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491 lines
14 KiB
C++
Executable File
491 lines
14 KiB
C++
Executable File
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "ai/ai.h"
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#include "fireball/fireballs.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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#include "globalincs/linklist.h"
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#include "hud/hudartillery.h"
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#include "hud/hudmessage.h"
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#include "io/timer.h"
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#include "math/vecmat.h"
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#include "network/multi.h"
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#include "object/object.h"
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#include "parse/parselo.h"
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#include "sound/sound.h"
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#include "weapon/beam.h"
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#include "weapon/weapon.h"
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// -----------------------------------------------------------------------------------------------------------------------
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// ARTILLERY DEFINES/VARS
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//
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// Goober5000 - moved to hudartillery.h
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// -----------------------------------------------------------------------------------------------------------------------
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// ARTILLERY FUNCTIONS
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//
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// test code for subspace missile strike -------------------------------------------
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// ssm_info, like ship_info etc.
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SCP_vector<ssm_info> Ssm_info;
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// list of active strikes
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SCP_list<ssm_strike> Ssm_strikes;
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// Goober5000
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int ssm_info_lookup(const char *name)
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{
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if(name == NULL)
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return -1;
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for (auto it = Ssm_info.cbegin(); it != Ssm_info.cend(); ++it)
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if (!stricmp(name, it->name))
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return (int)std::distance(Ssm_info.cbegin(), it);
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return -1;
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}
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void parse_ssm(const char *filename)
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{
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char weapon_name[NAME_LENGTH];
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try
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{
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read_file_text(filename, CF_TYPE_TABLES);
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reset_parse();
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// parse the table
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while(required_string_either("#end", "$SSM:")) {
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required_string("$SSM:");
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ssm_info s;
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int string_index;
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// name
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stuff_string(s.name, F_NAME, NAME_LENGTH);
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if (*s.name == 0) {
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sprintf(s.name, "SSM " SIZE_T_ARG, Ssm_info.size());
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mprintf(("Found an SSM entry without a name. Assigning \"%s\".\n", s.name));
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}
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// stuff data
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required_string("+Weapon:");
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stuff_string(weapon_name, F_NAME, NAME_LENGTH);
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// see if we have a valid weapon
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s.weapon_info_index = weapon_info_lookup(weapon_name);
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if (s.weapon_info_index < 0) {
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error_display(0, "Unknown weapon [%s] for SSM strike [%s]; this SSM strike will be discarded.", weapon_name, s.name);
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}
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string_index = optional_string_either("+Count:", "+Min Count:");
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if (string_index == 0) {
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stuff_int(&s.count);
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s.max_count = -1;
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} else if (string_index == 1) {
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stuff_int(&s.count);
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required_string("+Max Count:");
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stuff_int(&s.max_count);
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} else {
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s.count = 1;
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s.max_count = -1;
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}
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if (optional_string("+WarpEffect:")) {
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int temp;
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if (stuff_int_optional(&temp) != 2) {
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// We have a string to parse instead.
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char unique_id[NAME_LENGTH];
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memset(unique_id, 0, NAME_LENGTH);
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stuff_string(unique_id, F_NAME, NAME_LENGTH);
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int fireball_type = fireball_info_lookup(unique_id);
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if (fireball_type < 0) {
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error_display(0, "Unknown fireball [%s] to use as warp effect for SSM strike [%s]", unique_id, s.name);
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s.fireball_idx = FIREBALL_WARP;
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} else {
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s.fireball_idx = fireball_type;
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}
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} else {
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if ((temp < 0) || (temp >= Num_fireball_types)) {
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error_display(0, "Fireball index [%d] out of range (should be 0-%d) for SSM strike [%s]", temp, Num_fireball_types - 1, s.name);
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s.fireball_idx = FIREBALL_WARP;
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} else {
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s.fireball_idx = temp;
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}
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}
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} else {
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s.fireball_idx = FIREBALL_WARP;
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}
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required_string("+WarpRadius:");
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stuff_float(&s.warp_radius);
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if (optional_string("+WarpTime:")) {
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stuff_float(&s.warp_time);
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// According to fireballs.cpp, "Warp lifetime must be at least 4 seconds!"
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if ( (s.warp_time) < 4.0f) {
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// So let's warn them before they try to use it, shall we?
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error_display(0, "Expected a '+WarpTime:' value equal or greater than 4.0, found '%f' in SSM strike [%s].\nSetting to 4.0, please check and set to a number 4.0 or greater!", s.warp_time, s.name);
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// And then make the Assert obsolete -- Zacam
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s.warp_time = 4.0f;
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}
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} else {
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s.warp_time = 4.0f;
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}
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string_index = required_string_either("+Radius:", "+Min Radius:");
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if (string_index == 0) {
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required_string("+Radius:");
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stuff_float(&s.radius);
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s.max_radius = -1.0f;
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} else {
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required_string("+Min Radius:");
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stuff_float(&s.radius);
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required_string("+Max Radius:");
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stuff_float(&s.max_radius);
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}
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string_index = optional_string_either("+Offset:", "+Min Offset:");
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if (string_index == 0) {
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stuff_float(&s.offset);
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s.max_offset = -1.0f;
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} else if (string_index == 1) {
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stuff_float(&s.offset);
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required_string("+Max Offset:");
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stuff_float(&s.max_offset);
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} else {
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s.offset = 0.0f;
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s.max_offset = -1.0f;
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}
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if (optional_string("+Shape:")) {
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switch(required_string_one_of(3, "Point", "Circle", "Sphere")) {
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case 0:
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required_string("Point");
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s.shape = SSM_SHAPE_POINT;
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break;
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case 1:
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required_string("Circle");
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FALLTHROUGH;
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case -1: // If we're ignoring parse errors and can't identify the shape, go with a circle.
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s.shape = SSM_SHAPE_CIRCLE;
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break;
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case 2:
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required_string("Sphere");
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s.shape = SSM_SHAPE_SPHERE;
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break;
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default:
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UNREACHABLE("Impossible return value from required_string_one_of(); get a coder!\n");
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}
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} else {
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s.shape = SSM_SHAPE_CIRCLE;
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}
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if (optional_string("+HUD Message:"))
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stuff_boolean(&s.send_message);
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else
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s.send_message = true;
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if (optional_string("+Custom Message:")) {
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stuff_string(s.message, F_NAME, NAME_LENGTH);
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s.use_custom_message = true;
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}
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s.sound_index = gamesnd_id();
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parse_game_sound("+Alarm Sound:", &s.sound_index);
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if(s.weapon_info_index >= 0) {
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// valid
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int existing = ssm_info_lookup(s.name);
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if (existing >= 0) { // Redefined the existing entry instead of adding a duplicate.
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Ssm_info[existing] = s;
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} else {
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Ssm_info.push_back(s);
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}
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} // We already warned the modder that the SSM strike was invalid without a valid weapon.
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}
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}
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catch (const parse::ParseException& e)
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{
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mprintf(("TABLES: Unable to parse '%s'! Error message = %s.\n", filename, e.what()));
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return;
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}
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}
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// game init
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void ssm_init()
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{
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if (cf_exists_full("ssm.tbl", CF_TYPE_TABLES)) {
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mprintf(("TABLES => Starting parse of 'ssm.tbl'...\n"));
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parse_ssm("ssm.tbl");
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}
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parse_modular_table(NOX("*-ssm.tbm"), parse_ssm);
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// Now that we've populated Ssm_info, let's validate weapon $SSM: entries.
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validate_SSM_entries();
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}
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void ssm_get_random_start_pos(vec3d *out, vec3d *start, matrix *orient, size_t ssm_index)
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{
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vec3d temp;
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ssm_info *s = &Ssm_info[ssm_index];
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float radius, offset;
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if (s->max_radius == -1.0f)
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radius = s->radius;
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else
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radius = frand_range(s->radius, s->max_radius);
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if (s->max_offset == -1.0f)
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offset = s->offset;
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else
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offset = frand_range(s->offset, s->max_offset);
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switch (s->shape) {
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case SSM_SHAPE_SPHERE:
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// get a random vector in a sphere around the target
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vm_vec_random_in_sphere(&temp, start, radius, true);
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break;
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case SSM_SHAPE_CIRCLE:
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// get a random vector in the circle of the firing plane
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vm_vec_random_in_circle(&temp, start, orient, radius, true);
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break;
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case SSM_SHAPE_POINT:
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// boooring
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vm_vec_scale_add(&temp, start, &orient->vec.fvec, radius);
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break;
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default:
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UNREACHABLE("Unknown shape '%d' in SSM type #" SIZE_T_ARG " ('%s'). This should not be possible; get a coder!\n", s->shape, ssm_index, s->name);
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break;
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}
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// offset it a bit
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vm_vec_scale_add(out, &temp, &orient->vec.fvec, offset);
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}
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// level init
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void ssm_level_init()
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{
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}
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// start a subspace missile effect
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void ssm_create(object *target, vec3d *start, size_t ssm_index, ssm_firing_info *override, int team)
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{
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ssm_strike ssm;
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matrix dir;
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int idx, count;
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// sanity
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Assert(target != NULL);
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if(target == NULL){
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return;
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}
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Assert(start != NULL);
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if(start == NULL){
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return;
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}
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if (ssm_index >= Ssm_info.size()) {
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return;
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}
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// Init the ssm data
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count = Ssm_info[ssm_index].count;
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if (Ssm_info[ssm_index].max_count != -1) {
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count += rand32(count, Ssm_info[ssm_index].max_count);
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}
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// override in multiplayer
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if(override != NULL){
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ssm.sinfo = *override;
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}
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// single player or the server
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else {
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// forward orientation
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vec3d temp;
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vm_vec_sub(&temp, &target->pos, start);
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vm_vec_normalize(&temp);
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vm_vector_2_matrix(&dir, &temp, NULL, NULL);
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// stuff info
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ssm.sinfo.count = count;
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ssm.sinfo.ssm_index = ssm_index;
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ssm.sinfo.target = target;
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ssm.sinfo.ssm_team = team;
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// Instead of pushing them on one at a time, let's just grab all the memory we'll need at once
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// (as a side effect, don't need to change the logic from the old array-based code)
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ssm.sinfo.delay_stamp.resize(count);
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ssm.sinfo.start_pos.resize(count);
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for (idx = 0; idx < count; idx++) {
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ssm.sinfo.delay_stamp[idx] = timestamp(200 + (int)frand_range(-199.0f, 1000.0f));
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ssm_get_random_start_pos(&ssm.sinfo.start_pos[idx], start, &dir, ssm_index);
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}
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ssm_info *si = &Ssm_info[ssm_index];
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weapon_info *wip = &Weapon_info[si->weapon_info_index];
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if (wip->wi_flags[Weapon::Info_Flags::Beam]) {
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ssm.sinfo.duration = ((si->warp_time - ((wip->b_info.beam_warmup / 1000.0f) + wip->b_info.beam_life + (wip->b_info.beam_warmdown / 1000.0f))) / 2.0f) / si->warp_time;
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} else {
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ssm.sinfo.duration = 0.5f;
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}
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// if we're the server, send a packet
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if(MULTIPLAYER_MASTER){
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//
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}
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}
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ssm.done_flags.clear();
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ssm.done_flags.resize(count);
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ssm.fireballs.clear();
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ssm.fireballs.resize(count, -1);
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if(Ssm_info[ssm_index].send_message) {
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if (!Ssm_info[ssm_index].use_custom_message)
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HUD_printf("%s", XSTR("Firing artillery", 1570));
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else
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HUD_printf("%s", Ssm_info[ssm_index].message);
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}
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if (Ssm_info[ssm_index].sound_index.isValid()) {
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snd_play(gamesnd_get_game_sound(Ssm_info[ssm_index].sound_index));
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}
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Ssm_strikes.push_back(ssm);
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}
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// delete a finished ssm effect
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void ssm_delete(SCP_list<ssm_strike>::iterator ssm)
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{
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Ssm_strikes.erase(ssm);
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}
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// process subspace missile stuff
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void ssm_process()
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{
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int idx, finished;
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SCP_list<ssm_strike>::iterator moveup, eraser;
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ssm_info *si;
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int weapon_objnum;
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// process all strikes
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moveup = Ssm_strikes.begin();
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while ( moveup != Ssm_strikes.end() ) {
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// get the type
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Assertion(moveup->sinfo.ssm_index < Ssm_info.size(), "Invalid SSM index detected!");
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si = &Ssm_info[moveup->sinfo.ssm_index];
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// check all the individual missiles
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finished = 1;
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for(idx=0; idx<moveup->sinfo.count; idx++){
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// if this guy is not marked as done
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if(!moveup->done_flags[idx]){
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finished = 0;
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// if he already has the fireball effect
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if(moveup->fireballs[idx] >= 0){
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if ((1.0f - fireball_lifeleft_percent(&Objects[moveup->fireballs[idx]])) >= moveup->sinfo.duration) {
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weapon_info *wip = &Weapon_info[si->weapon_info_index];
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// are we a beam? -MageKing17
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if (wip->wi_flags[Weapon::Info_Flags::Beam]) {
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beam_fire_info fire_info;
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memset(&fire_info, 0, sizeof(beam_fire_info));
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fire_info.accuracy = 0.000001f; // this will guarantee a hit
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fire_info.shooter = NULL;
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fire_info.turret = NULL;
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fire_info.target = moveup->sinfo.target;
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fire_info.target_subsys = NULL;
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fire_info.bfi_flags |= BFIF_FLOATING_BEAM;
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fire_info.starting_pos = moveup->sinfo.start_pos[idx];
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fire_info.beam_info_index = si->weapon_info_index;
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fire_info.team = static_cast<char>(moveup->sinfo.ssm_team);
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fire_info.fire_method = BFM_SUBSPACE_STRIKE;
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// fire the beam
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beam_fire(&fire_info);
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moveup->done_flags[idx] = true;
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} else {
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// get an orientation
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vec3d temp;
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matrix orient;
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vm_vec_sub(&temp, &moveup->sinfo.target->pos, &moveup->sinfo.start_pos[idx]);
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vm_vec_normalize(&temp);
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vm_vector_2_matrix(&orient, &temp, NULL, NULL);
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// fire the missile and flash the screen
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weapon_objnum = weapon_create(&moveup->sinfo.start_pos[idx], &orient, si->weapon_info_index, -1, -1, 1);
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if (weapon_objnum >= 0) {
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Weapons[Objects[weapon_objnum].instance].team = moveup->sinfo.ssm_team;
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Weapons[Objects[weapon_objnum].instance].homing_object = moveup->sinfo.target;
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Weapons[Objects[weapon_objnum].instance].target_sig = moveup->sinfo.target->signature;
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}
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// this makes this particular missile done
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moveup->done_flags[idx] = true;
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}
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}
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}
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// maybe create his warpin effect
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else if((moveup->sinfo.delay_stamp[idx] >= 0) && timestamp_elapsed(moveup->sinfo.delay_stamp[idx])){
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// get an orientation
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vec3d temp;
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matrix orient;
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vm_vec_sub(&temp, &moveup->sinfo.target->pos, &moveup->sinfo.start_pos[idx]);
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vm_vec_normalize(&temp);
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vm_vector_2_matrix(&orient, &temp, NULL, NULL);
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moveup->fireballs[idx] = fireball_create(&moveup->sinfo.start_pos[idx], si->fireball_idx, FIREBALL_WARP_EFFECT, -1, si->warp_radius, false, &vmd_zero_vector, si->warp_time, 0, &orient);
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}
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}
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}
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if(finished){
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eraser = moveup;
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++moveup;
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ssm_delete(eraser);
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continue;
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}
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++moveup;
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}
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}
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// test code for subspace missile strike -------------------------------------------
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// level init
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void hud_init_artillery()
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{
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}
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// update all hud artillery related stuff
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void hud_artillery_update()
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{
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}
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// render all hud artillery related stuff
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void hud_artillery_render()
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{
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// render how long the player has been painting his target
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if((Player_ai != NULL) && (Player_ai->artillery_objnum >= 0)){
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gr_set_color_fast(&Color_bright_blue);
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gr_printf_no_resize(gr_screen.center_offset_x + 10, gr_screen.center_offset_y + 50, "%f", Player_ai->artillery_lock_time);
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}
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}
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