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https://github.com/scp-fs2open/fs2open.github.com.git
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362 lines
9.2 KiB
C++
362 lines
9.2 KiB
C++
/*
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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 "hud/hudartillery.h"
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#include "parse/parselo.h"
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#include "weapon/weapon.h"
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#include "math/vecmat.h"
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#include "globalincs/linklist.h"
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#include "io/timer.h"
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#include "fireball/fireballs.h"
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#include "object/object.h"
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#include "ai/ai.h"
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#include "globalincs/alphacolors.h"
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#include "network/multi.h"
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#include "hud/hudmessage.h"
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#include "sound/sound.h"
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#include "gamesnd/gamesnd.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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int Ssm_info_count = 0;
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ssm_info Ssm_info[MAX_SSM_TYPES];
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// list of active/free strikes
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int Num_ssm_strikes = 0;
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ssm_strike Ssm_strikes[MAX_SSM_STRIKES];
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ssm_strike Ssm_free_list;
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ssm_strike Ssm_used_list;
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// Goober5000
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int ssm_info_lookup(char *name)
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{
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if(name == NULL)
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return -1;
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for (int i = 0; i < Ssm_info_count; i++)
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if (!stricmp(name, Ssm_info[i].name))
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return i;
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return -1;
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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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ssm_info bogus, *s;
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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("ssm.tbl", CF_TYPE_TABLES);
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reset_parse();
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// parse the table
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Ssm_info_count = 0;
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while (!optional_string("#end")){
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// another ssm definition
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if (optional_string("$SSM:")){
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// pointer to info struct
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if (Ssm_info_count >= MAX_SSM_TYPES){
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s = &bogus;
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}
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else {
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s = &Ssm_info[Ssm_info_count];
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}
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// name
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stuff_string(s->name, F_NAME, NAME_LENGTH);
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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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required_string("+Count:");
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stuff_int(&s->count);
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required_string("+WarpRadius:");
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stuff_float(&s->warp_radius);
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required_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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Warning(LOCATION, "Expected a '+WarpTime:' value equal or greater than 4.0, found '%f' in weapon '%s'.\n Setting to 4.0, please check and set to a number 4.0 or greater!\n", s->warp_time, weapon_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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required_string("+Radius:");
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stuff_float(&s->radius);
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required_string("+Offset:");
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stuff_float(&s->offset);
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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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parse_sound("+Alarm Sound:", &s->sound_index, s->name);
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// see if we have a valid weapon
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s->weapon_info_index = -1;
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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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// valid
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Ssm_info_count++;
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}
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}
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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", "ssm.tbl", e.what()));
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return;
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}
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}
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void ssm_get_random_start_pos(vec3d *out, vec3d *start, matrix *orient, int 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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// get a random vector in the circle of the firing plane
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vm_vec_random_in_circle(&temp, start, orient, s->radius, 1);
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// offset it a bit
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vm_vec_scale_add(out, &temp, &orient->vec.fvec, s->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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int i;
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Num_ssm_strikes = 0;
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list_init( &Ssm_free_list );
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list_init( &Ssm_used_list );
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// Link all object slots into the free list
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for (i=0; i<MAX_SSM_STRIKES; i++) {
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list_append(&Ssm_free_list, &Ssm_strikes[i] );
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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, int 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;
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if (Num_ssm_strikes >= MAX_SSM_STRIKES ) {
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#ifndef NDEBUG
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mprintf(("Ssm creation failed - too many ssms!\n" ));
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#endif
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return;
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}
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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 < 0) || (ssm_index >= MAX_SSM_TYPES)){
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return;
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}
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// Find next available trail
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ssm = GET_FIRST(&Ssm_free_list);
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Assert( ssm != &Ssm_free_list ); // shouldn't have the dummy element
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// remove trailp from the free list
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list_remove( &Ssm_free_list, ssm );
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// insert trailp onto the end of used list
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list_append( &Ssm_used_list, ssm );
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// increment counter
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Num_ssm_strikes++;
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// Init the ssm data
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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.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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for(idx=0; idx<Ssm_info[ssm_index].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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// 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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// clear timestamps, handles, etc
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for(idx=0; idx<MAX_SSM_COUNT; idx++){
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ssm->done_flags[idx] = 0;
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ssm->fireballs[idx] = -1;
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}
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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(XSTR("Firing artillery", 1570));
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else
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HUD_printf(Ssm_info[ssm_index].message);
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}
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if (Ssm_info[ssm_index].sound_index >= 0) {
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snd_play(&Snds[Ssm_info[ssm_index].sound_index]);
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}
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}
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// delete a finished ssm effect
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void ssm_delete(ssm_strike *ssm)
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{
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// remove objp from the used list
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list_remove( &Ssm_used_list, ssm );
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// add objp to the end of the free
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list_append( &Ssm_free_list, ssm );
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// decrement counter
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Num_ssm_strikes--;
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nprintf(("General", "Recycling SSM, %d left", Num_ssm_strikes));
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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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ssm_strike *moveup, *next_one;
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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=GET_FIRST(&Ssm_used_list);
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while ( moveup!=END_OF_LIST(&Ssm_used_list) ) {
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// get the type
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if(moveup->sinfo.ssm_index < 0){
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continue;
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}
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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<si->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 the warp effect is half done, fire the missile
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if((1.0f - fireball_lifeleft_percent(&Objects[moveup->fireballs[idx]])) >= 0.5f){
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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] = 1;
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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], FIREBALL_WARP, FIREBALL_WARP_EFFECT, -1, si->warp_radius, 0, &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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next_one = GET_NEXT(moveup);
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ssm_delete(moveup);
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moveup = next_one;
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continue;
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}
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moveup=GET_NEXT(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(10, 50, "%f", Player_ai->artillery_lock_time);
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}
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}
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