangerous as a property driver target, but makes sense as a startup driver
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)){
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case 0:
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return {&ModelAnimation::instance_data::speed, std::nullopt};
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case 1:
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return {&ModelAnimation::instance_data::time, &ModelAnimation::instance_data::duration};
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default:
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return {};
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}
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}
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} |