bool NetPlayer::DoObjHyper(NetObjHyper* obj_hyper) { if (ship && obj_hyper) { Sim* sim = Sim::GetSim(); SimRegion* rgn = sim->FindRegion(obj_hyper->GetRegion()); DWORD fc1_id = obj_hyper->GetFarcaster1(); DWORD fc2_id = obj_hyper->GetFarcaster2(); Ship* fc1 = 0; Ship* fc2 = 0; int trans = obj_hyper->GetTransitionType(); if (ship->GetRegion() == rgn) { ::Print("NetPlayer::DoObjHyper ship: '%s' rgn: '%s' trans: %d (IGNORED)\n\n", ship->Name(), obj_hyper->GetRegion().data(), trans); return false; } ::Print("NetPlayer::DoObjHyper ship: '%s' rgn: '%s' trans: %d\n\n", ship->Name(), obj_hyper->GetRegion().data(), trans); // orbital transition? if (trans == Ship::TRANSITION_DROP_ORBIT) { ship->SetTransition(1.0f, Ship::TRANSITION_DROP_ORBIT, ship->Location()); ship->CompleteTransition(); } else if (trans == Ship::TRANSITION_MAKE_ORBIT) { ship->SetTransition(1.0f, Ship::TRANSITION_MAKE_ORBIT, ship->Location()); ship->CompleteTransition(); } else { if (fc1_id) fc1 = sim->FindShipByObjID(fc1_id); if (fc2_id) fc2 = sim->FindShipByObjID(fc2_id); sim->CreateExplosion(ship->Location(), Point(0,0,0), Explosion::QUANTUM_FLASH, 1.0f, 0, ship->GetRegion()); sim->RequestHyperJump(ship, rgn, obj_hyper->GetLocation(), trans, fc1, fc2); ShipStats* stats = ShipStats::Find(ship->Name()); stats->AddEvent(SimEvent::QUANTUM_JUMP, rgn->Name()); } return true; } return false; }
Shot* Weapon::FireBarrel(int n) { const Point& base_vel = ship->Velocity(); Shot* shot = 0; SimRegion* region = ship->GetRegion(); if (!region || n < 0 || n >= nbarrels || Game::Paused()) return 0; firing = 1; Aim(); Camera rail_cam; rail_cam.Clone(aim_cam); Point shotpos = muzzle_pts[n]; if (design->length > 0) shotpos = shotpos + aim_cam.vpn() * design->length; // guns may be slewed towards target: if (design->primary) { shot = CreateShot(shotpos, aim_cam, design, ship); if (shot) { shot->SetVelocity(shot->Velocity() + base_vel); } } // missiles always launch in rail direction: else { // unless they are on a mobile launcher if (turret && design->self_aiming) { shot = CreateShot(shotpos, aim_cam, design, ship); shot->SetVelocity(base_vel); } else { shot = CreateShot(shotpos, rail_cam, design, ship); if (shot /* && !turret */) { Matrix orient = ship->Cam().Orientation(); if (aim_azimuth != 0) orient.Yaw(aim_azimuth); if (aim_elevation != 0) orient.Pitch(aim_elevation); Point eject = design->eject * orient; shot->SetVelocity(base_vel + eject); } } if (shot && visible_stores[n]) { GRAPHIC_DESTROY(visible_stores[n]); } } if (shot) { if (ammo > 0) ammo--; if (guided && target) shot->SeekTarget(target, subtarget); float shot_load; if (energy > design->charge) shot_load = design->charge; else shot_load = energy; energy -= shot_load; shot->SetCharge(shot_load * availability); if (target && design->flak && !design->guided) { double speed = shot->Velocity().length(); double range = (target->Location() - shot->Location()).length(); if (range > design->min_range && range < design->max_range) { shot->SetFuse(range / speed); } } region->InsertObject(shot); if (beams) { beams[n] = shot; Observe(beams[n]); // aim beam at target: SetBeamPoints(true); } if (ship) { ShipStats* stats = ShipStats::Find(ship->Name()); if (design->primary) stats->AddGunShot(); else if (design->decoy_type == 0 && design->damage > 0) stats->AddMissileShot(); } } return shot; }
void MissionEvent::Execute(bool silent) { Starshatter* stars = Starshatter::GetInstance(); HUDView* hud = HUDView::GetInstance(); Sim* sim = Sim::GetSim(); Ship* player = sim->GetPlayerShip(); Ship* ship = 0; Ship* src = 0; Ship* tgt = 0; Element* elem = 0; int pan = 0; bool end_mission = false; if (event_ship.length()) ship = sim->FindShip(event_ship); else ship = player; if (event_source.length()) src = sim->FindShip(event_source); if (event_target.length()) tgt = sim->FindShip(event_target); if (ship) elem = ship->GetElement(); else if (event_ship.length()) { elem = sim->FindElement(event_ship); if (elem) ship = elem->GetShip(1); } // expire the delay, if any remains delay = 0; // fire the event action switch (event) { case MESSAGE: if (event_message.length() > 0) { if (ship) { RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(ship, src, event_param[0]); msg->SetInfo(event_message); msg->SetChannel(ship->GetIFF()); if (tgt) msg->AddTarget(tgt); RadioTraffic::Transmit(msg); } else if (elem) { RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(elem, src, event_param[0]); msg->SetInfo(event_message); msg->SetChannel(elem->GetIFF()); if (tgt) msg->AddTarget(tgt); RadioTraffic::Transmit(msg); } } if (event_sound.length() > 0) { pan = event_param[0]; } break; case OBJECTIVE: if (elem) { if (event_param[0]) { elem->ClearInstructions(); elem->ClearObjectives(); } Instruction* obj = new(__FILE__,__LINE__) Instruction(event_param[0], 0); obj->SetTarget(event_target); elem->AddObjective(obj); if (elem->Contains(player)) { HUDView* hud = HUDView::GetInstance(); if (hud) hud->ShowHUDInst(); } } break; case INSTRUCTION: if (elem) { if (event_param[0]) elem->ClearInstructions(); elem->AddInstruction(event_message); if (elem->Contains(player) && event_message.length() > 0) { HUDView* hud = HUDView::GetInstance(); if (hud) hud->ShowHUDInst(); } } break; case IFF: if (elem) { elem->SetIFF(event_param[0]); } else if (ship) { ship->SetIFF(event_param[0]); } break; case DAMAGE: if (ship) { ship->InflictDamage(event_param[0]); if (ship->Integrity() < 1) { NetUtil::SendObjKill(ship, 0, NetObjKill::KILL_MISC); ship->DeathSpiral(); Print(" %s Killed By Scripted Event %d (%s)\n", (const char*) ship->Name(), id, FormatGameTime()); } } else { Print(" EVENT %d: Could not apply damage to ship '%s' (not found).\n", id, (const char*) event_ship); } break; case JUMP: if (ship) { SimRegion* rgn = sim->FindRegion(event_target); if (rgn && ship->GetRegion() != rgn) { if (rgn->IsOrbital()) { QuantumDrive* quantum_drive = ship->GetQuantumDrive(); if (quantum_drive) { quantum_drive->SetDestination(rgn, Point(0,0,0)); quantum_drive->Engage(true); // request immediate jump } else if (ship->IsAirborne()) { ship->MakeOrbit(); } } else { ship->DropOrbit(); } } } break; case HOLD: if (elem) elem->SetHoldTime(event_param[0]); break; case SKIP: { for (int i = 0; i < event_nparams; i++) { int skip_id = event_param[i]; ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == skip_id) { if (e->status != COMPLETE) e->status = SKIPPED; } } } } break; case END_MISSION: Print(" END MISSION By Scripted Event %d (%s)\n", id, FormatGameTime()); end_mission = true; break; // // NOTE: CUTSCENE EVENTS DO NOT APPLY IN MULTIPLAYER // case BEGIN_SCENE: Print(" ------------------------------------\n"); Print(" Begin Cutscene '%s'\n", event_message.data()); stars->BeginCutscene(); break; case END_SCENE: Print(" End Cutscene '%s'\n", event_message.data()); Print(" ------------------------------------\n"); stars->EndCutscene(); break; case CAMERA: if (stars->InCutscene()) { CameraDirector* cam_dir = CameraDirector::GetInstance(); if (!cam_dir->GetShip()) cam_dir->SetShip(player); switch (event_param[0]) { case 1: if (cam_dir->GetMode() != CameraDirector::MODE_COCKPIT) cam_dir->SetMode(CameraDirector::MODE_COCKPIT, event_rect.x); break; case 2: if (cam_dir->GetMode() != CameraDirector::MODE_CHASE) cam_dir->SetMode(CameraDirector::MODE_CHASE, event_rect.x); break; case 3: if (cam_dir->GetMode() != CameraDirector::MODE_ORBIT) cam_dir->SetMode(CameraDirector::MODE_ORBIT, event_rect.x); break; case 4: if (cam_dir->GetMode() != CameraDirector::MODE_TARGET) cam_dir->SetMode(CameraDirector::MODE_TARGET, event_rect.x); break; } if (event_target.length()) { ::Print("Mission Event %d: setting camera target to %s\n", id, (const char*) event_target); Ship* s_tgt = 0; if (event_target.indexOf("body:") < 0) s_tgt = sim->FindShip(event_target); if (s_tgt) { ::Print(" found ship %s\n", s_tgt->Name()); cam_dir->SetViewOrbital(0); if (cam_dir->GetViewObject() != s_tgt) { if (event_param[0] == 6) { s_tgt->DropCam(event_param[1], event_param[2]); cam_dir->SetShip(s_tgt); cam_dir->SetMode(CameraDirector::MODE_DROP, 0); } else { Ship* cam_ship = cam_dir->GetShip(); if (cam_ship && cam_ship->IsDropCam()) { cam_ship->CompleteTransition(); } if (cam_dir->GetShip() != sim->GetPlayerShip()) cam_dir->SetShip(sim->GetPlayerShip()); cam_dir->SetViewObject(s_tgt, true); // immediate, no transition } } } else { const char* body_name = event_target.data(); if (!strncmp(body_name, "body:", 5)) body_name += 5; Orbital* orb = sim->FindOrbitalBody(body_name); if (orb) { ::Print(" found body %s\n", orb->Name()); cam_dir->SetViewOrbital(orb); } } } if (event_param[0] == 3) { cam_dir->SetOrbitPoint(event_point.x, event_point.y, event_point.z); } else if (event_param[0] == 5) { cam_dir->SetOrbitRates(event_point.x, event_point.y, event_point.z); } } break; case VOLUME: if (stars->InCutscene()) { AudioConfig* audio_cfg = AudioConfig::GetInstance(); audio_cfg->SetEfxVolume(event_param[0]); audio_cfg->SetWrnVolume(event_param[0]); } break; case DISPLAY: if (stars->InCutscene()) { DisplayView* disp_view = DisplayView::GetInstance(); if (disp_view) { Color color; color.Set(event_param[0]); if (event_message.length() && event_source.length()) { if (event_message.contains('$')) { Campaign* campaign = Campaign::GetCampaign(); Player* user = Player::GetCurrentPlayer(); CombatGroup* group = campaign->GetPlayerGroup(); if (user) { event_message = FormatTextReplace(event_message, "$NAME", user->Name().data()); event_message = FormatTextReplace(event_message, "$RANK", Player::RankName(user->Rank())); } if (group) { event_message = FormatTextReplace(event_message, "$GROUP", group->GetDescription()); } if (event_message.contains("$TIME")) { char timestr[32]; FormatDayTime(timestr, campaign->GetTime(), true); event_message = FormatTextReplace(event_message, "$TIME", timestr); } } disp_view->AddText( event_message, FontMgr::Find(event_source), color, event_rect, event_point.y, event_point.x, event_point.z); } else if (event_target.length()) { DataLoader* loader = DataLoader::GetLoader(); if (loader) { loader->SetDataPath(0); loader->LoadBitmap(event_target, image, 0, true); } if (image.Width() && image.Height()) disp_view->AddImage( &image, color, Video::BLEND_ALPHA, event_rect, event_point.y, event_point.x, event_point.z); } } } break; case FIRE_WEAPON: if (ship) { // fire single weapon: if (event_param[0] >= 0) { ship->FireWeapon(event_param[0]); } // fire all weapons: else { ListIter<WeaponGroup> g_iter = ship->Weapons(); while (++g_iter) { ListIter<Weapon> w_iter = g_iter->GetWeapons(); while (++w_iter) { Weapon* w = w_iter.value(); w->Fire(); } } } } break; default: break; } sim->ProcessEventTrigger(TRIGGER_EVENT, id); if (!silent && !sound && event_sound.length()) { DataLoader* loader = DataLoader::GetLoader(); bool use_fs = loader->IsFileSystemEnabled(); DWORD flags = pan ? Sound::LOCKED|Sound::LOCALIZED : Sound::LOCKED|Sound::AMBIENT; loader->UseFileSystem(true); loader->SetDataPath("Sounds/"); loader->LoadSound(event_sound, sound, flags); loader->SetDataPath(0); if (!sound) { loader->SetDataPath("Mods/Sounds/"); loader->LoadSound(event_sound, sound, flags); loader->SetDataPath(0); } if (!sound) { loader->LoadSound(event_sound, sound, flags); } loader->UseFileSystem(use_fs); // fire and forget: if (sound) { if (sound->GetFlags() & Sound::STREAMED) { sound->SetFlags(flags | sound->GetFlags()); sound->SetVolume(AudioConfig::VoxVolume()); sound->Play(); } else { sound->SetFlags(flags); sound->SetVolume(AudioConfig::VoxVolume()); sound->SetPan(pan); sound->SetFilename(event_sound); sound->AddToSoundCard(); sound->Play(); } } } status = COMPLETE; if (end_mission) { StarServer* server = StarServer::GetInstance(); if (stars) { stars->EndMission(); } else if (server) { // end mission event uses event_target member // to forward server to next mission in the chain: if (event_target.length()) server->SetNextMission(event_target); server->SetGameMode(StarServer::MENU_MODE); } } }
bool MissionEvent::CheckTrigger() { Sim* sim = Sim::GetSim(); if (time > 0 && time > sim->MissionClock()) return false; switch (trigger) { case TRIGGER_TIME: { if (time <= sim->MissionClock()) Activate(); } break; case TRIGGER_DAMAGE: { Ship* ship = sim->FindShip(trigger_ship); if (ship) { double damage = 100.0 * (ship->Design()->integrity - ship->Integrity()) / (ship->Design()->integrity); if (damage >= trigger_param[0]) Activate(); } } break; case TRIGGER_DETECT: { Ship* ship = sim->FindShip(trigger_ship); Ship* tgt = sim->FindShip(trigger_target); if (ship && tgt) { if (ship->FindContact(tgt)) Activate(); } else { Skip(); } } break; case TRIGGER_RANGE: { Ship* ship = sim->FindShip(trigger_ship); Ship* tgt = sim->FindShip(trigger_target); if (ship && tgt) { double range = (ship->Location() - tgt->Location()).length(); double min_range = 0; double max_range = 1e12; if (trigger_param[0] > 0) min_range = trigger_param[0]; else max_range = -trigger_param[0]; if (range < min_range || range > max_range) Activate(); } else { Skip(); } } break; case TRIGGER_SHIPS_LEFT: { int alive = 0; int count = 0; int iff = -1; int nparams = NumTriggerParams(); if (nparams > 0) count = TriggerParam(0); if (nparams > 1) iff = TriggerParam(1); ListIter<SimRegion> iter = sim->GetRegions(); while (++iter) { SimRegion* rgn = iter.value(); ListIter<Ship> s_iter = rgn->Ships(); while (++s_iter) { Ship* ship = s_iter.value(); if (ship->Type() >= Ship::STATION) continue; if (ship->Life() == 0 && ship->RespawnCount() < 1) continue; if (iff < 0 || ship->GetIFF() == iff) alive++; } } if (alive <= count) Activate(); } break; case TRIGGER_EVENT_ALL: { bool all = true; int nparams = NumTriggerParams(); for (int i = 0; all && i < nparams; i++) { int trigger_id = TriggerParam(i); ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == trigger_id) { if (e->Status() != COMPLETE) all = false; break; } else if (e->EventID() == -trigger_id) { if (e->Status() == COMPLETE) all = false; break; } } } if (all) Activate(); } break; case TRIGGER_EVENT_ANY: { bool any = false; int nparams = NumTriggerParams(); for (int i = 0; !any && i < nparams; i++) { int trigger_id = TriggerParam(i); ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == trigger_id) { if (e->Status() == COMPLETE) any = true; break; } } } if (any) Activate(); } break; } return status == ACTIVE; }
bool NetGameClient::DoJoinBacklog(NetJoinAnnounce* join_ann) { bool finished = false; if (!join_ann) return finished; Sim* sim = Sim::GetSim(); if (!sim) return finished; DWORD nid = join_ann->GetNetID(); DWORD oid = join_ann->GetObjID(); Text name = join_ann->GetName(); Text elem_name = join_ann->GetElement(); Text region = join_ann->GetRegion(); Point loc = join_ann->GetLocation(); Point velocity = join_ann->GetVelocity(); int index = join_ann->GetIndex(); int shld_lvl = join_ann->GetShield(); Ship* ship = 0; char ship_name[128]; strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data()); if (nid && oid) { NetPlayer* remote_player = FindPlayerByObjID(oid); if (remote_player) { remote_player->SetName(name); remote_player->SetObjID(oid); if (index > 0) sprintf_s(ship_name, "%s %d", elem_name.data(), index); else sprintf_s(ship_name, "%s", elem_name.data()); } else { Element* element = sim->FindElement(elem_name); if (element) { ship = element->GetShip(index); } if (ship) { strcpy_s(ship_name, ship->Name()); SimRegion* rgn = ship->GetRegion(); if (rgn && region != rgn->Name()) { SimRegion* dst = sim->FindRegion(region); if (dst) dst->InsertObject(ship); } ship->MoveTo(loc); ship->SetVelocity(velocity); Shield* shield = ship->GetShield(); if (shield) shield->SetNetShieldLevel(shld_lvl); NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid); remote_player->SetName(name); remote_player->SetObjID(oid); remote_player->SetShip(ship); players.append(remote_player); finished = true; if (name == "Server A.I. Ship") { Print("NetGameClient::DoJoinBacklog() Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid); } else { HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name); } } } } return finished; }
void NetGameClient::DoJoinAnnounce(NetMsg* msg) { if (!msg) return; Sim* sim = Sim::GetSim(); if (!sim) return; NetJoinAnnounce* join_ann = new(__FILE__,__LINE__) NetJoinAnnounce; bool saved = false; if (join_ann->Unpack(msg->Data())) { DWORD nid = msg->NetID(); DWORD oid = join_ann->GetObjID(); Text name = join_ann->GetName(); Text elem_name = join_ann->GetElement(); Text region = join_ann->GetRegion(); Point loc = join_ann->GetLocation(); Point velocity = join_ann->GetVelocity(); int index = join_ann->GetIndex(); int shld_lvl = join_ann->GetShield(); join_ann->SetNetID(nid); Ship* ship = 0; char ship_name[128]; strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data()); if (local_player && player_name == name) { HUDView::Message(Game::GetText("NetGameClient.local-accept"), name.data(), local_player->Name()); objid = oid; netid = nid; local_player->SetObjID(oid); local_player->SetNetObserver(false); Observe(local_player); SimRegion* rgn = local_player->GetRegion(); if (rgn && region != rgn->Name()) { SimRegion* dst = sim->FindRegion(region); if (dst) dst->InsertObject(local_player); } local_player->MoveTo(loc); local_player->SetVelocity(velocity); Shield* shield = local_player->GetShield(); if (shield) shield->SetNetShieldLevel(shld_lvl); } else { NetPlayer* remote_player = FindPlayerByObjID(oid); if (remote_player) { remote_player->SetName(name); remote_player->SetObjID(oid); if (index > 0) sprintf_s(ship_name, "%s %d", elem_name.data(), index); else sprintf_s(ship_name, "%s", elem_name.data()); } else { Element* element = sim->FindElement(elem_name); if (element) { ship = element->GetShip(index); } else { Print("NetGameClient::DoJoinAnnounce() could not find elem %s for player '%s' objid %d\n", elem_name.data(), name.data(), oid); NetUtil::SendElemRequest(elem_name.data()); } if (!ship) { // save it for later: join_backlog.append(join_ann); saved = true; } else { strcpy_s(ship_name, ship->Name()); SimRegion* rgn = ship->GetRegion(); if (rgn && region != rgn->Name()) { SimRegion* dst = sim->FindRegion(region); if (dst) dst->InsertObject(ship); } ship->MoveTo(loc); ship->SetVelocity(velocity); Shield* shield = ship->GetShield(); if (shield) shield->SetNetShieldLevel(shld_lvl); NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid); remote_player->SetName(name); remote_player->SetObjID(oid); remote_player->SetShip(ship); players.append(remote_player); if (name == "Server A.I. Ship") { Print("Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid); } else { HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name); } } } } } if (!saved) delete join_ann; }