コード例 #1
0
bool
FighterTacticalAI::IsStrikeComplete(Instruction* instr)
{
	// wingmen can not call a halt to a strike:
	if (!ship || element_index > 1)
	return false;

	// if there's nothing to shoot at, we must be done:
	if (!instr || !instr->GetTarget() || instr->GetTarget()->Life() == 0 ||
			instr->GetTarget()->Type() != SimObject::SIM_SHIP)
	return true;

	// break off strike only when ALL weapons are expended:
	// (remember to check all relevant wingmen)
	Element*    element = ship->GetElement();
	Ship*       target  = (Ship*) instr->GetTarget();

	if (!element)
	return true;

	for (int i = 0; i < element->NumShips(); i++) {
		Ship* s = element->GetShip(i+1);

		if (!s || s->Integrity() < 25) // || (s->Location() - target->Location()).length() > 250e3)
		continue;

		ListIter<WeaponGroup> g_iter = s->Weapons();
		while (++g_iter) {
			WeaponGroup* w = g_iter.value();

			if (w->Ammo() && w->CanTarget(target->Class())) {
				ListIter<Weapon> w_iter = w->GetWeapons();

				while (++w_iter) {
					Weapon* weapon = w_iter.value();

					if (weapon->Status() > System::CRITICAL)
					return false;
				}
			}
		}
	}

	// still here?  we must be done!
	return true;
}
コード例 #2
0
void
Instruction::Evaluate(Ship* ship)
{
    Sim* sim = Sim::GetSim();

    switch (action) {
    case VECTOR:
        break;

    case LAUNCH:
        if (ship->GetFlightPhase() == Ship::ACTIVE)
        SetStatus(COMPLETE);
        break;

    case DOCK:
    case RTB:
        if (sim->GetPlayerShip() == ship &&
                (ship->GetFlightPhase() == Ship::DOCKING ||
                    ship->GetFlightPhase() == Ship::DOCKED))
        SetStatus(COMPLETE);
        else if (ship->Integrity() < 1)
        SetStatus(FAILED);
        break;

    case DEFEND:
    case ESCORT:
        {
            bool found = false;
            bool safe  = true;

            ListIter<Element> iter = sim->GetElements();
            while (++iter && !found) {
                Element* e = iter.value();

                if (e->IsFinished() || e->IsSquadron())
                continue;

                if (e->Name() == tgt_name || 
                        (e->GetCommander() && e->GetCommander()->Name() == tgt_name)) {

                    found = true;

                    for (int i = 0; i < e->NumShips(); i++) {
                        Ship* s = e->GetShip(i+1);

                        if (s && s->Integrity() < 1)
                        SetStatus(FAILED);
                    }

                    if (status == PENDING) {
                        // if the element had a flight plan, and all nav points
                        // have been addressed, then the element is safe
                        if (e->FlightPlanLength() > 0) {
                            if (e->GetNextNavPoint() == 0)
                            SetStatus(COMPLETE);
                            else
                            safe = false;
                        }
                    }
                }
            }

            if (status == PENDING && safe &&
                    sim->GetPlayerShip() == ship &&
                    (ship->GetFlightPhase() == Ship::DOCKING ||
                        ship->GetFlightPhase() == Ship::DOCKED)) {
                SetStatus(COMPLETE);
            }
        }
        break;

    case PATROL:
    case SWEEP:
        {
            Sim* sim   = Sim::GetSim();
            bool alive = false;

            ListIter<Element> iter = sim->GetElements();
            while (++iter) {
                Element* e = iter.value();

                if (e->IsFinished() || e->IsSquadron())
                continue;

                if (e->GetIFF() && e->GetIFF() != ship->GetIFF()) {
                    for (int i = 0; i < e->NumShips(); i++) {
                        Ship* s = e->GetShip(i+1);

                        if (s && s->Integrity() >= 1)
                        alive = true;
                    }
                }
            }

            if (status == PENDING && !alive) {
                SetStatus(COMPLETE);
            }
        }
        break;

    case INTERCEPT:
    case STRIKE:
    case ASSAULT:
        {
            Sim* sim   = Sim::GetSim();
            bool alive = false;

            ListIter<Element> iter = sim->GetElements();
            while (++iter) {
                Element* e = iter.value();

                if (e->IsFinished() || e->IsSquadron())
                continue;

                if (e->Name() == tgt_name) {
                    for (int i = 0; i < e->NumShips(); i++) {
                        Ship* s = e->GetShip(i+1);

                        if (s && s->Integrity() >= 1)
                        alive = true;
                    }
                }
            }

            if (status == PENDING && !alive) {
                SetStatus(COMPLETE);
            }
        }
        break;

    case RECON:
        break;

    default:
        break;
    }
}
コード例 #3
0
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);
		}
	}
}
コード例 #4
0
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;
}
コード例 #5
0
void
NetGameClient::DoObjKill(NetMsg* msg)
{
	if (!msg) return;

	NetObjKill obj_kill;
	obj_kill.Unpack(msg->Data());

	Ship* ship = FindShipByObjID(obj_kill.GetObjID());
	if (ship) {
		Ship* killer = FindShipByObjID(obj_kill.GetKillerID());
		Text  killer_name = Game::GetText("NetGameClient.unknown");

		if (killer)
		killer_name = killer->Name();

		// log the kill:
		switch (obj_kill.GetKillType()) {
		default:
		case NetObjKill::KILL_MISC:
			Print("Ship '%s' destroyed (misc) (%s)\n", ship->Name(), FormatGameTime());
			break;

		case NetObjKill::KILL_PRIMARY:
		case NetObjKill::KILL_SECONDARY:
			Print("Ship '%s' killed by '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
			break;

		case NetObjKill::KILL_COLLISION:
			Print("Ship '%s' killed in collision with '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
			break;

		case NetObjKill::KILL_CRASH:
			Print("Ship '%s' destroyed (crash) (%s)\n", ship->Name(), FormatGameTime());

		case NetObjKill::KILL_DOCK:
			Print("Ship '%s' docked (%s)\n", ship->Name(), FormatGameTime());
		}

		// record the kill in the stats:
		if (killer && obj_kill.GetKillType() != NetObjKill::KILL_DOCK) {
			ShipStats* kstats = ShipStats::Find(killer->Name());
			if (kstats) {
				if (obj_kill.GetKillType() == NetObjKill::KILL_PRIMARY)
				kstats->AddEvent(SimEvent::GUNS_KILL, ship->Name());
				
				else if (obj_kill.GetKillType() == NetObjKill::KILL_SECONDARY)
				kstats->AddEvent(SimEvent::MISSILE_KILL, ship->Name());
			}

			if (killer && killer->GetIFF() != ship->GetIFF()) {
				if (ship->GetIFF() > 0 || killer->GetIFF() > 1)
				kstats->AddPoints(ship->Value());
			}
		}

		ShipStats* killee = ShipStats::Find(ship->Name());
		if (killee) {
			if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK)
			killee->AddEvent(SimEvent::DOCK, killer_name);
			else 
			killee->AddEvent(SimEvent::DESTROYED, killer_name);
		}

		if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK) {
			FlightDeck* deck = killer->GetFlightDeck(obj_kill.GetFlightDeck());
			sim->NetDockShip(ship, killer, deck);
		}
		else {
			ship->InflictNetDamage(ship->Integrity());
			ship->DeathSpiral();

			if (!obj_kill.GetRespawn())
			ship->SetRespawnCount(0);
			else
			ship->SetRespawnLoc(obj_kill.GetRespawnLoc());
		}
	}

	// this shouldn't happen in practice, 
	// but if it does, this is what should be done:
	else {
		Shot* shot = FindShotByObjID(obj_kill.GetObjID());

		if (shot) {
			::Print("NetGameClient::DoObjKill destroying shot '%s'\n", shot->Name());
			shot->Destroy();
		}
	}
}