void batch_reset() { geometry_map.clear(); distortion_map.clear(); }
// ******************************************************************************************** // Engages autopilot // This does: // * Control switched from player to AI // * Time compression to 32x // * Lock time compression -WMC // * Tell AI to fly to targeted Nav Point (for all nav-status wings/ships) // * Sets max waypoint speed to the best-speed of the slowest ship tagged bool StartAutopilot() { // Check for support ship and dismiss it if it is not doing anything. // If the support ship is doing something then tell the user such. for ( object *objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) { if ((objp->type == OBJ_SHIP) && !(objp->flags & OF_SHOULD_BE_DEAD)) { Assertion((objp->instance >= 0) && (objp->instance < MAX_SHIPS), "objp does not have a valid pointer to a ship. Pointer is %d, which is smaller than 0 or bigger than %d", objp->instance, MAX_SHIPS); ship *shipp = &Ships[objp->instance]; if (shipp->team != Player_ship->team) continue; Assertion((shipp->ship_info_index >= 0) && (shipp->ship_info_index < MAX_SHIP_CLASSES), "Ship '%s' does not have a valid pointer to a ship class. Pointer is %d, which is smaller than 0 or bigger than %d", shipp->ship_name, shipp->ship_info_index, MAX_SHIP_CLASSES); ship_info *sip = &Ship_info[shipp->ship_info_index]; if ( !(sip->flags & SIF_SUPPORT) ) continue; // don't deal with dying or departing support ships if ( shipp->flags & (SF_DYING | SF_DEPARTING) ) continue; Assert(shipp->ai_index != -1); ai_info* support_ship_aip = &(Ai_info[Ships[objp->instance].ai_index]); // is support ship trying to rearm-repair if ( ai_find_goal_index( support_ship_aip->goals, AI_GOAL_REARM_REPAIR ) == -1 ) { // no, so tell it to depart ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WARP, -1, NULL, support_ship_aip ); } else { // yes send_autopilot_msgID(NP_MSG_FAIL_SUPPORT_WORKING); return false; } } } if (!CanAutopilot()) return false; AutoPilotEngaged = true; // find the ship that is "leading" all of the ships when the player starts // autopilot // by default the ship that is leading the autopilot session the player's // wing leader (if the player is the wing leader then it will be the // player). // TODO:implement a way to allow a FREDer to say a different ship is leader Autopilot_flight_leader = get_wing_leader(Player_ship->wingnum); if ( Autopilot_flight_leader == NULL ) { // force player to be the leader if he doesn't have a wing Autopilot_flight_leader = Player_obj; } if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) LockAPConv = timestamp(); // lock convergence instantly else LockAPConv = timestamp(3000); // 3 seconds before we lock convergence Player_use_ai = 1; set_time_compression(1); lock_time_compression(true); // determine speed cap int i,j, wcount=1, tc_factor=1; float speed_cap = 1000000.0; // 1m is a safe starting point float radius = Player_obj->radius, distance = 0.0f, ftemp; bool capshipPresent = false; int capship_counts[3]; // three size classes capship_counts[0] = 0; capship_counts[1] = 0; capship_counts[2] = 0; int capship_placed[3]; // three size classes capship_placed[0] = 0; capship_placed[1] = 0; capship_placed[2] = 0; float capship_spreads[3]; capship_spreads[0] = 0.0f; capship_spreads[1] = 0.0f; capship_spreads[2] = 0.0f; SCP_vector<int> capIndexes; // empty the autopilot wings map autopilot_wings.clear(); // vars for usage w/ cinematic vec3d pos, norm1, perp, tpos, rpos = Player_obj->pos, zero; memset(&zero, 0, sizeof(vec3d)); // instantly turn player toward tpos if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) { vm_vec_sub(&norm1, Navs[CurrentNav].GetPosition(), &Player_obj->pos); vm_vector_2_matrix(&Player_obj->orient, &norm1, NULL, NULL); } for (i = 0; i < MAX_SHIPS; i++) { if (Ships[i].objnum != -1 && (Ships[i].flags2 & SF2_NAVPOINT_CARRY || (Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY) ) ) { if (speed_cap > vm_vec_mag(&Ship_info[Ships[i].ship_info_index].max_vel)) speed_cap = vm_vec_mag(&Ship_info[Ships[i].ship_info_index].max_vel); } } // damp speed_cap to 90% of actual -- to make sure ships stay in formation if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) speed_cap = 0.90f * speed_cap; if ( speed_cap < 1.0f ) { /* We need to deal with this so that incorrectly flagged ships will not cause the engine to fail to limit all the ships speeds correctly. */ Warning(LOCATION, "Ship speed cap is way too small (%f)!\n" "This is normally caused by a ship that has nav-carry-status set, but cannot move itself (like a Cargo container).\n" "Speed cap has been set to 1.0 m/s.", speed_cap); speed_cap = 1.0f; } ramp_bias = speed_cap/50.0f; // assign ship goals // when assigning goals to individual ships only do so if Ships[shipnum].wingnum != -1 // we will assign wing goals below for (i = 0; i < MAX_SHIPS; i++) { if (Ships[i].objnum != -1 && (Ships[i].flags2 & SF2_NAVPOINT_CARRY || (Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY) ) ) { // do we have capital ships in the area? if (Ship_info[Ships[i].ship_info_index].flags & ( SIF_CRUISER | SIF_CAPITAL | SIF_SUPERCAP | SIF_CORVETTE | SIF_AWACS | SIF_GAS_MINER | SIF_FREIGHTER | SIF_TRANSPORT)) { capshipPresent = true; capIndexes.push_back(i); // ok.. what size class if (Ship_info[Ships[i].ship_info_index].flags & (SIF_CAPITAL | SIF_SUPERCAP)) { capship_counts[0]++; if (capship_spreads[0] < Objects[Ships[i].objnum].radius) capship_spreads[0] = Objects[Ships[i].objnum].radius; } else if (Ship_info[Ships[i].ship_info_index].flags & (SIF_CORVETTE)) { capship_counts[1]++; if (capship_spreads[1] < Objects[Ships[i].objnum].radius) capship_spreads[1] = Objects[Ships[i].objnum].radius; } else { capship_counts[2]++; if (capship_spreads[2] < Objects[Ships[i].objnum].radius) capship_spreads[2] = Objects[Ships[i].objnum].radius; } } // check for bigger radius for usage later /*if (!vm_vec_cmp(&rpos, &Player_obj->pos)) // want to make sure rpos isn't player pos - we can worry about it being largest object's later { rpos = Objects[Ships[i].objnum].pos; }*/ if (Objects[Ships[i].objnum].radius > radius) { rpos = Objects[Ships[i].objnum].pos; radius = Objects[Ships[i].objnum].radius; } if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) {// instantly turn the ship to match the direction player is looking //vm_vec_sub(&norm1, Navs[CurrentNav].GetPosition(), &Player_obj->pos); vm_vector_2_matrix(&Objects[Ships[i].objnum].orient, &norm1, NULL, NULL); } // snap wings into formation if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS && // only if using cinematics (Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY) // only if in a wing && Autopilot_flight_leader != &Objects[Ships[i].objnum]) //only if not flight leader's object { ai_info *aip = &Ai_info[Ships[i].ai_index]; int wingnum = aip->wing, wing_index = get_wing_index(&Objects[Ships[i].objnum], wingnum); vec3d goal_point; object *leader_objp = get_wing_leader(wingnum); if (leader_objp != &Objects[Ships[i].objnum]) { // not leader.. get our position relative to leader get_absolute_wing_pos_autopilot(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT); } else { ai_clear_wing_goals(wingnum); j = 1+int( (float)floor(double(wcount-1)/2.0) ); switch (wcount % 2) { case 1: // back-left vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec); //vm_vec_sub(&perp, &perp, &Player_obj->orient.vec.fvec); vm_vec_normalize(&perp); vm_vec_scale(&perp, -166.0f*j); // 166m is supposedly the optimal range according to tolwyn vm_vec_add(&goal_point, &Autopilot_flight_leader->pos, &perp); break; default: //back-right case 0: vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec); //vm_vec_sub(&perp, &perp, &Player_obj->orient.vec.fvec); vm_vec_normalize(&perp); vm_vec_scale(&perp, 166.0f*j); vm_vec_add(&goal_point, &Autopilot_flight_leader->pos, &perp); break; } autopilot_wings[wingnum] = wcount; wcount++; } Objects[Ships[i].objnum].pos = goal_point; if (vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[i].objnum].pos) > distance) { distance = vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[i].objnum].pos); } } // lock primary and secondary weapons if ( LockWeaponsDuringAutopilot ) Ships[i].flags2 |= (SF2_PRIMARIES_LOCKED | SF2_SECONDARIES_LOCKED); // clear the ship goals and cap the waypoint speed ai_clear_ship_goals(&Ai_info[Ships[i].ai_index]); Ai_info[Ships[i].ai_index].waypoint_speed_cap = (int)speed_cap; // if they're not part of a wing set their goal if (Ships[i].wingnum == -1 || The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) { if (Navs[CurrentNav].flags & NP_WAYPOINT) { ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->get_name(), &Ai_info[Ships[i].ai_index] ); //fixup has to wait until after wing goals } else { ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_FLY_TO_SHIP, 0, ((ship*)Navs[CurrentNav].target_obj)->ship_name, &Ai_info[Ships[i].ai_index] ); } } } } // assign wing goals if (!(The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS)) { for (i = 0; i < MAX_WINGS; i++) { if (Wings[i].flags & WF_NAV_CARRY ) { //ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip ); //ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_STAY_NEAR_SHIP, 0, target_shipname, wingnum ); //ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, 0, target_shipname, wingnum ); //ai_clear_ship_goals( &(Ai_info[Ships[num].ai_index]) ); ai_clear_wing_goals( i ); if (Navs[CurrentNav].flags & NP_WAYPOINT) { ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_WAYPOINTS_ONCE, 0, ((waypoint_list*)Navs[CurrentNav].target_obj)->get_name(), i ); // "fix up" the goal for (j = 0; j < MAX_AI_GOALS; j++) { if (Wings[i].ai_goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE || Wings[i].ai_goals[j].ai_mode == AIM_WAYPOINTS ) { autopilot_ai_waypoint_goal_fixup(&(Wings[i].ai_goals[j])); } } } else { ai_add_wing_goal_player( AIG_TYPE_PLAYER_WING, AI_GOAL_FLY_TO_SHIP, 0, ((ship*)Navs[CurrentNav].target_obj)->ship_name, i ); } } } } // fixup has to go down here because ships are assigned goals during wing goals as well for (i = 0; i < MAX_SHIPS; i++) { if (Ships[i].objnum != -1) { if (Ships[i].flags2 & SF2_NAVPOINT_CARRY || (Ships[i].wingnum != -1 && Wings[Ships[i].wingnum].flags & WF_NAV_CARRY)) for (j = 0; j < MAX_AI_GOALS; j++) { if (Ai_info[Ships[i].ai_index].goals[j].ai_mode == AI_GOAL_WAYPOINTS_ONCE || Ai_info[Ships[i].ai_index].goals[j].ai_mode == AIM_WAYPOINTS) { autopilot_ai_waypoint_goal_fixup( &(Ai_info[Ships[i].ai_index].goals[j]) ); // formation fixup //ai_form_on_wing(&Objects[Ships[i].objnum], &Objects[Player_ship->objnum]); } } } } start_dist = DistanceTo(CurrentNav); // ----------------------------- setup cinematic ----------------------------- if (The_mission.flags & MISSION_FLAG_USE_AP_CINEMATICS) { if (capshipPresent) { // position capships vec3d right, front, up, offset; for (SCP_vector<int>::iterator idx = capIndexes.begin(); idx != capIndexes.end(); ++idx) { vm_vec_add(&right, &Autopilot_flight_leader->orient.vec.rvec, &zero); vm_vec_add(&front, &Autopilot_flight_leader->orient.vec.fvec, &zero); vm_vec_add(&up, &Autopilot_flight_leader->orient.vec.uvec, &zero); vm_vec_add(&offset, &zero, &zero); if (Ship_info[Ships[*idx].ship_info_index].flags & (SIF_CAPITAL | SIF_SUPERCAP)) { //0 - below - three lines of position // front/back to zero vm_vec_add(&front, &zero, &zero); // position below vm_vec_scale(&up, capship_spreads[0]); // scale the up vector by the radius of the largest ship in this formation part switch (capship_placed[0] % 3) { case 1: // right vm_vec_scale(&right, capship_spreads[0]); break; case 2: // left vm_vec_scale(&right, -capship_spreads[0]); break; default: // straight case 0: vm_vec_add(&right, &zero, &zero); vm_vec_scale(&up, 1.5); // add an extra half-radius break; } // scale by row vm_vec_scale(&right, (1+((float)floor((float)capship_placed[0]/3)))); vm_vec_scale(&up, -(1+((float)floor((float)capship_placed[0]/3)))); capship_placed[0]++; } else if (Ship_info[Ships[*idx].ship_info_index].flags & SIF_CORVETTE) { //1 above - 3 lines of position // front/back to zero vm_vec_add(&front, &zero, &zero); // position below vm_vec_scale(&up, capship_spreads[1]); // scale the up vector by the radius of the largest ship in this formation part switch (capship_placed[1] % 3) { case 1: // right vm_vec_scale(&right, capship_spreads[1]); break; case 2: // left vm_vec_scale(&right, -capship_spreads[1]); break; default: // straight case 0: vm_vec_add(&right, &zero, &zero); vm_vec_scale(&up, 1.5); // add an extra half-radius break; } // scale by row vm_vec_scale(&right, (1+((float)floor((float)capship_placed[1]/3)))); vm_vec_scale(&up, (1+((float)floor((float)capship_placed[1]/3)))); // move ourselves up and out of the way of the smaller ships vm_vec_add(&perp, &Autopilot_flight_leader->orient.vec.uvec, &zero); vm_vec_scale(&perp, capship_spreads[2]); vm_vec_add(&up, &up, &perp); capship_placed[1]++; } else { //2 either side - 6 lines of position (right (dir, front, back), left (dir, front, back) ) // placing pattern: right, left, front right, front left, rear right, rear left // up/down to zero vm_vec_add(&up, &zero, &zero); switch (capship_placed[2] % 6) { case 5: // rear left vm_vec_scale(&right, -capship_spreads[2]); vm_vec_scale(&front, -capship_spreads[2]); break; case 4: // rear right vm_vec_scale(&right, capship_spreads[2]); vm_vec_scale(&front, -capship_spreads[2]); break; case 3: // front left vm_vec_scale(&right, -capship_spreads[2]); vm_vec_scale(&front, capship_spreads[2]); break; case 2: // front right vm_vec_scale(&right, capship_spreads[2]); vm_vec_scale(&front, capship_spreads[2]); break; case 1: // straight left vm_vec_scale(&right, 1.5); vm_vec_scale(&right, -capship_spreads[2]); vm_vec_add(&front, &zero, &zero); break; default: // straight right case 0: vm_vec_scale(&right, 1.5); vm_vec_scale(&right, capship_spreads[2]); vm_vec_add(&front, &zero, &zero); break; } // these ships seem to pack a little too tightly vm_vec_scale(&right, 2*(1+((float)floor((float)capship_placed[2]/3)))); vm_vec_scale(&front, 2*(1+((float)floor((float)capship_placed[2]/3)))); // move "out" by 166*(wcount-1) so we don't bump into fighters vm_vec_add(&perp, &Autopilot_flight_leader->orient.vec.rvec, &zero); vm_vec_scale(&perp, 166.0f*float(wcount-1)); if ( (capship_placed[2] % 2) == 0) vm_vec_add(&right, &right, &perp); else vm_vec_sub(&right, &right, &perp); capship_placed[2]++; } // integrate the up/down componant vm_vec_add(&offset, &offset, &up); //integrate the left/right componant vm_vec_add(&offset, &offset, &right); //integrate the left/right componant vm_vec_add(&offset, &offset, &front); // global scale the position by 50% //vm_vec_scale(&offset, 1.5); vm_vec_add(&Objects[Ships[*idx].objnum].pos, &Autopilot_flight_leader->pos, &offset); if (vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[*idx].objnum].pos) > distance) { distance = vm_vec_dist_quick(&Autopilot_flight_leader->pos, &Objects[Ships[*idx].objnum].pos); } } } ftemp = floor(Autopilot_flight_leader->phys_info.max_vel.xyz.z/speed_cap); if (ftemp >= 2.0f && ftemp < 4.0f) tc_factor = 2; else if (ftemp >= 4.0f && ftemp < 8.0f) tc_factor = 4; else if (ftemp >= 8.0f) tc_factor = 8; tpos = *Navs[CurrentNav].GetPosition(); // determine distance toward nav at which camera will be vm_vec_sub(&pos, &tpos, &Autopilot_flight_leader->pos); vm_vec_normalize(&pos); // pos is now a unit vector in the direction we will be moving the camera //norm1 = pos; vm_vec_scale(&pos, 5*speed_cap*tc_factor); // pos is now scaled by 5 times the speed (5 seconds ahead) vm_vec_add(&pos, &pos, &Autopilot_flight_leader->pos); // pos is now 5*speed cap in front of player ship switch (myrand()%24) // 8 different ways of getting perp points // 4 of which will not be used when capships are present (anything below, or straight above) { case 1: // down case 9: case 16: if (capship_placed[0] == 0) vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.uvec); else { // become up-left vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.uvec); vm_vec_sub(&perp, &perp, &Autopilot_flight_leader->orient.vec.rvec); } break; case 2: // up case 10: case 23: vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec); if (capshipPresent) // become up-right vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.rvec); break; case 3: // left case 11: case 22: vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec); break; case 4: // up-left case 12: case 21: vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec); vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec); break; case 5: // up-right case 13: case 20: vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec); vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec); break; case 6: // down-left case 14: case 19: vm_vec_sub(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec); if (capship_placed[0] < 2) vm_vec_sub(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec); else vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec); break; case 7: // down-right case 15: case 18: vm_vec_add(&perp, &zero, &Autopilot_flight_leader->orient.vec.rvec); if (capship_placed[0] < 1) vm_vec_sub(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec); else vm_vec_add(&perp, &perp, &Autopilot_flight_leader->orient.vec.uvec); break; default: case 0: // right case 8: case 17: perp = Autopilot_flight_leader->orient.vec.rvec; break; } vm_vec_normalize(&perp); //vm_vec_scale(&perp, 2*radius+distance); vm_vec_scale(&perp, Autopilot_flight_leader->radius+radius); // randomly scale up/down by up to 20% j = 20-myrand()%40; // [-20,20] vm_vec_scale(&perp, 1.0f+(float(j)/100.0f)); vm_vec_add(&cameraPos, &pos, &perp); if (capshipPresent) { vm_vec_normalize(&perp); // place it behind //vm_vec_copy_scale(&norm1, &Player_obj->orient.vec.fvec, -2*(Player_obj->radius+radius*(1.0f+(float(j)/100.0f)))); //vm_vec_add(&cameraTarget, &cameraTarget, &norm1); vm_vec_copy_scale(&cameraTarget,&perp, radius/5.0f); //vm_vec_scale(&cameraTarget, Player_obj->radius+radius*(1.0f+(float(j)/100.0f))); //vm_vec_add(&cameraTarget, &pos, &cameraTarget); //CameraSpeed = (radius+distance)/25; //vm_vec_add(&cameraTarget, &zero, &perp); //vm_vec_scale(&CameraVelocity, (radius+distance/100.f)); //vm_vec_scale(&CameraVelocity, 1.0f/float(NPS_TICKRATE*tc_factor)); } else { vm_vec_add(&cameraTarget, &zero, &zero); //CameraSpeed = 0; } //CameraMoving = false; EndAPCinematic = timestamp((10000*tc_factor)+NPS_TICKRATE); // 10 objective seconds before end of cinematic MoveCamera = timestamp((5500*tc_factor)+NPS_TICKRATE); camMovingTime = int(4.5*float(tc_factor)); set_time_compression((float)tc_factor); } return true; }