Exemple #1
0
// Returns the closest non-blocking tile to pos, or returns pos if no non-blocking tiles are present within a 2 tile distance.
static Position findNonblockingPosition(Position pos, PROPULSION_TYPE propulsion, int player = 0, FPATH_MOVETYPE moveType = FMT_BLOCK)
{
	Vector2i centreTile = map_coord(removeZ(pos));
	if (!fpathBaseBlockingTile(centreTile.x, centreTile.y, propulsion, player, moveType))
	{
		return pos;  // Fast case, pos is not on a blocking tile.
	}

	Vector2i bestTile = centreTile;
	int bestDistSq = INT32_MAX;
	for (int y = -2; y <= 2; ++y)
		for (int x = -2; x <= 2; ++x)
		{
			Vector2i tile = centreTile + Vector2i(x, y);
			Vector2i diff = world_coord(tile) + Vector2i(TILE_UNITS / 2, TILE_UNITS / 2) - removeZ(pos);
			int distSq = diff * diff;
			if (distSq < bestDistSq && !fpathBaseBlockingTile(tile.x, tile.y, propulsion, player, moveType))
			{
				bestTile = tile;
				bestDistSq = distSq;
			}
		}

	// Return point on tile closest to the original pos.
	Vector2i minCoord = world_coord(bestTile);
	Vector2i maxCoord = minCoord + Vector2i(TILE_UNITS - 1, TILE_UNITS - 1);

	return Position(std::min(std::max(pos.x, minCoord.x), maxCoord.x), std::min(std::max(pos.y, minCoord.y), maxCoord.y), pos.z);
}
Exemple #2
0
bool fpathCheck(Position orig, Position dest, PROPULSION_TYPE propulsion)
{
	// We have to be careful with this check because it is called on
	// load when playing campaign on droids that are on the other
	// map during missions, and those maps are usually larger.
	if (!worldOnMap(removeZ(orig)) || !worldOnMap(removeZ(dest)))
	{
		return false;
	}

	MAPTILE *origTile = worldTile(removeZ(findNonblockingPosition(orig, propulsion)));
	MAPTILE *destTile = worldTile(removeZ(findNonblockingPosition(dest, propulsion)));

	ASSERT_OR_RETURN(false, propulsion != PROPULSION_TYPE_NUM, "Bad propulsion type");
	ASSERT_OR_RETURN(false, origTile != NULL && destTile != NULL, "Bad tile parameter");

	switch (propulsion)
	{
	case PROPULSION_TYPE_PROPELLOR:
	case PROPULSION_TYPE_WHEELED:
	case PROPULSION_TYPE_TRACKED:
	case PROPULSION_TYPE_LEGGED:
	case PROPULSION_TYPE_HALF_TRACKED:
		return origTile->limitedContinent == destTile->limitedContinent;
	case PROPULSION_TYPE_HOVER:
		return origTile->hoverContinent == destTile->hoverContinent;
	case PROPULSION_TYPE_LIFT:
		return true;	// assume no map uses skyscrapers to isolate areas
	case PROPULSION_TYPE_NUM:
		break;
	}

	ASSERT(false, "Should never get here, unknown propulsion !");
	return true;	// should never get here
}
Exemple #3
0
StructureBounds getStructureBounds(FEATURE const *object)
{
	Vector2i size = getFeatureStatsSize(object->psStats);
	Vector2i map = map_coord(removeZ(object->pos)) - size/2;

	return StructureBounds(map, size);
}
Exemple #4
0
BOOL fpathTileLOS(DROID *psDroid, Vector3i dest)
{
	Vector2i dir = removeZ(dest - psDroid->pos);

	// Initialise the callback variables
	obstruction = false;

	rayCast(psDroid->pos, iAtan2(dir), iHypot(dir), fpathVisCallback, psDroid);

	return !obstruction;
}
Exemple #5
0
/* Fire a weapon at something */
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot)
{
	WEAPON_STATS	*psStats;
	UDWORD                  damLevel;
	UDWORD			firePause;
	SDWORD			longRange;
	DROID			*psDroid = NULL;
	int				compIndex;

	CHECK_OBJECT(psAttacker);
	CHECK_OBJECT(psTarget);
	ASSERT(psWeap != NULL, "Invalid weapon pointer");

	/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
	if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
	{
		if (((DROID *)psAttacker)->sMove.iAttackRuns[weapon_slot] >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot))
		{
			objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot);
			return false;
		}
	}

	/* Get the stats for the weapon */
	compIndex = psWeap->nStat;
	ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
	psStats = asWeaponStats + compIndex;

	// check valid weapon/prop combination
	if (!validTarget(psAttacker, psTarget, weapon_slot))
	{
		return false;
	}

	/*see if reload-able weapon and out of ammo*/
	if (psStats->reloadTime && !psWeap->ammo)
	{
		if (gameTime - psWeap->lastFired < weaponReloadTime(psStats, psAttacker->player))
		{
			return false;
		}
		//reset the ammo level
		psWeap->ammo = psStats->numRounds;
	}

	/* See when the weapon last fired to control it's rate of fire */
	firePause = weaponFirePause(psStats, psAttacker->player);

	// increase the pause if heavily damaged
	switch (psAttacker->type)
	{
	case OBJ_DROID:
		psDroid = (DROID *)psAttacker;
		damLevel = PERCENT(psDroid->body, psDroid->originalBody);
		break;
	case OBJ_STRUCTURE:
		damLevel = PERCENT(((STRUCTURE *)psAttacker)->body, structureBody((STRUCTURE *)psAttacker));
		break;
	default:
		damLevel = 100;
		break;
	}

	if (damLevel < HEAVY_DAMAGE_LEVEL)
	{
		firePause += firePause;
	}

	if (gameTime - psWeap->lastFired <= firePause)
	{
		/* Too soon to fire again */
		return false;
	}

	// add a random delay to the fire
	// With logical updates, a good graphics gard no longer gives a better ROF.
	// TODO Should still replace this with something saner, such as a ±1% random deviation in reload time.
	int fireChance = gameTime - (psWeap->lastFired + firePause);
	if (gameRand(RANDOM_PAUSE) > fireChance)
	{
		return false;
	}

	if (psTarget->visible[psAttacker->player] != UBYTE_MAX)
	{
		// Can't see it - can't hit it
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	/* Check we can see the target */
	if (psAttacker->type == OBJ_DROID && !isVtolDroid((DROID *)psAttacker)
	    && (proj_Direct(psStats) || actionInsideMinRange(psDroid, psTarget, psStats)))
	{
		if(!lineOfFire(psAttacker, psTarget, weapon_slot, true))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Droid has no direct line of sight to target",
			      psAttacker->id, ((DROID *)psAttacker)->aName, psTarget->id);
			return false;
		}
	}
	else if ((psAttacker->type == OBJ_STRUCTURE) &&
			 (((STRUCTURE *)psAttacker)->pStructureType->height == 1) &&
			 proj_Direct(psStats))
	{
		// a bunker can't shoot through walls
		if (!lineOfFire(psAttacker, psTarget, weapon_slot, true))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Structure has no direct line of sight to target",
			      psAttacker->id, ((STRUCTURE *)psAttacker)->pStructureType->pName, psTarget->id);
			return false;
		}
	}
	else if ( proj_Direct(psStats) )
	{
		// VTOL or tall building
		if (!lineOfFire(psAttacker, psTarget, weapon_slot, false))
		{
			// Can't see the target - can't hit it with direct fire
			objTrace(psAttacker->id, "combFire(%u[%s]->%u): Tall object has no direct line of sight to target",
			      psAttacker->id, psStats->pName, psTarget->id);
			return false;
		}
	}

	Vector3i deltaPos = psTarget->pos - psAttacker->pos;

	// if the turret doesn't turn, check if the attacker is in alignment with the target
	if (psAttacker->type == OBJ_DROID && !psStats->rotate)
	{
		uint16_t targetDir = iAtan2(removeZ(deltaPos));
		int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction));
		if (dirDiff > FIXED_TURRET_DIR)
		{
			return false;
		}
	}

	/* Now see if the target is in range  - also check not too near */
	int dist = iHypot(removeZ(deltaPos));
	longRange = proj_GetLongRange(psStats);

	/* modification by CorvusCorax - calculate shooting angle */
	int min_angle = 0;
	// only calculate for indirect shots
	if (!proj_Direct(psStats) && dist > 0)
	{
		min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true);

		// prevent extremely steep shots
		min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH));

		// adjust maximum range of unit if forced to shoot very steep
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			//do not allow increase of max range though
			if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH)))  // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant.
			{
				longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH));
			}
		}
	}

	int baseHitChance = 0;
	if ((dist <= psStats->shortRange)  && (dist >= psStats->minRange))
	{
		// get weapon chance to hit in the short range
		baseHitChance = weaponShortHit(psStats,psAttacker->player);
	}
	else if ((dist <= longRange && dist >= psStats->minRange)
	         || (psAttacker->type == OBJ_DROID
	             && !proj_Direct(psStats)
	             && actionInsideMinRange(psDroid, psTarget, psStats)))
	{
		// get weapon chance to hit in the long range
		baseHitChance = weaponLongHit(psStats,psAttacker->player);

		// adapt for height adjusted artillery shots
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH));
		}
	}
	else
	{
		/* Out of range */
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	// apply experience accuracy modifiers to the base
	//hit chance, not to the final hit chance
	int resultHitChance = baseHitChance;

	// add the attacker's experience
	if (psAttacker->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psAttacker);

		// increase total accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100;
	}

	// subtract the defender's experience
	if (psTarget->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psTarget);

		// decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100;

	}

	// fire while moving modifiers
	if (psAttacker->type == OBJ_DROID &&
		((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE)
	{
		switch (psStats->fireOnMove)
		{
		case FOM_NO:
			// Can't fire while moving
			return false;
			break;
		case FOM_PARTIAL:
			resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100;
			break;
		case FOM_YES:
			// can fire while moving
			break;
		}
	}

	/* -------!!! From that point we are sure that we are firing !!!------- */

	/* note when the weapon fired */
	psWeap->lastFired = gameTime;

	/* reduce ammo if salvo */
	if (psStats->reloadTime)
	{
		psWeap->ammo--;
	}

	// increment the shots counter
	psWeap->shotsFired++;

	// predicted X,Y offset per sec
	Vector3i predict = psTarget->pos;

	//Watermelon:Target prediction
	if (isDroid(psTarget))
	{
		DROID *psDroid = castDroid(psTarget);

		int32_t flightTime;
		if (proj_Direct(psStats) || dist <= psStats->minRange)
		{
			flightTime = dist / psStats->flightSpeed;
		}
		else
		{
			int32_t vXY, vZ;  // Unused, we just want the flight time.
			flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle);
		}

		if (psTarget->lastHitWeapon == WSC_EMP)
		{
			int empTime = EMP_DISABLE_TIME - (gameTime - psTarget->timeLastHit);
			CLIP(empTime, 0, EMP_DISABLE_TIME);
			if (empTime >= EMP_DISABLE_TIME * 9/10)
			{
				flightTime = 0;  /* Just hit.  Assume they'll get hit again */
			}
			else
			{
				flightTime = MAX(0, flightTime - empTime);
			}
		}

		predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0);
	}

	/* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */
	// What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you.
	bool bVisibleAnyway = psTarget->player == selectedPlayer;

	// see if we were lucky to hit the target
	bool isHit = gameRand(100) <= resultHitChance;
	if (isHit)
	{
		/* Kerrrbaaang !!!!! a hit */
		objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%hhu : ", psStats->pName, psTarget->id, resultHitChance, psTarget->visible[psAttacker->player]);
		syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}
	else /* Deal with a missed shot */
	{
		const int minOffset = 5;

		int missDist = 2 * (100 - resultHitChance) + minOffset;
		Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0);
		predict += miss;

		psTarget = NULL;  // Missed the target, so don't expect to hit it.

		objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y);
		syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}

	// Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile
	CLIP(predict.x, 0, world_coord(mapWidth - 1));
	CLIP(predict.y, 0, world_coord(mapHeight - 1));

	proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle);
	return true;
}
Exemple #6
0
/* Fire a weapon at something */
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot)
{
	WEAPON_STATS	*psStats;
	UDWORD			firePause;
	SDWORD			longRange;
	int				compIndex;

	CHECK_OBJECT(psAttacker);
	CHECK_OBJECT(psTarget);
	ASSERT(psWeap != NULL, "Invalid weapon pointer");

	/* Watermelon:dont shoot if the weapon_slot of a vtol is empty */
	if (psAttacker->type == OBJ_DROID && isVtolDroid(((DROID *)psAttacker)))
	{
		if (psWeap->usedAmmo >= getNumAttackRuns(((DROID *)psAttacker), weapon_slot))
		{
			objTrace(psAttacker->id, "VTOL slot %d is empty", weapon_slot);
			return false;
		}
	}

	/* Get the stats for the weapon */
	compIndex = psWeap->nStat;
	ASSERT_OR_RETURN( false , compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
	psStats = asWeaponStats + compIndex;

	// check valid weapon/prop combination
	if (!validTarget(psAttacker, psTarget, weapon_slot))
	{
		return false;
	}

	unsigned fireTime = gameTime - deltaGameTime + 1;  // Can fire earliest at the start of the tick.

	// See if reloadable weapon.
	if (psStats->reloadTime)
	{
		unsigned reloadTime = psWeap->lastFired + weaponReloadTime(psStats, psAttacker->player);
		if (psWeap->ammo == 0)  // Out of ammo?
		{
			fireTime = std::max(fireTime, reloadTime);  // Have to wait for weapon to reload before firing.
			if (gameTime < fireTime)
			{
				return false;
			}
		}

		if (reloadTime <= fireTime)
		{
			//reset the ammo level
			psWeap->ammo = psStats->numRounds;
		}
	}

	/* See when the weapon last fired to control it's rate of fire */
	firePause = weaponFirePause(psStats, psAttacker->player);
	firePause = std::max(firePause, 1u);  // Don't shoot infinitely many shots at once.
	fireTime = std::max(fireTime, psWeap->lastFired + firePause);

	if (gameTime < fireTime)
	{
		/* Too soon to fire again */
		return false;
	}

	if (psTarget->visible[psAttacker->player] != UBYTE_MAX)
	{
		// Can't see it - can't hit it
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Object has no indirect sight of target", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	/* Check we can hit the target */
	bool tall = (psAttacker->type == OBJ_DROID && isVtolDroid((DROID *)psAttacker))
		    || (psAttacker->type == OBJ_STRUCTURE && ((STRUCTURE *)psAttacker)->pStructureType->height > 1);
	if (proj_Direct(psStats) && !lineOfFire(psAttacker, psTarget, weapon_slot, tall))
	{
		// Can't see the target - can't hit it with direct fire
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): No direct line of sight to target",
		         psAttacker->id, objInfo(psAttacker), psTarget->id);
		return false;
	}

	Vector3i deltaPos = psTarget->pos - psAttacker->pos;

	// if the turret doesn't turn, check if the attacker is in alignment with the target
	if (psAttacker->type == OBJ_DROID && !psStats->rotate)
	{
		uint16_t targetDir = iAtan2(removeZ(deltaPos));
		int dirDiff = abs(angleDelta(targetDir - psAttacker->rot.direction));
		if (dirDiff > FIXED_TURRET_DIR)
		{
			return false;
		}
	}

	/* Now see if the target is in range  - also check not too near */
	int dist = iHypot(removeZ(deltaPos));
	longRange = proj_GetLongRange(psStats);

	int min_angle = 0;
	// Calculate angle for indirect shots
	if (!proj_Direct(psStats) && dist > 0)
	{
		min_angle = arcOfFire(psAttacker,psTarget,weapon_slot,true);

		// prevent extremely steep shots
		min_angle = std::min(min_angle, DEG(PROJ_ULTIMATE_PITCH));

		// adjust maximum range of unit if forced to shoot very steep
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			//do not allow increase of max range though
			if (iSin(2*min_angle) < iSin(2*DEG(PROJ_MAX_PITCH)))  // If PROJ_MAX_PITCH == 45, then always iSin(2*min_angle) <= iSin(2*DEG(PROJ_MAX_PITCH)), and the test is redundant.
			{
				longRange = longRange * iSin(2*min_angle) / iSin(2*DEG(PROJ_MAX_PITCH));
			}
		}
	}

	int baseHitChance = 0;
	if (dist <= longRange && dist >= psStats->minRange)
	{
		// get weapon chance to hit in the long range
		baseHitChance = weaponLongHit(psStats,psAttacker->player);

		// adapt for height adjusted artillery shots
		if (min_angle > DEG(PROJ_MAX_PITCH))
		{
			baseHitChance = baseHitChance * iCos(min_angle) / iCos(DEG(PROJ_MAX_PITCH));
		}
	}
	else
	{
		/* Out of range */
		objTrace(psAttacker->id, "combFire(%u[%s]->%u): Out of range", psAttacker->id, psStats->pName, psTarget->id);
		return false;
	}

	// apply experience accuracy modifiers to the base
	//hit chance, not to the final hit chance
	int resultHitChance = baseHitChance;

	// add the attacker's experience
	if (psAttacker->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psAttacker);

		// increase total accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance += EXP_ACCURACY_BONUS * level * baseHitChance / 100;
	}

	// subtract the defender's experience
	if (psTarget->type == OBJ_DROID)
	{
		SDWORD	level = getDroidEffectiveLevel((DROID *) psTarget);

		// decrease weapon accuracy by EXP_ACCURACY_BONUS % for each experience level
		resultHitChance -= EXP_ACCURACY_BONUS * level * baseHitChance / 100;

	}

	// fire while moving modifiers
	if (psAttacker->type == OBJ_DROID &&
		((DROID *)psAttacker)->sMove.Status != MOVEINACTIVE)
	{
		switch (psStats->fireOnMove)
		{
		case FOM_NO:
			// Can't fire while moving
			return false;
			break;
		case FOM_PARTIAL:
			resultHitChance = FOM_PARTIAL_ACCURACY_PENALTY * resultHitChance / 100;
			break;
		case FOM_YES:
			// can fire while moving
			break;
		}
	}

	/* -------!!! From that point we are sure that we are firing !!!------- */

	// Add a random delay to the next shot.
	// TODO Add deltaFireTime to the time it takes to fire next. If just adding to psWeap->lastFired, it might put it in the future, causing assertions. And if not sometimes putting it in the future, the fire rate would be lower than advertised.
	//int fireJitter = firePause/100;  // ±1% variation in fire rate.
	//int deltaFireTime = gameRand(fireJitter*2 + 1) - fireJitter;

	/* note when the weapon fired */
	psWeap->lastFired = fireTime;

	/* reduce ammo if salvo */
	if (psStats->reloadTime)
	{
		psWeap->ammo--;
	}

	// increment the shots counter
	psWeap->shotsFired++;

	// predicted X,Y offset per sec
	Vector3i predict = psTarget->pos;

	//Watermelon:Target prediction
	if (isDroid(psTarget) && castDroid(psTarget)->sMove.bumpTime == 0)
	{
		DROID *psDroid = castDroid(psTarget);

		int32_t flightTime;
		if (proj_Direct(psStats) || dist <= psStats->minRange)
		{
			flightTime = dist * GAME_TICKS_PER_SEC / psStats->flightSpeed;
		}
		else
		{
			int32_t vXY, vZ;  // Unused, we just want the flight time.
			flightTime = projCalcIndirectVelocities(dist, deltaPos.z, psStats->flightSpeed, &vXY, &vZ, min_angle);
		}

		if (psTarget->lastHitWeapon == WSC_EMP)
		{
			int playerEmpTime = getEmpDisableTime(psTarget->player);
			int empTime = playerEmpTime - (gameTime - psTarget->timeLastHit);
			CLIP(empTime, 0, playerEmpTime);
			if (empTime >= playerEmpTime * 9/10)
			{
				flightTime = 0;  /* Just hit.  Assume they'll get hit again */
			}
			else
			{
				flightTime = MAX(0, flightTime - empTime);
			}
		}

		predict += Vector3i(iSinCosR(psDroid->sMove.moveDir, psDroid->sMove.speed*flightTime / GAME_TICKS_PER_SEC), 0);
		if (!isFlying(psDroid))
		{
			predict.z = map_Height(removeZ(predict));  // Predict that the object will be on the ground.
		}
	}

	/* Fire off the bullet to the miss location. The miss is only visible if the player owns the target. (Why? - Per) */
	// What bVisible really does is to make the projectile audible even if it misses you. Since the target is NULL, proj_SendProjectile can't check if it was fired at you.
	bool bVisibleAnyway = psTarget->player == selectedPlayer;

	// see if we were lucky to hit the target
	bool isHit = gameRand(100) <= resultHitChance;
	if (isHit)
	{
		/* Kerrrbaaang !!!!! a hit */
		objTrace(psAttacker->id, "combFire: [%s]->%u: resultHitChance=%d, visibility=%d", psStats->pName, psTarget->id, resultHitChance, (int)psTarget->visible[psAttacker->player]);
		syncDebug("hit=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}
	else /* Deal with a missed shot */
	{
		const int minOffset = 5;

		int missDist = 2 * (100 - resultHitChance) + minOffset;
		Vector3i miss = Vector3i(iSinCosR(gameRand(DEG(360)), missDist), 0);
		predict += miss;

		psTarget = NULL;  // Missed the target, so don't expect to hit it.

		objTrace(psAttacker->id, "combFire: Missed shot by (%4d,%4d)", miss.x, miss.y);
		syncDebug("miss=(%d,%d,%d)", predict.x, predict.y, predict.z);
	}

	// Make sure we don't pass any negative or out of bounds numbers to proj_SendProjectile
	CLIP(predict.x, 0, world_coord(mapWidth - 1));
	CLIP(predict.y, 0, world_coord(mapHeight - 1));

	proj_SendProjectileAngled(psWeap, psAttacker, psAttacker->player, predict, psTarget, bVisibleAnyway, weapon_slot, min_angle, fireTime);
	return true;
}
Exemple #7
0
/* Calculates attack priority for a certain target */
static SDWORD targetAttackWeight(BASE_OBJECT *psTarget, BASE_OBJECT *psAttacker, SDWORD weapon_slot)
{
	SDWORD			targetTypeBonus = 0, damageRatio = 0, attackWeight = 0, noTarget = -1;
	UDWORD			weaponSlot;
	DROID			*targetDroid = NULL, *psAttackerDroid = NULL, *psGroupDroid, *psDroid;
	STRUCTURE		*targetStructure = NULL;
	WEAPON_EFFECT	weaponEffect;
	WEAPON_STATS	*attackerWeapon;
	bool			bEmpWeap = false, bCmdAttached = false, bTargetingCmd = false, bDirect = false;

	if (psTarget == NULL || psAttacker == NULL || psTarget->died)
	{
		return noTarget;
	}
	ASSERT(psTarget != psAttacker, "targetAttackWeight: Wanted to evaluate the worth of attacking ourselves...");

	targetTypeBonus = 0;			//Sensors/ecm droids, non-military structures get lower priority

	/* Get attacker weapon effect */
	if (psAttacker->type == OBJ_DROID)
	{
		psAttackerDroid = (DROID *)psAttacker;

		attackerWeapon = (WEAPON_STATS *)(asWeaponStats + psAttackerDroid->asWeaps[weapon_slot].nStat);

		//check if this droid is assigned to a commander
		bCmdAttached = hasCommander(psAttackerDroid);

		//find out if current target is targeting our commander
		if (bCmdAttached)
		{
			if (psTarget->type == OBJ_DROID)
			{
				psDroid = (DROID *)psTarget;

				//go through all enemy weapon slots
				for (weaponSlot = 0; !bTargetingCmd &&
				     weaponSlot < ((DROID *)psTarget)->numWeaps; weaponSlot++)
				{
					//see if this weapon is targeting our commander
					if (psDroid->psActionTarget[weaponSlot] == (BASE_OBJECT *)psAttackerDroid->psGroup->psCommander)
					{
						bTargetingCmd = true;
					}
				}
			}
			else
			{
				if (psTarget->type == OBJ_STRUCTURE)
				{
					//go through all enemy weapons
					for (weaponSlot = 0; !bTargetingCmd && weaponSlot < ((STRUCTURE *)psTarget)->numWeaps; weaponSlot++)
					{
						if (((STRUCTURE *)psTarget)->psTarget[weaponSlot] ==
						    (BASE_OBJECT *)psAttackerDroid->psGroup->psCommander)
						{
							bTargetingCmd = true;
						}
					}
				}
			}
		}
	}
	else if (psAttacker->type == OBJ_STRUCTURE)
	{
		attackerWeapon = ((WEAPON_STATS *)(asWeaponStats + ((STRUCTURE *)psAttacker)->asWeaps[weapon_slot].nStat));
	}
	else	/* feature */
	{
		ASSERT(!"invalid attacker object type", "targetAttackWeight: Invalid attacker object type");
		return noTarget;
	}

	bDirect = proj_Direct(attackerWeapon);
	if (psAttacker->type == OBJ_DROID && psAttackerDroid->droidType == DROID_SENSOR)
	{
		// Sensors are considered a direct weapon,
		// but for computing expected damage it makes more sense to use indirect damage
		bDirect = false;
	}

	//Get weapon effect
	weaponEffect = attackerWeapon->weaponEffect;

	//See if attacker is using an EMP weapon
	bEmpWeap = (attackerWeapon->weaponSubClass == WSC_EMP);

	int dist = iHypot(removeZ(psAttacker->pos - psTarget->pos));
	bool tooClose = dist <= attackerWeapon->upgrade[psAttacker->player].minRange;
	if (tooClose)
	{
		dist = objSensorRange(psAttacker);  // If object is too close to fire at, consider it to be at maximum range.
	}

	/* Calculate attack weight */
	if (psTarget->type == OBJ_DROID)
	{
		targetDroid = (DROID *)psTarget;

		if (targetDroid->died)
		{
			debug(LOG_NEVER, "Target droid is dead, skipping invalid droid.\n");
			return noTarget;
		}

		/* Calculate damage this target suffered */
		if (targetDroid->originalBody == 0) // FIXME Somewhere we get 0HP droids from
		{
			damageRatio = 0;
			debug(LOG_ERROR, "targetAttackWeight: 0HP droid detected!");
			debug(LOG_ERROR, "  Type: %i Name: \"%s\" Owner: %i \"%s\")",
			      targetDroid->droidType, targetDroid->aName, targetDroid->player, getPlayerName(targetDroid->player));
		}
		else
		{
			damageRatio = 100 - 100 * targetDroid->body / targetDroid->originalBody;
		}
		assert(targetDroid->originalBody != 0); // Assert later so we get the info from above

		/* See if this type of a droid should be prioritized */
		switch (targetDroid->droidType)
		{
		case DROID_SENSOR:
		case DROID_ECM:
		case DROID_PERSON:
		case DROID_TRANSPORTER:
		case DROID_SUPERTRANSPORTER:
		case DROID_DEFAULT:
		case DROID_ANY:
			break;

		case DROID_CYBORG:
		case DROID_WEAPON:
		case DROID_CYBORG_SUPER:
			targetTypeBonus = WEIGHT_WEAPON_DROIDS;
			break;

		case DROID_COMMAND:
			targetTypeBonus = WEIGHT_COMMAND_DROIDS;
			break;

		case DROID_CONSTRUCT:
		case DROID_REPAIR:
		case DROID_CYBORG_CONSTRUCT:
		case DROID_CYBORG_REPAIR:
			targetTypeBonus = WEIGHT_SERVICE_DROIDS;
			break;
		}

		/* Now calculate the overall weight */
		attackWeight = asWeaponModifier[weaponEffect][(asPropulsionStats + targetDroid->asBits[COMP_PROPULSION])->propulsionType] // Our weapon's effect against target
		               + asWeaponModifierBody[weaponEffect][(asBodyStats + targetDroid->asBits[COMP_BODY])->size]
		               + WEIGHT_DIST_TILE_DROID * objSensorRange(psAttacker) / TILE_UNITS
		               - WEIGHT_DIST_TILE_DROID * dist / TILE_UNITS // farther droids are less attractive
		               + WEIGHT_HEALTH_DROID * damageRatio / 100 // we prefer damaged droids
		               + targetTypeBonus; // some droid types have higher priority

		/* If attacking with EMP try to avoid targets that were already "EMPed" */
		if (bEmpWeap &&
		    (targetDroid->lastHitWeapon == WSC_EMP) &&
		    ((gameTime - targetDroid->timeLastHit) < EMP_DISABLE_TIME))		//target still disabled
		{
			attackWeight /= EMP_DISABLED_PENALTY_F;
		}
	}
	else if (psTarget->type == OBJ_STRUCTURE)
	{
		targetStructure = (STRUCTURE *)psTarget;

		/* Calculate damage this target suffered */
		damageRatio = 100 - 100 * targetStructure->body / structureBody(targetStructure);

		/* See if this type of a structure should be prioritized */
		switch (targetStructure->pStructureType->type)
		{
		case REF_DEFENSE:
			targetTypeBonus = WEIGHT_WEAPON_STRUCT;
			break;

		case REF_RESOURCE_EXTRACTOR:
			targetTypeBonus = WEIGHT_DERRICK_STRUCT;
			break;

		case REF_FACTORY:
		case REF_CYBORG_FACTORY:
		case REF_REPAIR_FACILITY:
			targetTypeBonus = WEIGHT_MILITARY_STRUCT;
			break;
		default:
			break;
		}

		/* Now calculate the overall weight */
		attackWeight = asStructStrengthModifier[weaponEffect][targetStructure->pStructureType->strength] // Our weapon's effect against target
		               + WEIGHT_DIST_TILE_STRUCT * objSensorRange(psAttacker) / TILE_UNITS
		               - WEIGHT_DIST_TILE_STRUCT * dist / TILE_UNITS // farther structs are less attractive
		               + WEIGHT_HEALTH_STRUCT * damageRatio / 100 // we prefer damaged structures
		               + targetTypeBonus; // some structure types have higher priority

		/* Go for unfinished structures only if nothing else found (same for non-visible structures) */
		if (targetStructure->status != SS_BUILT)		//a decoy?
		{
			attackWeight /= WEIGHT_STRUCT_NOTBUILT_F;
		}

		/* EMP should only attack structures if no enemy droids are around */
		if (bEmpWeap)
		{
			attackWeight /= EMP_STRUCT_PENALTY_F;
		}
	}
	else	//a feature
	{
		return 1;
	}

	/* We prefer objects we can see and can attack immediately */
	if (!visibleObject((BASE_OBJECT *)psAttacker, psTarget, true))
	{
		attackWeight /= WEIGHT_NOT_VISIBLE_F;
	}

	if (tooClose)
	{
		attackWeight /= TOO_CLOSE_PENALTY_F;
	}

	/* Penalty for units that are already considered doomed (but the missile might miss!) */
	if (aiObjectIsProbablyDoomed(psTarget, bDirect))
	{
		/* indirect firing units have slow reload times, so give the target a chance to die,
		 * and give a different unit a chance to get in range, too. */
		if (weaponROF(attackerWeapon, psAttacker->player) < TARGET_DOOMED_SLOW_RELOAD_T)
		{
			debug(LOG_NEVER, "Not killing unit - doomed. My ROF: %i (%s)", weaponROF(attackerWeapon, psAttacker->player), getName(attackerWeapon));
			return noTarget;
		}
		attackWeight /= TARGET_DOOMED_PENALTY_F;
	}

	/* Commander-related criterias */
	if (bCmdAttached)	//attached to a commander and don't have a target assigned by some order
	{
		ASSERT(psAttackerDroid->psGroup->psCommander != NULL, "Commander is NULL");

		//if commander is being targeted by our target, try to defend the commander
		if (bTargetingCmd)
		{
			attackWeight += WEIGHT_CMD_RANK * (1 + getDroidLevel(psAttackerDroid->psGroup->psCommander));
		}

		//fire support - go through all droids assigned to the commander
		for (psGroupDroid = psAttackerDroid->psGroup->psList; psGroupDroid; psGroupDroid = psGroupDroid->psGrpNext)
		{
			for (weaponSlot = 0; weaponSlot < psGroupDroid->numWeaps; weaponSlot++)
			{
				//see if this droid is currently targeting current target
				if (psGroupDroid->order.psObj == psTarget ||
				    psGroupDroid->psActionTarget[weaponSlot] == psTarget)
				{
					//we prefer targets that are already targeted and hence will be destroyed faster
					attackWeight += WEIGHT_CMD_SAME_TARGET;
				}
			}
		}
	}

	return std::max<int>(1, attackWeight);
}
Exemple #8
0
// Call once per frame.
//
void driveUpdate(void)
{
	DROID *psDroid;
	PROPULSION_STATS *psPropStats;

	AllInRange = true;

	if (!DirectControl)
	{
		return;
	}

		if (psDrivenDroid != NULL)
		{
			if (bMultiMessages && (driveBumpTime < gameTime))	// send latest info about driven droid.
			{
				sendDroidInfo(psDrivenDroid, DroidOrder(DORDER_MOVE, removeZ(psDrivenDroid->pos)), false);
			}

			// Check the driven droid is still selected
			if (psDrivenDroid->selected == false)
			{
				// if it's not then reset the driving system.
				driveSelectionChanged();
				return;
			}

			// Update the driven droid.
			if (driveControl(psDrivenDroid))
			{
				// If control did something then force the droid's move status.
				if (psDrivenDroid->sMove.Status != MOVEDRIVE)
				{
					psDrivenDroid->sMove.Status = MOVEDRIVE;
					ASSERT((psDrivenDroid->droidType != DROID_TRANSPORTER && psDrivenDroid->droidType != DROID_SUPERTRANSPORTER), "Tried to control a transporter");
					driveDir = UNDEG(psDrivenDroid->rot.direction);
				}
				DoFollowRangeCheck = true;
			}

			// Is the driven droid under user control?
			if (psDrivenDroid->sMove.Status == MOVEDRIVE)
			{
				// Is it a command droid
				if ((psDrivenDroid->droidType == DROID_COMMAND) &&
					(psDrivenDroid->psGroup != NULL))
				{
					driveMoveCommandFollowers(psDrivenDroid);
				}

				for (psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext)
				{
					psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];

					if ((psDroid->selected) &&
						(psDroid != psDrivenDroid) &&
						(psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER) &&
                        ((psPropStats->propulsionType != PROPULSION_TYPE_LIFT) || cyborgDroid(psDroid)) )
                    {
						// Send new orders to it's followers.
						driveMoveFollower(psDroid);
					}
				}
			}

			if (AllInRange)
			{
				DoFollowRangeCheck = false;
			}
			if(driveBumpTime < gameTime)
			{
				// Send next order in 1 second.
				driveBumpTime = gameTime+GAME_TICKS_PER_SEC;
			}
		}
		else
		{
			if (StartDriverMode(NULL) == false)
			{
				// nothing
			}
		}
}