bool stageThreeInitialise(void) { STRUCTURE *psStr; UDWORD i; DROID *psDroid; debug(LOG_WZ, "== stageThreeInitalise =="); bTrackingTransporter = false; loopMissionState = LMS_NORMAL; if(!InitRadar()) // After resLoad cause it needs the game palette initialised. { return false; } // reset the clock to normal speed gameTimeResetMod(); if (!init3DView()) // Initialise 3d view stuff. After resLoad cause it needs the game palette initialised. { return false; } effectResetUpdates(); initLighting(0, 0, mapWidth, mapHeight); if(bMultiPlayer) { // FIXME Is this really needed? debug( LOG_WZ, "multiGameInit()\n" ); multiGameInit(); cmdDroidMultiExpBoost(true); } preProcessVisibility(); closeLoadingScreen(); // reset the loading screen. if (!fpathInitialise()) { return false; } mapInit(); clustInitialise(); gridReset(); //if mission screen is up, close it. if(MissionResUp) { intRemoveMissionResultNoAnim(); } // determine if to use radar for(psStr = apsStructLists[selectedPlayer];psStr;psStr=psStr->psNext){ if(psStr->pStructureType->type == REF_HQ) { radarOnScreen = true; setHQExists(true,selectedPlayer); break; } } // Re-inititialise some static variables. driveInitVars(false); displayInitVars(); resizeRadar(); setAllPauseStates(false); /* decide if we have to create teams, ONLY in multiplayer mode!*/ if (bMultiPlayer && game.alliance == ALLIANCES_TEAMS) { createTeamAlliances(); /* Update ally vision for pre-placed structures and droids */ for(i=0;i<MAX_PLAYERS;i++) { if(i != selectedPlayer) { /* Structures */ for(psStr=apsStructLists[i]; psStr; psStr=psStr->psNext) { if(aiCheckAlliances(psStr->player,selectedPlayer)) visTilesUpdate((BASE_OBJECT *)psStr); } /* Droids */ for(psDroid=apsDroidLists[i]; psDroid; psDroid=psDroid->psNext) { if(aiCheckAlliances(psDroid->player,selectedPlayer)) visTilesUpdate((BASE_OBJECT *)psDroid); } } } } if (bMultiPlayer) { loadMultiScripts(); } // ffs JS (and its a global!) if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION) { eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT); triggerEvent(TRIGGER_GAME_INIT); } return true; }
/* See if there is a target in range for Sensor objects*/ BOOL aiChooseSensorTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget) { int sensorRange = objSensorRange(psObj); unsigned int radSquared = sensorRange * sensorRange; bool radarDetector = objRadarDetector(psObj); if (!objActiveRadar(psObj) && !radarDetector) { ASSERT(false, "Only to be used for sensor turrets!"); return false; } /* See if there is something in range */ if (radarDetector) { BASE_OBJECT *psCurr, *psTemp = NULL; int tarDist = SDWORD_MAX; gridStartIterate(psObj->pos.x, psObj->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS); psCurr = gridIterate(); while (psCurr != NULL) { if ((psCurr->type == OBJ_STRUCTURE || psCurr->type == OBJ_DROID) && !aiObjectIsProbablyDoomed(psCurr)) { if (!aiCheckAlliances(psCurr->player,psObj->player) && objActiveRadar(psCurr)) { // See if in twice *their* sensor range const int xdiff = psCurr->pos.x - psObj->pos.x; const int ydiff = psCurr->pos.y - psObj->pos.y; const unsigned int distSq = xdiff * xdiff + ydiff * ydiff; const int targetSensor = objSensorRange(psCurr) * 2; const unsigned int sensorSquared = targetSensor * targetSensor; if (distSq < sensorSquared && distSq < tarDist) { psTemp = psCurr; tarDist = distSq; } } } psCurr = gridIterate(); } if (psTemp) { objTrace(psTemp->id, "Targetted by radar detector %d", (int)psObj->id); objTrace(psObj->id, "Targetting radar %d", (int)psTemp->id); ASSERT(!psTemp->died, "aiChooseSensorTarget gave us a dead target"); *ppsTarget = psTemp; return true; } } else if (psObj->type == OBJ_DROID) { BASE_OBJECT *psTarget = NULL; if (aiBestNearestTarget((DROID *)psObj, &psTarget, 0, NULL) >= 0) { /* See if in sensor range */ const int xdiff = psTarget->pos.x - psObj->pos.x; const int ydiff = psTarget->pos.y - psObj->pos.y; const unsigned int distSq = xdiff * xdiff + ydiff * ydiff; // I do believe this will never happen, check for yourself :-) debug(LOG_NEVER, "Sensor droid(%d) found possible target(%d)!!!", psObj->id, psTarget->id); if (distSq < radSquared) { *ppsTarget = psTarget; return true; } } } else // structure { BASE_OBJECT *psCurr, *psTemp = NULL; int tarDist = SDWORD_MAX; gridStartIterate(psObj->pos.x, psObj->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS); psCurr = gridIterate(); while (psCurr != NULL) { // Don't target features or doomed/dead objects if (psCurr->type != OBJ_FEATURE && !aiObjectIsProbablyDoomed(psCurr)) { if (!aiCheckAlliances(psCurr->player,psObj->player) && !aiObjIsWall(psCurr)) { // See if in sensor range and visible const int xdiff = psCurr->pos.x - psObj->pos.x; const int ydiff = psCurr->pos.y - psObj->pos.y; const unsigned int distSq = xdiff * xdiff + ydiff * ydiff; if (distSq < radSquared && psCurr->visible[psObj->player] == UBYTE_MAX && distSq < tarDist) { psTemp = psCurr; tarDist = distSq; } } } psCurr = gridIterate(); } if (psTemp) { ASSERT(!psTemp->died, "aiChooseSensorTarget gave us a dead target"); *ppsTarget = psTemp; return true; } } return false; }
static void displayMultiPlayer(WIDGET *psWidget, UDWORD xOffset, UDWORD yOffset) { char str[128]; int x = xOffset + psWidget->x(); int y = yOffset + psWidget->y(); unsigned player = psWidget->UserData; // Get the in game player number. if (responsibleFor(player, 0)) { displayExtraGubbins(widgGetFromID(psWScreen,MULTIMENU_FORM)->height()); } iV_SetFont(font_regular); // font iV_SetTextColour(WZCOL_TEXT_BRIGHT); const bool isHuman = isHumanPlayer(player); const bool isAlly = aiCheckAlliances(selectedPlayer, player); const bool isSelectedPlayer = player == selectedPlayer; SetPlayerTextColor(alliances[selectedPlayer][player], player); if (isHuman || (game.type == SKIRMISH && player<game.maxPlayers) ) { ssprintf(str, "%d: %s", NetPlay.players[player].position, getPlayerName(player)); while (iV_GetTextWidth(str) >= MULTIMENU_C0 - MULTIMENU_C2 - 10) { str[strlen(str) - 1] = '\0'; } iV_DrawText(str, x + MULTIMENU_C2, y + MULTIMENU_FONT_OSET); //c3-7 alliance //manage buttons by showing or hiding them. gifts only in campaign, if (alliancesCanGiveAnything(game.alliance)) { if (isAlly && !isSelectedPlayer && !giftsUp[player] ) { if (alliancesCanGiveResearchAndRadar(game.alliance)) { widgReveal(psWScreen, MULTIMENU_GIFT_RAD + player); widgReveal(psWScreen, MULTIMENU_GIFT_RES + player); } widgReveal(psWScreen, MULTIMENU_GIFT_DRO + player); widgReveal(psWScreen, MULTIMENU_GIFT_POW + player); giftsUp[player] = true; } else if (!isAlly && !isSelectedPlayer && giftsUp[player]) { if (alliancesCanGiveResearchAndRadar(game.alliance)) { widgHide(psWScreen, MULTIMENU_GIFT_RAD + player); widgHide(psWScreen, MULTIMENU_GIFT_RES + player); } widgHide(psWScreen, MULTIMENU_GIFT_DRO + player); widgHide(psWScreen, MULTIMENU_GIFT_POW + player); giftsUp[player] = false; } } } // Let's use the real score for MP games if (NetPlay.bComms) { //c8:score, if (Cheated) { sprintf(str, "(cheated)"); } else { sprintf(str, "%d", getMultiStats(player).recentScore); } iV_DrawText(str, x + MULTIMENU_C8, y + MULTIMENU_FONT_OSET); //c9:kills, sprintf(str, "%d", getMultiStats(player).recentKills); iV_DrawText(str, x + MULTIMENU_C9, y + MULTIMENU_FONT_OSET); } else { // estimate of score for skirmish games sprintf(str, "%d", ingame.skScores[player][0]); iV_DrawText(str, x + MULTIMENU_C8, y + MULTIMENU_FONT_OSET); // estimated kills sprintf(str, "%d", ingame.skScores[player][1]); iV_DrawText(str, x + MULTIMENU_C9, y + MULTIMENU_FONT_OSET); } //only show player's and allies' unit counts, and nobody elses. //c10:units if (isAlly || getDebugMappingStatus()) { sprintf(str, "%d", getNumDroids(player) + getNumTransporterDroids(player)); iV_DrawText(str, x + MULTIMENU_C10, y + MULTIMENU_FONT_OSET); } /* Display player power instead of number of played games * and number of units instead of ping when in debug mode */ if (getDebugMappingStatus()) //Won't pass this when in both release and multiplayer modes { //c11: Player power sprintf(str, "%u", (int)getPower(player)); iV_DrawText(str, MULTIMENU_FORM_X + MULTIMENU_C11, y + MULTIMENU_FONT_OSET); } else if (runningMultiplayer()) { //c11:ping if (!isSelectedPlayer && isHuman) { if (ingame.PingTimes[player] < PING_LIMIT) { sprintf(str, "%03d", ingame.PingTimes[player]); } else { sprintf(str, "∞"); } iV_DrawText(str, x + MULTIMENU_C11, y + MULTIMENU_FONT_OSET); } } else { //c11: Structures if (isAlly || getDebugMappingStatus()) { // NOTE, This tallys up *all* the structures you have. Test out via 'start with no base'. int num = 0; for (STRUCTURE *temp = apsStructLists[player]; temp != NULL; temp = temp->psNext) { ++num; } sprintf(str, "%d", num); iV_DrawText(str, x + MULTIMENU_C11, y + MULTIMENU_FONT_OSET); } } // a droid of theirs. DROID *displayDroid = apsDroidLists[player]; while (displayDroid != NULL && !displayDroid->visible[selectedPlayer]) { displayDroid = displayDroid->psNext; } if (displayDroid) { pie_SetGeometricOffset( MULTIMENU_FORM_X+MULTIMENU_C1 ,y+MULTIMENU_PLAYER_H); Vector3i rotation(-15, 45, 0); Position position(0, 0, BUTTON_DEPTH); // Scale them. if (displayDroid->droidType == DROID_SUPERTRANSPORTER) { position.z = 7850; } else if (displayDroid->droidType == DROID_TRANSPORTER) { position.z = 4100; } displayComponentButtonObject(displayDroid, &rotation, &position, false, 100); } else if (apsDroidLists[player]) { // Show that they have droids, but not which droids, since we can't see them. iV_DrawImageTc(IntImages, IMAGE_GENERIC_TANK, IMAGE_GENERIC_TANK_TC, MULTIMENU_FORM_X + MULTIMENU_C1 - iV_GetImageWidth(IntImages, IMAGE_GENERIC_TANK)/2, y + MULTIMENU_PLAYER_H - iV_GetImageHeight(IntImages, IMAGE_GENERIC_TANK), pal_GetTeamColour(getPlayerColour(player))); } // clean up widgets if player leaves while menu is up. if (!isHuman && !(game.type == SKIRMISH && player < game.maxPlayers)) { if (widgGetFromID(psWScreen, MULTIMENU_CHANNEL + player) != NULL) { widgDelete(psWScreen, MULTIMENU_CHANNEL + player); } if (widgGetFromID(psWScreen, MULTIMENU_ALLIANCE_BASE + player) != NULL) { widgDelete(psWScreen, MULTIMENU_ALLIANCE_BASE + player); widgDelete(psWScreen, MULTIMENU_GIFT_RAD + player); widgDelete(psWScreen, MULTIMENU_GIFT_RES + player); widgDelete(psWScreen, MULTIMENU_GIFT_DRO + player); widgDelete(psWScreen, MULTIMENU_GIFT_POW + player); giftsUp[player] = false; } } }
// Find the best nearest target for a droid // Returns integer representing target priority, -1 if failed SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, UWORD *targetOrigin) { SDWORD bestMod = 0,newMod, failure = -1; BASE_OBJECT *psTarget = NULL, *friendlyObj, *bestTarget = NULL, *iter, *targetInQuestion, *tempTarget; BOOL electronic = false; STRUCTURE *targetStructure; WEAPON_EFFECT weaponEffect; UWORD tmpOrigin = ORIGIN_UNKNOWN; // reset origin if (targetOrigin) { *targetOrigin = ORIGIN_UNKNOWN; } //don't bother looking if empty vtol droid if (vtolEmpty(psDroid)) { return failure; } /* Return if have no weapons */ // The ai orders a non-combat droid to patrol = crash without it... if ((psDroid->asWeaps[0].nStat == 0 || psDroid->numWeaps == 0) && psDroid->droidType != DROID_SENSOR) { return failure; } // Check if we have a CB target to begin with if (!proj_Direct(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat)) { WEAPON_STATS *psWStats = psDroid->asWeaps[weapon_slot].nStat + asWeaponStats; bestTarget = aiSearchSensorTargets((BASE_OBJECT *)psDroid, weapon_slot, psWStats, &tmpOrigin); bestMod = targetAttackWeight(bestTarget, (BASE_OBJECT *)psDroid, weapon_slot); } weaponEffect = ((WEAPON_STATS *)(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat))->weaponEffect; electronic = electronicDroid(psDroid); // Range was previously 9*TILE_UNITS. Increasing this doesn't seem to help much, though. Not sure why. gridStartIterate(psDroid->pos.x, psDroid->pos.y, psDroid->sensorRange + 6*TILE_UNITS); for (iter = gridIterate(); iter != NULL; iter = gridIterate()) { friendlyObj = NULL; targetInQuestion = iter; /* This is a friendly unit, check if we can reuse its target */ if(aiCheckAlliances(targetInQuestion->player,psDroid->player)) { friendlyObj = targetInQuestion; targetInQuestion = NULL; /* Can we see what it is doing? */ if(friendlyObj->visible[psDroid->player] == UBYTE_MAX) { if(friendlyObj->type == OBJ_DROID) { DROID *friendlyDroid = (DROID *)friendlyObj; /* See if friendly droid has a target */ tempTarget = friendlyDroid->psActionTarget[0]; if(tempTarget && !aiObjectIsProbablyDoomed(tempTarget)) { //make sure a weapon droid is targeting it if(friendlyDroid->numWeaps > 0) { // make sure this target wasn't assigned explicitly to this droid if(friendlyDroid->order != DORDER_ATTACK) { // make sure target is near enough if (aiDroidHasRange(psDroid, tempTarget, weapon_slot)) { targetInQuestion = tempTarget; //consider this target } } } } } else if(friendlyObj->type == OBJ_STRUCTURE) { tempTarget = ((STRUCTURE*)friendlyObj)->psTarget[0]; if (tempTarget && !aiObjectIsProbablyDoomed(tempTarget) && aiDroidHasRange(psDroid, tempTarget, weapon_slot)) { targetInQuestion = tempTarget; } } } } if (targetInQuestion != NULL && targetInQuestion != (BASE_OBJECT *)psDroid // in case friendly unit had me as target && (targetInQuestion->type == OBJ_DROID || targetInQuestion->type == OBJ_STRUCTURE || targetInQuestion->type == OBJ_FEATURE) && targetInQuestion->visible[psDroid->player] == UBYTE_MAX && !aiCheckAlliances(targetInQuestion->player,psDroid->player) && validTarget((BASE_OBJECT *)psDroid, targetInQuestion, weapon_slot) && aiDroidHasRange(psDroid, targetInQuestion, weapon_slot)) { if (targetInQuestion->type == OBJ_DROID) { // in multiPlayer - don't attack Transporters with EW if (bMultiPlayer) { // if not electronic then valid target if (!electronic || (electronic && ((DROID *)targetInQuestion)->droidType != DROID_TRANSPORTER)) { //only a valid target if NOT a transporter psTarget = targetInQuestion; } } else { psTarget = targetInQuestion; } } else if (targetInQuestion->type == OBJ_STRUCTURE) { STRUCTURE *psStruct = (STRUCTURE *)targetInQuestion; if (electronic) { /* don't want to target structures with resistance of zero if using electronic warfare */ if (validStructResistance((STRUCTURE *)targetInQuestion)) { psTarget = targetInQuestion; } } else if (psStruct->asWeaps[0].nStat > 0) { // structure with weapons - go for this psTarget = targetInQuestion; } else if ((psStruct->pStructureType->type != REF_WALL && psStruct->pStructureType->type != REF_WALLCORNER) || driveModeActive() || (bMultiPlayer && !isHumanPlayer(psDroid->player))) { psTarget = targetInQuestion; } } else if (targetInQuestion->type == OBJ_FEATURE && gameTime - psDroid->lastFrustratedTime < FRUSTRATED_TIME && ((FEATURE *)targetInQuestion)->psStats->damageable && psDroid->player != scavengerPlayer()) // hack to avoid scavs blowing up their nice feature walls { psTarget = targetInQuestion; } /* Check if our weapon is most effective against this object */ if(psTarget != NULL && psTarget == targetInQuestion) //was assigned? { newMod = targetAttackWeight(psTarget, (BASE_OBJECT *)psDroid, weapon_slot); /* Remember this one if it's our best target so far */ if( newMod >= 0 && (newMod > bestMod || bestTarget == NULL)) { bestMod = newMod; tmpOrigin = ORIGIN_ALLY; bestTarget = psTarget; } } } } if (bestTarget) { ASSERT(!bestTarget->died, "aiBestNearestTarget: AI gave us a target that is already dead."); targetStructure = visGetBlockingWall((BASE_OBJECT *)psDroid, bestTarget); /* See if target is blocked by a wall; only affects direct weapons */ if (proj_Direct(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat) && targetStructure) { //are we any good against walls? if(asStructStrengthModifier[weaponEffect][targetStructure->pStructureType->strength] >= 100) //can attack atleast with default strength { bestTarget = (BASE_OBJECT *)targetStructure; //attack wall } } if (targetOrigin) { *targetOrigin = tmpOrigin; } *ppsObj = bestTarget; return bestMod; } return failure; }
/* See if there is a target in range */ BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot, BOOL bUpdateTarget, UWORD *targetOrigin) { BASE_OBJECT *psTarget = NULL; DROID *psCommander; SDWORD curTargetWeight=-1; UWORD tmpOrigin = ORIGIN_UNKNOWN; if (targetOrigin) { *targetOrigin = ORIGIN_UNKNOWN; } /* Get the sensor range */ switch (psObj->type) { case OBJ_DROID: if (((DROID *)psObj)->asWeaps[weapon_slot].nStat == 0) { return false; } if (((DROID *)psObj)->asWeaps[0].nStat == 0 && ((DROID *)psObj)->droidType != DROID_SENSOR) { // Can't attack without a weapon return false; } break; case OBJ_STRUCTURE: if (((STRUCTURE *)psObj)->numWeaps == 0 || ((STRUCTURE *)psObj)->asWeaps[0].nStat == 0) { // Can't attack without a weapon return false; } break; default: break; } /* See if there is a something in range */ if (psObj->type == OBJ_DROID) { BASE_OBJECT *psCurrTarget = ((DROID *)psObj)->psActionTarget[0]; /* find a new target */ int newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot, NULL); /* Calculate weight of the current target if updating; but take care not to target * ourselves... */ if (bUpdateTarget && psCurrTarget != psObj) { curTargetWeight = targetAttackWeight(psCurrTarget, psObj, weapon_slot); } if (newTargetWeight >= 0 // found a new target && (!bUpdateTarget // choosing a new target, don't care if current one is better || curTargetWeight <= 0 // attacker had no valid target, use new one || newTargetWeight > curTargetWeight + OLD_TARGET_THRESHOLD) // updating and new target is better && validTarget(psObj, psTarget, weapon_slot) && (aiDroidHasRange((DROID *)psObj, psTarget, weapon_slot) || (secondaryGetState((DROID *)psObj, DSO_HALTTYPE) != DSS_HALT_HOLD))) { ASSERT(!isDead(psTarget), "aiChooseTarget: Droid found a dead target!"); *ppsTarget = psTarget; return true; } } else if (psObj->type == OBJ_STRUCTURE) { WEAPON_STATS *psWStats = NULL; int tarDist, longRange = 0; BOOL bCommanderBlock = false; ASSERT(((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat > 0, "no weapons on structure"); psWStats = ((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat + asWeaponStats; longRange = proj_GetLongRange(psWStats); // see if there is a target from the command droids psTarget = NULL; psCommander = cmdDroidGetDesignator(psObj->player); if (!proj_Direct(psWStats) && (psCommander != NULL) && aiStructHasRange((STRUCTURE *)psObj, (BASE_OBJECT *)psCommander, weapon_slot)) { // there is a commander that can fire designate for this structure // set bCommanderBlock so that the structure does not fire until the commander // has a target - (slow firing weapons will not be ready to fire otherwise). bCommanderBlock = true; // I do believe this will never happen, check for yourself :-) debug(LOG_NEVER,"Commander %d is good enough for fire designation", psCommander->id); if (psCommander->action == DACTION_ATTACK && psCommander->psActionTarget[0] != NULL && !aiObjectIsProbablyDoomed(psCommander->psActionTarget[0])) { // the commander has a target to fire on if (aiStructHasRange((STRUCTURE *)psObj, psCommander->psActionTarget[0], weapon_slot)) { // target in range - fire on it tmpOrigin = ORIGIN_COMMANDER; psTarget = psCommander->psActionTarget[0]; } else { // target out of range - release the commander block bCommanderBlock = false; } } } // indirect fire structures use sensor towers first tarDist = longRange * longRange; if (psTarget == NULL && !bCommanderBlock && !proj_Direct(psWStats)) { psTarget = aiSearchSensorTargets(psObj, weapon_slot, psWStats, &tmpOrigin); } if (psTarget == NULL && !bCommanderBlock) { BASE_OBJECT *psCurr; gridStartIterate(psObj->pos.x, psObj->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS); psCurr = gridIterate(); while (psCurr != NULL) { /* Check that it is a valid target */ if (psCurr->type != OBJ_FEATURE && !aiObjectIsProbablyDoomed(psCurr) && aiStructHasRange((STRUCTURE *)psObj, psCurr, weapon_slot) && !aiCheckAlliances(psCurr->player, psObj->player) && validTarget(psObj, psCurr, weapon_slot) && psCurr->visible[psObj->player] == UBYTE_MAX) { // See if in sensor range and visible int distSq = objPosDiffSq(psCurr->pos, psObj->pos); if (distSq < tarDist || (psTarget && psTarget->type == OBJ_STRUCTURE && ((STRUCTURE *)psTarget)->status != SS_BUILT) || (psTarget && aiObjIsWall(psTarget) && !aiObjIsWall(psCurr))) { tmpOrigin = ORIGIN_VISUAL; psTarget = psCurr; tarDist = distSq; } } psCurr = gridIterate(); } } if (psTarget) { ASSERT(!psTarget->died, "aiChooseTarget: Structure found a dead target!"); if (targetOrigin) { *targetOrigin = tmpOrigin; } *ppsTarget = psTarget; return true; } } return false; }
/** Search the global list of sensors for a possible target for psObj. */ static BASE_OBJECT *aiSearchSensorTargets(BASE_OBJECT *psObj, int weapon_slot, WEAPON_STATS *psWStats, UWORD *targetOrigin) { int longRange = proj_GetLongRange(psWStats); int tarDist = longRange * longRange; BOOL foundCB = false; int minDist = psWStats->minRange * psWStats->minRange; BASE_OBJECT *psSensor, *psTarget = NULL; if (targetOrigin) { *targetOrigin = ORIGIN_UNKNOWN; } for (psSensor = apsSensorList[0]; psSensor; psSensor = psSensor->psNextFunc) { BASE_OBJECT *psTemp = NULL; bool isCB = false; bool isRD = false; if (!aiCheckAlliances(psSensor->player, psObj->player)) { continue; } else if (psSensor->type == OBJ_DROID) { DROID *psDroid = (DROID *)psSensor; ASSERT_OR_RETURN(false, psDroid->droidType == DROID_SENSOR, "A non-sensor droid in a sensor list is non-sense"); psTemp = psDroid->psTarget; isCB = cbSensorDroid(psDroid); isRD = objRadarDetector((BASE_OBJECT *)psDroid); } else if (psSensor->type == OBJ_STRUCTURE) { STRUCTURE *psCStruct = (STRUCTURE *)psSensor; // skip incomplete structures if (psCStruct->status != SS_BUILT) { continue; } psTemp = psCStruct->psTarget[0]; isCB = structCBSensor(psCStruct); isRD = objRadarDetector((BASE_OBJECT *)psCStruct); } if (!psTemp || aiObjectIsProbablyDoomed(psTemp) || !validTarget(psObj, psTemp, 0) || aiCheckAlliances(psTemp->player, psObj->player)) { continue; } if (aiObjHasRange(psObj, psTemp, weapon_slot) && visibleObject(psSensor, psTemp, false)) { int distSq = objPosDiffSq(psTemp->pos, psObj->pos); // Need to be in range, prefer closer targets or CB targets if ((isCB > foundCB || (isCB == foundCB && distSq < tarDist)) && distSq > minDist) { tarDist = distSq; psTarget = psTemp; if (targetOrigin) { *targetOrigin = ORIGIN_SENSOR; } if (isCB) { if (targetOrigin) { *targetOrigin = ORIGIN_CB_SENSOR; } foundCB = true; // got CB target, drop everything and shoot! } else if (isRD) { if (targetOrigin) { *targetOrigin = ORIGIN_RADAR_DETECTOR; } } } } } return psTarget; }
/** Draw the droids and structure positions on the radar. */ static void DrawRadarObjects(void) { UBYTE clan; PIELIGHT playerCol; PIELIGHT flashCol; int x, y; /* Show droids on map - go through all players */ for(clan = 0; clan < MAX_PLAYERS; clan++) { DROID *psDroid; //see if have to draw enemy/ally color if (bEnemyAllyRadarColor) { if (clan == selectedPlayer) { playerCol = colRadarMe; } else { playerCol = (aiCheckAlliances(selectedPlayer, clan) ? colRadarAlly : colRadarEnemy); } } else { //original 8-color mode playerCol = clanColours[getPlayerColour(clan)]; } flashCol = flashColours[getPlayerColour(clan)]; /* Go through all droids */ for(psDroid = apsDroidLists[clan]; psDroid != NULL; psDroid = psDroid->psNext) { if (psDroid->pos.x < world_coord(scrollMinX) || psDroid->pos.y < world_coord(scrollMinY) || psDroid->pos.x >= world_coord(scrollMaxX) || psDroid->pos.y >= world_coord(scrollMaxY)) { continue; } if (psDroid->visible[selectedPlayer] || (bMultiPlayer && game.alliance == ALLIANCES_TEAMS && aiCheckAlliances(selectedPlayer,psDroid->player))) { int x = psDroid->pos.x / TILE_UNITS; int y = psDroid->pos.y / TILE_UNITS; size_t pos = (x - scrollMinX) + (y - scrollMinY) * radarTexWidth; ASSERT(pos * sizeof(*radarBuffer) < radarBufferSize, "Buffer overrun"); if (clan == selectedPlayer && gameTime-psDroid->timeLastHit < HIT_NOTIFICATION) { radarBuffer[pos] = flashCol.rgba; } else { radarBuffer[pos] = playerCol.rgba; } } } } /* Do the same for structures */ for (x = scrollMinX; x < scrollMaxX; x++) { for (y = scrollMinY; y < scrollMaxY; y++) { MAPTILE *psTile = mapTile(x, y); STRUCTURE *psStruct; size_t pos = (x - scrollMinX) + (y - scrollMinY) * radarTexWidth; ASSERT(pos * sizeof(*radarBuffer) < radarBufferSize, "Buffer overrun"); if (!TileHasStructure(psTile)) { continue; } psStruct = (STRUCTURE *)psTile->psObject; clan = psStruct->player; //see if have to draw enemy/ally color if (bEnemyAllyRadarColor) { if (clan == selectedPlayer) { playerCol = colRadarMe; } else { playerCol = (aiCheckAlliances(selectedPlayer, clan) ? colRadarAlly: colRadarEnemy); } } else { //original 8-color mode playerCol = clanColours[getPlayerColour(clan)]; } flashCol = flashColours[getPlayerColour(clan)]; if (psStruct->visible[selectedPlayer] || (bMultiPlayer && game.alliance == ALLIANCES_TEAMS && aiCheckAlliances(selectedPlayer, psStruct->player))) { if (clan == selectedPlayer && gameTime - psStruct->timeLastHit < HIT_NOTIFICATION) { radarBuffer[pos] = flashCol.rgba; } else { radarBuffer[pos] = playerCol.rgba; } } } } }
bool stageThreeInitialise() { STRUCTURE *psStr; UDWORD i; DROID *psDroid; bool fromSave = (getSaveGameType() == GTYPE_SAVE_START || getSaveGameType() == GTYPE_SAVE_MIDMISSION); debug(LOG_WZ, "== stageThreeInitialise =="); loopMissionState = LMS_NORMAL; if (!InitRadar()) // After resLoad cause it needs the game palette initialised. { return false; } // reset the clock to normal speed gameTimeResetMod(); if (!init3DView()) // Initialise 3d view stuff. After resLoad cause it needs the game palette initialised. { return false; } effectResetUpdates(); initLighting(0, 0, mapWidth, mapHeight); pie_InitLighting(); if (fromSave) { // these two lines are the biggest hack in the world. // the reticule seems to get detached from 'reticuleup' // this forces it back in sync... intRemoveReticule(); intAddReticule(); } if (bMultiPlayer) { if (!fromSave) { multiGameInit(); } initTemplates(); } preProcessVisibility(); prepareScripts(getLevelLoadType() == GTYPE_SAVE_MIDMISSION || getLevelLoadType() == GTYPE_SAVE_START); if (!fpathInitialise()) { return false; } mapInit(); gridReset(); //if mission screen is up, close it. if (MissionResUp) { intRemoveMissionResultNoAnim(); } // Re-inititialise some static variables. resizeRadar(); setAllPauseStates(false); /* decide if we have to create teams, ONLY in multiplayer mode!*/ if (bMultiPlayer && alliancesSharedVision(game.alliance)) { createTeamAlliances(); /* Update ally vision for pre-placed structures and droids */ for (i = 0; i < MAX_PLAYERS; i++) { if (i != selectedPlayer) { /* Structures */ for (psStr = apsStructLists[i]; psStr; psStr = psStr->psNext) { if (aiCheckAlliances(psStr->player, selectedPlayer)) { visTilesUpdate((BASE_OBJECT *)psStr); } } /* Droids */ for (psDroid = apsDroidLists[i]; psDroid; psDroid = psDroid->psNext) { if (aiCheckAlliances(psDroid->player, selectedPlayer)) { visTilesUpdate((BASE_OBJECT *)psDroid); } } } } } countUpdate(); if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION) { if (getDebugMappingStatus()) { triggerEventCheatMode(true); } eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT); triggerEvent(TRIGGER_GAME_INIT); } return true; }
bool recvResearchStatus(NETQUEUE queue) { STRUCTURE *psBuilding; PLAYER_RESEARCH *pPlayerRes; RESEARCH_FACILITY *psResFacilty; RESEARCH *pResearch; uint8_t player; bool bStart; uint32_t index, structRef; NETbeginDecode(queue, GAME_RESEARCHSTATUS); NETuint8_t(&player); NETbool(&bStart); NETuint32_t(&structRef); NETuint32_t(&index); NETend(); syncDebug("player%d, bStart%d, structRef%u, index%u", player, bStart, structRef, index); if (player >= MAX_PLAYERS || index >= asResearch.size()) { debug(LOG_ERROR, "Bad GAME_RESEARCHSTATUS received, player is %d, index is %u", (int)player, index); return false; } int prevResearchState = 0; if (aiCheckAlliances(selectedPlayer, player)) { prevResearchState = intGetResearchState(); } pPlayerRes = &asPlayerResList[player][index]; // psBuilding may be null if finishing if (bStart) // Starting research { psBuilding = IdToStruct(structRef, player); // Set that facility to research if (psBuilding && psBuilding->pFunctionality) { psResFacilty = (RESEARCH_FACILITY *) psBuilding->pFunctionality; popStatusPending(*psResFacilty); // Research is no longer pending, as it's actually starting now. if (psResFacilty->psSubject) { cancelResearch(psBuilding, ModeImmediate); } // Set the subject up pResearch = &asResearch[index]; psResFacilty->psSubject = pResearch; // Start the research MakeResearchStarted(pPlayerRes); psResFacilty->timeStartHold = 0; } } // Finished/cancelled research else { // If they completed the research, we're done if (IsResearchCompleted(pPlayerRes)) { return true; } // If they did not say what facility it was, look it up orselves if (!structRef) { // Go through the structs to find the one doing this topic for (psBuilding = apsStructLists[player]; psBuilding; psBuilding = psBuilding->psNext) { if (psBuilding->pStructureType->type == REF_RESEARCH && psBuilding->status == SS_BUILT && ((RESEARCH_FACILITY *) psBuilding->pFunctionality)->psSubject && ((RESEARCH_FACILITY *) psBuilding->pFunctionality)->psSubject->ref - REF_RESEARCH_START == index) { break; } } } else { psBuilding = IdToStruct(structRef, player); } // Stop the facility doing any research if (psBuilding) { cancelResearch(psBuilding, ModeImmediate); popStatusPending(*(RESEARCH_FACILITY *)psBuilding->pFunctionality); // Research cancellation is no longer pending, as it's actually cancelling now. } } if (aiCheckAlliances(selectedPlayer, player)) { intAlliedResearchChanged(); intNotifyResearchButton(prevResearchState); } return true; }
// //////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////// // Text Messaging between players. proceed string with players to send to. // eg "123hi there" sends "hi there" to players 1,2 and 3. bool sendTextMessage(const char *pStr, bool all, uint32_t from) { bool normal = true; bool sendto[MAX_PLAYERS]; int posTable[MAX_PLAYERS]; UDWORD i; char display[MAX_CONSOLE_STRING_LENGTH]; char msg[MAX_CONSOLE_STRING_LENGTH]; char* curStr = (char*)pStr; memset(display,0x0, sizeof(display)); //clear buffer memset(msg,0x0, sizeof(display)); //clear buffer memset(sendto,0x0, sizeof(sendto)); //clear private flag memset(posTable,0x0, sizeof(posTable)); //clear buffer sstrcpy(msg, curStr); if (!all) { // create a position table for (i = 0; i < game.maxPlayers; i++) { posTable[NetPlay.players[i].position] = i; } if (curStr[0] == '.') { curStr++; for (i = 0; i < game.maxPlayers; i++) { if (i != from && aiCheckAlliances(from, i)) { sendto[i] = true; } } normal = false; if (!all) { sstrcpy(display, _("(allies")); } } for (; curStr[0] >= '0' && curStr[0] <= '9'; ++curStr) // for each 0..9 numeric char encountered { i = posTable[curStr[0]-'0']; if (normal) { sstrcpy(display, _("(private to ")); } else { sstrcat(display, ", "); } if ((isHumanPlayer(i) || (game.type == SKIRMISH && i<game.maxPlayers && game.skDiff[i] ) )) { sstrcat(display, getPlayerName(posTable[curStr[0]-'0'])); sendto[i] = true; } else { sstrcat(display, _("[invalid]")); } normal = false; } if (!normal) // lets user know it is a private message { if (curStr[0] == ' ') { curStr++; } sstrcat(display, ") "); sstrcat(display, curStr); } } if (all) //broadcast { NETbeginEncode(NETbroadcastQueue(), NET_TEXTMSG); NETuint32_t(&from); // who this msg is from NETstring(msg,MAX_CONSOLE_STRING_LENGTH); // the message to send NETend(); } else if (normal) { for (i = 0; i < MAX_PLAYERS; i++) { if (i != from && openchannels[i]) { if (isHumanPlayer(i)) { NETbeginEncode(NETnetQueue(i), NET_TEXTMSG); NETuint32_t(&from); // who this msg is from NETstring(msg,MAX_CONSOLE_STRING_LENGTH); // the message to send NETend(); } else //also send to AIs now (non-humans), needed for AI { sendAIMessage(msg, from, i); } } } } else //private msg { for (i = 0; i < MAX_PLAYERS; i++) { if (sendto[i]) { if (isHumanPlayer(i)) { NETbeginEncode(NETnetQueue(i), NET_TEXTMSG); NETuint32_t(&from); // who this msg is from NETstring(display, MAX_CONSOLE_STRING_LENGTH); // the message to send NETend(); } else //also send to AIs now (non-humans), needed for AI { sendAIMessage(curStr, from, i); } } } } // This is for local display if (from == selectedPlayer) { sstrcpy(msg, NetPlay.players[from].name); // name sstrcat(msg, ": "); // seperator sstrcat(msg, (normal ? curStr : display)); // add message addConsoleMessage(msg, DEFAULT_JUSTIFY, from); // display } return true; }