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Goober5000 3b2af702f7 refactor display_name for ships, ship classes, and weapon classes
Several things going on here:
1) refactor `get_display_string()` to `get_display_name()` to be more precise
2) likewise, refactor `alt_name` to `display_name`
3) automatically generate display names when parsing the ship, ship class, and weapon class for the first time
4) remove the on-the-fly truncation of names with hash symbols

Basically this subsumes the `end_string_at_first_hash_symbol` logic into the display name.  Rather than truncate the name every time it's displayed, truncate it once when it's parsed.  This takes advantage of the previous display name infrastructure, since display names are a superset of the case of truncating the hash symbol.

This also has the benefit of now allowing hash symbols within display names.  When updating Destiny of Peace, I noticed that "Lockheed Shuttle #4" would no longer display properly; and it was not previously possible to fix this even with display names.

I could pull out the `get_display_string()` and `alt_name` renaming into a separate PR if desired.
2020-08-21 00:15:38 -04:00

628 lines
17 KiB
C++

/*
* 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 <cstdarg>
#include "debugconsole/console.h"
#include "freespace.h"
#include "globalincs/linklist.h"
#include "hud/hud.h"
#include "hud/hudlock.h"
#include "hud/hudtarget.h"
#include "iff_defs/iff_defs.h"
#include "io/timer.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "object/object.h"
#include "parse/parselo.h"
#include "ship/ship.h"
#include "weapon/emp.h"
#include "weapon/weapon.h"
// ----------------------------------------------------------------------------------------------------
// EMP EFFECT DEFINES/VARS
//
// intensity of the playing effect
float Emp_intensity = -1.0f; // current intensity of the EMP effect (normalized to EMP_INTENSITY_MAX)
float Emp_decr = 0.0f; // how much to decrement the effect per second
// timestamp until we should randomly choose another target
int Emp_wacky_target_timestamp = -1;
// max time we'll disrupt turrets on big ships
#define MAX_TURRET_DISRUPT_TIME 7500
// conventient for determining if EMP is active
#define EMP_ACTIVE_LOCAL() (Emp_intensity > 0.0f)
// for keeping track of messed up text
#define EMP_WACKY_TEXT_LEN 256
typedef struct wacky_text {
char str[EMP_WACKY_TEXT_LEN];
int stamp;
} wacky_text;
wacky_text Emp_wacky_text[NUM_TEXT_STAMPS];
// for randomly inserting characters
#define NUM_RANDOM_CHARS 51
char Emp_random_char[NUM_RANDOM_CHARS] =
{ 'a', 'b', 'c', 'd', 'e', 'f', 'g', '4', 'h', '8', '_', '$', ')', '-', '~', 'u', 'q',
'.', 'x', 'h', '&', '%', '*', '1', '3', 't', 'h', 'o', 'p', '@', 'h', 'i','v', '+', '=',
'|', '{', '}', ':', ';', '^', 'l', 'z', 'u', 'v', '<', '>', '?', '5', '8' };
// EMP EFFECTS ON PLAYERS -----
// 1.) Lose target lock if any, along with ability to lock on
// 2.) Display EMP-BLAST icon or something (maybe flash it)
// 3.) at wacky intervals, target random ships (which he cannot lock on)
// 4.) Randomly flicker HUD gauges
// 5.) Randomly swap/mess-up HUD text
// EMP EFFECTS ON SHIPS -------
// 1.) Lightning effect proportional to the emp effect
// ----------------------------------------------------------------------------------------------------
// EMP EFFECT FUNCTIONS
//
// maybe reformat a string
void emp_maybe_reformat_text(char *text, int max_len, int gauge_id);
// randomize the chars in a string
void emp_randomize_chars(char *str);
// initialize the EMP effect for the mission
void emp_level_init()
{
int idx;
// reset all vars
Emp_intensity = 0.0f;
Emp_wacky_target_timestamp = -1;
for(idx=0; idx<NUM_TEXT_STAMPS; idx++){
memset(Emp_wacky_text[idx].str, 0, EMP_WACKY_TEXT_LEN);
Emp_wacky_text[idx].stamp = -1;
}
}
// apply the EMP effect to all relevant ships
void emp_apply(vec3d *pos, float inner_radius, float outer_radius, float emp_intensity, float emp_time, bool use_emp_time_for_capship_turrets)
{
float actual_intensity, actual_time;
vec3d dist;
float dist_mag;
float scale_factor;
object *target;
ship_obj *so;
missile_obj *mo;
ship_subsys *moveup;
weapon_info *wip_target;
// all machines check to see if the blast hit a bomb. if so, shut it down (can't move anymore)
for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
target = &Objects[mo->objnum];
if(target->type != OBJ_WEAPON){
continue;
}
Assert(target->instance >= 0);
if(target->instance < 0){
continue;
}
Assert(Weapons[target->instance].weapon_info_index >= 0);
if(Weapons[target->instance].weapon_info_index < 0){
continue;
}
// if we have a bomb weapon
wip_target = &Weapon_info[Weapons[target->instance].weapon_info_index];
if((wip_target->weapon_hitpoints > 0) && !(wip_target->wi_flags[Weapon::Info_Flags::No_emp_kill])) {
// get the distance between the detonation and the target object
vm_vec_sub(&dist, &target->pos, pos);
dist_mag = vm_vec_mag(&dist);
// if the bomb was within 1/4 of the outer radius, castrate it
if(dist_mag <= (outer_radius * 0.25f)){
// memset(&target->phys_info, 0, sizeof(physics_info));
Weapons[target->instance].weapon_flags.set(Weapon::Weapon_Flags::Dead_in_water);
mprintf(("EMP killing weapon\n"));
}
}
}
// if I'm only a client in a multiplayer game, do nothing
if(MULTIPLAYER_CLIENT){
return;
}
// See if there are any friendly ships present, if so return without preventing msg
for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
target = &Objects[so->objnum];
if(target->type != OBJ_SHIP){
continue;
}
Assert(Objects[so->objnum].instance >= 0);
if(Objects[so->objnum].instance < 0){
continue;
}
Assert(Ships[Objects[so->objnum].instance].ship_info_index >= 0);
if(Ships[Objects[so->objnum].instance].ship_info_index < 0){
continue;
}
// if the ship is a cruiser or cap ship, only apply the EMP effect to turrets
if(Ship_info[Ships[target->instance].ship_info_index].is_big_or_huge()) {
float capship_emp_time = use_emp_time_for_capship_turrets ? (emp_time * 1000.0f) : MAX_TURRET_DISRUPT_TIME;
moveup = &Ships[target->instance].subsys_list;
if(moveup->next != NULL){
moveup = moveup->next;
}
while(moveup != &Ships[target->instance].subsys_list){
// if this is a turret, disrupt it
if((moveup->system_info != NULL) && (moveup->system_info->type == SUBSYSTEM_TURRET)){
vec3d actual_pos;
// get the distance to the subsys
vm_vec_unrotate(&actual_pos, &moveup->system_info->pnt, &target->orient);
vm_vec_add2(&actual_pos, &target->pos);
vm_vec_sub(&dist, &actual_pos, pos);
dist_mag = vm_vec_mag(&dist);
// if for some reason, the object was outside the blast, radius
if(dist_mag > outer_radius){
// next item
moveup = moveup->next;
continue;
}
// compute a scale factor for the emp effect
scale_factor = 1.0f;
if(dist_mag >= inner_radius){
scale_factor = 1.0f - (dist_mag / outer_radius);
}
scale_factor -= Ship_info[Ships[target->instance].ship_info_index].emp_resistance_mod;
if (scale_factor < 0.0f) {
moveup = moveup->next;
continue;
}
// disrupt the turret
ship_subsys_set_disrupted(moveup, (int)(capship_emp_time * scale_factor));
mprintf(("EMP disrupting subsys %s on ship %s (%f, %f)\n", moveup->system_info->subobj_name, Ships[Objects[so->objnum].instance].ship_name, scale_factor, capship_emp_time * scale_factor));
}
// next item
moveup = moveup->next;
}
}
// otherwise coat the whole ship with the effect. mmmmmmmmm.
else {
// get the distance between the detonation and the target object
vm_vec_sub(&dist, &target->pos, pos);
dist_mag = vm_vec_mag(&dist);
// if for some reason, the object was outside the blast, radius
if(dist_mag > outer_radius){
continue;
}
// compute a scale factor for the emp effect
scale_factor = 1.0f;
if(dist_mag >= inner_radius){
scale_factor = 1.0f - (dist_mag / outer_radius);
}
scale_factor -= Ship_info[Ships[target->instance].ship_info_index].emp_resistance_mod;
if (scale_factor < 0.0f) {
continue;
}
// calculate actual EMP effect values
actual_intensity = emp_intensity * scale_factor;
actual_time = emp_time * scale_factor;
mprintf(("EMP effect s : %f, i : %f, t : %f\n", scale_factor, actual_intensity, actual_time));
// if this effect happened to be on me, start it now
if((target == Player_obj) && !(Game_mode & GM_STANDALONE_SERVER)){
emp_start_local(actual_intensity, actual_time);
}
// if this is a multiplayer game, notify other players of the effect
if(Game_mode & GM_MULTIPLAYER){
Assert(MULTIPLAYER_MASTER);
send_emp_effect(target->net_signature, actual_intensity, actual_time);
}
// now be sure to start the emp effect for the ship itself
emp_start_ship(target, actual_intensity, actual_time);
}
}
}
// start the emp effect for the passed ship (setup lightning arcs, timestamp, etc)
// NOTE : if this ship is also me, I should call emp_start_local() as well
void emp_start_ship(object *ship_objp, float intensity, float time)
{
ship *shipp;
ai_info *aip;
float start_intensity;
// make sure this is a ship
Assert(ship_objp->type == OBJ_SHIP);
Assert(ship_objp->instance >= 0);
shipp = &Ships[ship_objp->instance];
// determining pre-existing EMP intensity (if any)
start_intensity = shipp->emp_intensity < 0.0f ? 0.0f : shipp->emp_intensity;
// setup values (capping them if necessary) (make sure that we un-normalize start_intensity)
if(intensity + (start_intensity * EMP_INTENSITY_MAX) >= EMP_INTENSITY_MAX){
intensity = EMP_INTENSITY_MAX - 1.0f;
} else {
intensity += (start_intensity * EMP_INTENSITY_MAX);
}
intensity /= EMP_INTENSITY_MAX;
if(time >= EMP_TIME_MAX){
time = EMP_TIME_MAX - 0.1f;
}
shipp->emp_intensity = intensity;
shipp->emp_decr = intensity / time;
// multiplayer clients should bail now
if(MULTIPLAYER_CLIENT){
return;
}
// do any initial AI effects
Assert(shipp->ai_index >= 0);
aip = &Ai_info[shipp->ai_index];
// lose his current target
set_target_objnum(aip, -1);
set_targeted_subsys(aip, NULL, -1);
}
// process a ship for this frame
int mod_val = 7;
void emp_process_ship(ship *shipp)
{
object *objp;
ai_info *aip;
Assert(shipp != NULL);
if(shipp == NULL){
return;
}
Assert(shipp->objnum >= 0);
if(shipp->objnum < 0){
return;
}
objp = &Objects[shipp->objnum];
// if the emp intensity is < 0, there is no effect
if(shipp->emp_intensity < 0.0f){
shipp->emp_intensity = -1.0f;
return;
}
// reduce the emp effect
shipp->emp_intensity -= shipp->emp_decr * flFrametime;
// multiplayer clients should bail here
if(MULTIPLAYER_CLIENT){
return;
}
// if this is a player ship, don't do anything wacky
if(objp->flags[Object::Object_Flags::Player_ship]){
return;
}
// lose lock time, etc, etc.
Assert(shipp->ai_index >= 0);
aip = &Ai_info[shipp->ai_index];
aip->aspect_locked_time = 0.0f; // hasn't gotten aspect lock at all
aip->current_target_is_locked = 0; // isn't locked on his current target
aip->ai_flags.remove(AI::AI_Flags::Seek_lock);
aip->nearest_locked_object = -1; // nothing near me, so I won't launch countermeasures
// if he's not a fighter or bomber, bail now
if(!(Ship_info[shipp->ship_info_index].is_fighter_bomber())){
return;
}
// if he's docked, or ordered to not move, bail now
if (object_is_docked(objp) || (aip->mode == AIM_STILL) || (aip->mode == AIM_PLAY_DEAD)){
return;
}
// pick targets randomly and wackily so that the ship flies crazily :)
if(((int)f2fl(Missiontime) + (int)(EMP_INTENSITY_MAX * shipp->emp_intensity)) % mod_val == 0){
int ship_lookup = ship_get_random_team_ship(iff_get_attackee_mask(shipp->team));
// if we got a valid ship object to target
if((ship_lookup >= 0) && (Ships[ship_lookup].objnum >= 0) && !(Objects[Ships[ship_lookup].objnum].flags[Object::Object_Flags::Protected])){
// attack the object
ai_attack_object(objp, &Objects[Ships[ship_lookup].objnum], NULL);
}
}
}
// start the emp effect for MYSELF (intensity == arbitrary intensity variable, time == time the effect will last)
// NOTE : time should be in seconds
void emp_start_local(float intensity, float time)
{
int idx;
float start_intensity;
// determine pre-existing EMP intensity (if any)
start_intensity = Emp_intensity < 0.0f ? 0.0f : Emp_intensity;
// cap all values (make sure that we un-normalize start_intensity)
if(intensity + (start_intensity * EMP_INTENSITY_MAX) >= EMP_INTENSITY_MAX){
intensity = EMP_INTENSITY_MAX - 1.0f;
} else {
intensity += (start_intensity * EMP_INTENSITY_MAX);
}
if(time >= EMP_TIME_MAX){
time = EMP_TIME_MAX - 0.1f;
}
// setup all vars
Emp_intensity = intensity / EMP_INTENSITY_MAX;
// lose my current target if any
if(Player_ai != NULL){
Player_ai->target_objnum = -1;
}
// lose any lock we have or are getting
hud_lock_reset();
// reset HUD gauge text wackiness stuff
for(idx=0; idx<NUM_TEXT_STAMPS; idx++){
memset(Emp_wacky_text[idx].str, 0, 256);
Emp_wacky_text[idx].stamp = -1;
}
// start the emp icon flashing
hud_start_text_flash(NOX("Emp"), 5000);
// determine how much we have to decrement the effect per second
Emp_decr = Emp_intensity / time;
// play a flash
game_flash( 1.0f, 1.0f, 0.5f );
}
// stop the emp effect cold
void emp_stop_local()
{
// kill off various EMP stuff
Emp_intensity = -1.0f;
Emp_wacky_target_timestamp = -1;
}
// if the EMP effect is active
int emp_active_local()
{
return EMP_ACTIVE_LOCAL();
}
// process some stuff every frame (before frame is rendered)
void emp_process_local()
{
if(!emp_active_local()){
return;
}
// decrement the intensity a bit
Emp_intensity -= (flFrametime * Emp_decr);
// see if we should choose a random target
if((Emp_wacky_target_timestamp == -1) || timestamp_elapsed(Emp_wacky_target_timestamp)){
// choose a target (if not the "first" time)
if(Emp_wacky_target_timestamp != -1){
hud_target_random_ship();
}
// reset the timestamp
Emp_wacky_target_timestamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity)));
}
}
// randomly say yes or no to a gauge, if emp is not active, always say yes
int emp_should_blit_gauge()
{
// if the EMP effect is not active, always blit
if(!emp_active_local()){
return 1;
}
// otherwise, randomly say no
return frand_range(0.0f, 1.0f) > Emp_intensity;
}
// emp hud string
void emp_hud_string(int x, int y, int gauge_id, const char *str, int resize_mode)
{
char tmp[256] = "";
// maybe bail
if (!*str)
return;
// copy the string
strcpy_s(tmp, str);
// if the emp effect is not active, don't even bother messing with the text
if(emp_active_local()){
emp_maybe_reformat_text(tmp, 256, gauge_id);
// jitter the coords
emp_hud_jitter(&x, &y);
}
// print the string out
gr_string(x, y, tmp, resize_mode);
}
// maybe reformat a string
void emp_maybe_reformat_text(char *text, int /*max_len*/, int gauge_id)
{
wacky_text *wt;
// if the EMP effect is not active, never reformat it
if(!emp_active_local()){
return;
}
// randomly _don't_ apply text craziness
if(frand_range(0.0f, 1.0f) > Emp_intensity){
return;
}
// if the gauge is EG_NULL, empty the string
if(gauge_id == EG_NULL){
strcpy(text, "");
return;
}
// if this gauge has not been wacked out, or if the timestamp has expired, we
// neeed to wack it out again
Assert((gauge_id >= EG_NULL) && (gauge_id < NUM_TEXT_STAMPS));
wt = &Emp_wacky_text[gauge_id];
if((wt->stamp == -1) || timestamp_elapsed(wt->stamp)){
// reformat specific gauges differently
switch(gauge_id){
// weapons
case EG_WEAPON_TITLE: case EG_WEAPON_P1: case EG_WEAPON_P2: case EG_WEAPON_P3: case EG_WEAPON_S1: case EG_WEAPON_S2:
{
int wep_index = weapon_get_random_player_usable_weapon();
if (wep_index >= 0) {
strcpy_s(wt->str, Weapon_info[wep_index].get_display_name());
}
break;
}
// escort list
case EG_ESCORT1: case EG_ESCORT2: case EG_ESCORT3:
{
// choose a random ship
int shipnum = ship_get_random_targetable_ship();
if (shipnum >= 0) {
strcpy_s(wt->str, Ships[shipnum].get_display_name());
}
break;
}
// directives title
case EG_OBJ_TITLE:
strcpy_s(wt->str, "");
break;
// directives themselves
case EG_OBJ1: case EG_OBJ2: case EG_OBJ3: case EG_OBJ4: case EG_OBJ5:
strcpy_s(wt->str, text);
emp_randomize_chars(wt->str);
break;
// target box info
case EG_TBOX_EXTRA1: case EG_TBOX_EXTRA2: case EG_TBOX_EXTRA3: case EG_TBOX_CLASS:
case EG_TBOX_DIST: case EG_TBOX_CARGO: case EG_TBOX_HULL: case EG_TBOX_NAME: case EG_TBOX_INTEG:
strcpy_s(wt->str, text);
emp_randomize_chars(wt->str);
break;
// squadmsg menu
case EG_SQ1: case EG_SQ2: case EG_SQ3: case EG_SQ4: case EG_SQ5: case EG_SQ6: case EG_SQ7:
case EG_SQ8: case EG_SQ9: case EG_SQ10:
strcpy_s(wt->str, text);
emp_randomize_chars(wt->str);
break;
// default
default :
return;
}
// recalculate the timestamp
wt->stamp = timestamp((int)frand_range(100.0f, 750.0f * (1.0f - Emp_intensity)));
// copy the text
strcpy(text, wt->str);
}
// otherwise, use what we calculated last time
else {
strcpy(text, wt->str);
}
}
// randomize the chars in a string
void emp_randomize_chars(char *str)
{
int idx;
int char_index;
// shuffle chars around
for(idx=0; idx<(int)(strlen(str)-1); idx++){
if(frand_range(0.0f, 1.0f) < Emp_intensity){
char_index = (int)frand_range(0.0f, (float)(NUM_RANDOM_CHARS - 1));
str[idx] = Emp_random_char[char_index];
}
}
}
// throw some jitter into HUD x and y coords
void emp_hud_jitter(int *x, int *y)
{
// if the emp effect is not active, don't jitter anything
if(!emp_active_local()){
return;
}
// some movement
*x += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity);
*y += (int)frand_range(-8.0f * Emp_intensity, 8.0f * Emp_intensity);
}
// current intensity of the EMP effect (0.0 - 1.0)
float emp_current_intensity()
{
return Emp_intensity;
}
DCF(zap, "zap a ship with an EMP effect")
{
int shipnum;
SCP_string ship_str;
dc_stuff_string_white(ship_str);
shipnum = ship_name_lookup(ship_str.c_str(), 1);
if(shipnum >= 0){
emp_start_ship(&Objects[Ships[shipnum].objnum], 500.0f, 10.0f);
}
}