Files
fs2open.github.com/code/weapon/swarm.cpp
T
2020-08-26 23:27:34 -04:00

693 lines
21 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 "globalincs/linklist.h"
#include "io/timer.h"
#include "object/object.h"
#include "ship/ship.h"
#include "weapon/swarm.h"
#include "weapon/weapon.h"
#define SWARM_DIST_OFFSET 2.0f // 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_FRAME_STOP_SWARMING 4 // Estimated number of zigzag frames BEFORE impact to stop zig-zagging and instead home in straight to the target
#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; i<MAX_TURRET_SWARM_INFO; i++) {
tswarmp = &Turret_swarm_info[i];
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;
}
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 < weapon_info_size() );
// if swarm secondary bank is not a swarm missile, return
if ( !(Weapon_info[weapon_info_index].wi_flags[Weapon::Info_Flags::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)
{
weapon_info *wip;
weapon *wp;
object *hobjp;
swarm_info *swarmp;
vec3d obj_to_target; // Vector pointing from the swarm missile to its target
float vel, target_dist, radius;
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) ) {
// Time to (maybe) zig-zag!
swarmp->change_timestamp = timestamp(swarmp->change_time);
if (swarmp->path_num == -1) {
// Swarm missile was just created, or just lost homing
if (Objects[objp->parent].type != OBJ_SHIP) {
//AL: parent ship died... so just pick some random paths
swarmp->path_num = myrand() % 4;
} else {
// Parent ship is alive, try to get a new path from them
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;
}
}
// Set the change time. This is here because it's common to both swarm_create() and turret_swarm_create()
swarmp->change_time = fl2i(SWARM_CHANGE_DIR_TIME + SWARM_TIME_VARIANCE*(frand() - 0.5f) * 2);
// Set target to straight ahead
vm_vec_scale_add(&swarmp->original_target, &objp->pos, &objp->orient.vec.fvec, SWARM_CONE_LENGTH);
// Reset zigzag index
swarmp->change_count = 1;
vm_vec_zero(&swarmp->last_offset);
} else if (hobjp != &obj_used_list &&
f2fl(Missiontime - wp->creation_time) > 0.5f &&
f2fl(Missiontime - wp->creation_time) > wip->free_flight_time)
{
// This is a copy of the relevant bits near the end of weapon_home() to make missiles lead their targets
// note that if the swarm missile has a target_lead_scaler of 0 this is equivalent to retail behavior (no leading)
if (Swarmers_lead_targets) {
vec3d target_pos = wp->homing_pos;
vec3d vec_to_goal;
float dist_to_target = vm_vec_normalized_dir(&vec_to_goal, &target_pos, &objp->pos);
float time_to_target = dist_to_target / wip->max_speed;
vec3d tvec;
tvec = objp->phys_info.vel;
vm_vec_normalize(&tvec);
float old_dot = vm_vec_dot(&tvec, &vec_to_goal);
if ((old_dot > 0.1f) && (time_to_target > 0.1f)) {
if (wip->wi_flags[Weapon::Info_Flags::Variable_lead_homing]) {
vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, (0.33f * wip->target_lead_scaler * MIN(time_to_target, 6.0f)));
}
else if (wip->is_locked_homing()) {
vm_vec_scale_add2(&target_pos, &hobjp->phys_info.vel, MIN(time_to_target, 2.0f));
}
}
swarmp->original_target = target_pos;
}
else { // Else, retail behavior (usually simply the target's position)
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.
// Faster missiles have a tighter grouping than slower missiles, They should expand at sharp turns
{
float missile_dist; // straight-line distance the missile will travel between now and next check
float missile_speed; // current speed of the missile
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 < SWARM_DIST_OFFSET) {
missile_dist = SWARM_DIST_OFFSET;
}
swarmp->angle_offset = asinf(SWARM_DIST_OFFSET / missile_dist);
Assert(!fl_is_nan(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;
// Radius around the target pos. Shortens as the missiles get closer to the target.
radius = tanf(swarmp->angle_offset) * target_dist;
// If homing swarm missile is close to target, let missile home in on original target
if ((target_dist / pi->speed) <= ((swarmp->change_time / 1000.0f) * SWARM_FRAME_STOP_SWARMING)) {
swarmp->new_target = swarmp->original_target;
vm_vec_zero(&swarmp->last_offset);
goto swarm_new_target_calced;
}
vec3d rvec_component, uvec_component;
vm_vec_zero(&rvec_component);
vm_vec_zero(&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;
}
}
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 {
// Not time to zig-zag.
if (hobjp != &obj_used_list &&
f2fl(Missiontime - wp->creation_time) > 0.5f &&
f2fl(Missiontime - wp->creation_time) > wip->free_flight_time) {
// Still homing
swarmp->new_target = swarmp->original_target;
// Continue homing in on our last offset around the target
vm_vec_add2(&swarmp->new_target, &swarmp->last_offset);
} // Else, lost homing, maintain current trajectory
}
swarm_new_target_calced:
ai_turn_towards_vector(&swarmp->new_target, objp, nullptr, nullptr, 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; i<MAX_TURRET_SWARM_INFO; i++) {
tswarmp = &Turret_swarm_info[i];
if ( !(tswarmp->flags & 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 < weapon_info_size()));
if((turret_weapon_class < 0) || (turret_weapon_class >= weapon_info_size())){
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[Weapon::Info_Flags::Swarm]) && (wip->swarm_count > 0)) || ((wip->wi_flags[Weapon::Info_Flags::Corkscrew]) && (wip->cs_num_fired > 0)));
if(!((wip->wi_flags[Weapon::Info_Flags::Swarm]) || (wip->wi_flags[Weapon::Info_Flags::Corkscrew])) || ((wip->wi_flags[Weapon::Info_Flags::Swarm]) && (wip->swarm_count <= 0)) || ((wip->wi_flags[Weapon::Info_Flags::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
*/
ship_weapon *swp = &turret->weapons;
int bank_fired = swp->current_secondary_bank;
// initialize tsi
tsi->weapon_class = weapon_info_get_index(wip);
if (wip->wi_flags[Weapon::Info_Flags::Swarm]) {
tsi->num_to_launch = wip->swarm_count;
} else {
tsi->num_to_launch = wip->cs_num_fired;
}
if (turret->system_info->flags[Model::Subsystem_Flags::Turret_use_ammo]) {
swp->secondary_bank_ammo[bank_fired] -= tsi->num_to_launch;
}
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[Weapon::Info_Flags::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; i<MAX_TURRET_SWARM_INFO; i++) {
tswarmp = &Turret_swarm_info[i];
if (tswarmp->flags & 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);
}
}
}
}