void GenerateWeaponEffectChart (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	//	Compute the list of weapons to show, making sure we filter to weapons
	//	and missiles only.

	CItemTypeTable Selection;
	if (!Selection.Filter(pCmdLine->GetAttribute(CRITERIA_ATTRIB))
			|| (Selection.IsAll() && !Selection.Filter(CONSTLIT("wm"))))
		{
		printf("No entries match criteria.\n");
		return;
		}

	Selection.Sort();

	//	Ship to use

	DWORD dwPlatformUNID;
	if (!pCmdLine->FindAttributeInteger(SHIP_UNID_ATTRIB, (int *)&dwPlatformUNID))
		dwPlatformUNID = WEAPON_PLATFORM_UNID;

	//	Compute some metrics

	int iFramesPerItem = 10;
	int cxFrameHorzMargin = 10;
	int cxMaxDistPerTick = (int)(STD_SECONDS_PER_UPDATE * (LIGHT_SECOND / g_KlicksPerPixel));
	int cyFrame = 64;
	int cxFrame = (2 * cxFrameHorzMargin) + (iFramesPerItem * cxMaxDistPerTick);

	int iHitEffectFramesPerItem = 5;
	int cxHitEffect = 128;
	int cyHitEffect = 128;
	
	int cyRowTitle = 20;
	int cyRow = cyRowTitle + Max(ITEM_ICON_HEIGHT, cyFrame * iFramesPerItem);
	int cxRow = ITEM_ICON_WIDTH + cxFrame;

	int iColumns = Max(1, mathSqrt(Selection.GetCount()));
	int iRows = (Selection.GetCount() + (iColumns - 1)) / iColumns;

	int cxImage = cxRow * iColumns;
	int cyImage = cyRow * iRows;

	//	Initialize the output

	COutputChart Output;
	Output.SetContentSize(cxImage, cyImage);
	Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output")));

	//	Initialize fonts

	Output.SetStyleFont(STYLE_TITLE, pCmdLine->GetAttribute(CONSTLIT("font")));
	Output.SetStyleColor(STYLE_TITLE, CG32bitPixel(0xFF, 0xFF, 0xFF));

	//	Prepare the universe

	CSystem *pSystem;
	if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR)
		{
		printf("ERROR: Unable to create empty star system.\n");
		return;
		}

	//	Create a target in the center of the system

	CSpaceObject *pStation;
	CStationType *pTargetType = Universe.FindStationType(TARGET_UNID);
	if (pTargetType == NULL 
			|| pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR)
		{
		printf("ERROR: Unable to create station.\n");
		return;
		}

	//	Create the weapon platform some distance away

	CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID);
	CShip *pPlatform;
	if (pPlatformSovereign == NULL
				|| pSystem->CreateShip(dwPlatformUNID,
					NULL,
					NULL,
					pPlatformSovereign,
					CVector(-5.0 * LIGHT_SECOND, 0.),
					CVector(),
					0,
					NULL,
					NULL,
					&pPlatform) != NOERROR)
		{
		printf("ERROR: Unable to create weapons platform.\n");
		return;
		}

	//	Set the attacker to hold

	IShipController *pController = pPlatform->GetController();
	if (pController == NULL)
		{
		printf("ERROR: No controller for ship.\n");
		return;
		}

	pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData());
	pPlatform->SetControllerEnabled(false);

	//	Install the largest possible reactor on the ship

	CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID);
	if (pReactorType)
		{
		CItem ReactorItem(pReactorType, 1);

		CItemListManipulator ItemList(pPlatform->GetItemList());
		ItemList.AddItem(ReactorItem);
		pPlatform->OnComponentChanged(comCargo);
		pPlatform->ItemsModified();
		pPlatform->InvalidateItemListAddRemove();

		pPlatform->InstallItemAsDevice(ItemList);
		}

	//	Set the POV

	Universe.SetPOV(pStation);
	pSystem->SetPOVLRS(pStation);

	//	Prepare system

	Universe.UpdateExtended();
	Universe.GarbageCollectLibraryBitmaps();
	Universe.StartGame(true);

	//	Output each weapon

	int xOrigin;
	int yOrigin;
	CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin);
	const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE);
	CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE);

	for (i = 0; i < Selection.GetCount(); i++)
		{
		CItemType *pType = Selection.GetItemType(i);

		//	Compute the metrics of this row

		int xRow = xOrigin + (i % iColumns) * cxRow;
		int yRow = yOrigin + (i / iColumns) * cyRow;

		//	Paint the weapon title

		Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40));
		TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase());

		//	Paint the frames

		PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, 
				xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin,
				yRow + cyRowTitle, 
				cxMaxDistPerTick,
				cyFrame);
		}

	//	Done

	Output.Output();
	}
示例#2
0
EResults RunEncounter (CUniverse &Universe, CSimViewer &Viewer, CStationType *pDefenderType, CShipClass *pAttackerClass, CSovereign *pAttackerSovereign)
	{
	int iTimeOut = DEFAULT_TIME_OUT;

	//	Make sure the universe is clean

	CString sError;
	if (Universe.InitGame(0, &sError) != NOERROR)
		{
		printf("ERROR: %s", sError.GetASCIIZPointer());
		return resultError;
		}

	//	Create an empty system

	CSystem *pSystem;
	if (Universe.CreateEmptyStarSystem(&pSystem) != NOERROR)
		{
		printf("ERROR: Unable to create empty star system.\n");
		return resultError;
		}

	//	Create a station in the center of the system

	CSpaceObject *pStation;
	if (pSystem->CreateStation(pDefenderType, NULL, CVector(), &pStation) != NOERROR)
		{
		printf("ERROR: Unable to create station.\n");
		return resultError;
		}

	//	Set the POV

	Universe.SetPOV(pStation);
	pSystem->SetPOVLRS(pStation);

	//	Prepare system

	Universe.UpdateExtended();
	Universe.GarbageCollectLibraryBitmaps();
	Universe.StartGame(true);

	//	Now create an attacker some distance away

	CVector vPos = PolarToVector(mathRandom(0, 359), INITIAL_DISTANCE);

	CShip *pAttacker;
	if (pSystem->CreateShip(pAttackerClass->GetUNID(), NULL, NULL, pAttackerSovereign, vPos, CVector(), 0, NULL, NULL, &pAttacker) != NOERROR)
		{
		printf("ERROR: Unable to create attacking ship.\n");
		return resultError;
		}

	//	Set the attacker to attack the station

	IShipController *pController = pAttacker->GetController();
	if (pController == NULL)
		{
		printf("ERROR: No controller for ship.\n");
		return resultError;
		}

	pController->AddOrder(IShipController::orderAttackStation, pStation, IShipController::SData());

	//	Watch the attacker

	Universe.SetPOV(pAttacker);
	pSystem->SetPOVLRS(pAttacker);

	//	Update context

	SSystemUpdateCtx Ctx;
	Ctx.bForceEventFiring = true;
	Ctx.bForcePainted = true;

	//	Now keep updating until either the station is destroyed, the ship is destroyed, or we time-out

	int iTime = 0;
	int iDestroyedTime = (Viewer.IsEmpty() ? 0 : DESTROY_TIME);
	bool bDestroyed = false;
	EResults iResult = resultTimeout;
	while (iTime < iTimeOut && (!bDestroyed || iDestroyedTime > 0))
		{
		iTime++;
		Universe.Update(Ctx);

		if (!Viewer.IsEmpty())
			Viewer.PaintViewport(Universe);

		if (bDestroyed)
			iDestroyedTime--;
		else if (pStation->IsDestroyed() || pStation->IsAbandoned())
			{
			bDestroyed = true;
			iResult = resultDefenderDestroyed;
			}
		else if (pAttacker->IsDestroyed())
			{
			bDestroyed = true;
			iResult = resultAttackerDestroyed;
			}
		}

	//	Done

	return iResult;
	}
void TestUpdate (CUniverse &Universe, CXMLElement *pCmdLine)
{
    int i;
    int iTrial;

    TArray<DWORD> Trials;
    DWORD dwLastAverage;

    //	How many tests

    int iCount = pCmdLine->GetAttributeInteger(CONSTLIT("count"));
    if (iCount == 0)
        iCount = 1;

    //	How long do we update

    int iUpdateCount = pCmdLine->GetAttributeInteger(CONSTLIT("updateCount"));
    if (iUpdateCount == 0)
        iUpdateCount = DEFAULT_UPDATE;

    //	Create the fist system

    for (iTrial = 0; iTrial < iCount; iTrial++)
    {
        TArray<SSample> Timings;

        printf("Trial: %d\n", iTrial + 1);

        //	Initialize the universe

        CString sError;
        if (Universe.InitGame(0, &sError) != NOERROR)
        {
            printf("ERROR: %s", sError.GetASCIIZPointer());
            return;
        }

        //	Create the first system

        CTopologyNode *pNode = Universe.GetFirstTopologyNode();
        if (pNode == NULL)
        {
            printf("ERROR: Cannot find first node.\n");
            return;
        }

        CSystem *pSystem;
        if (Universe.CreateStarSystem(pNode, &pSystem) != NOERROR)
        {
            printf("ERROR: Unable to create star system.\n");
            return;
        }

        //	Set the POV

        CSpaceObject *pPOV = pSystem->GetObject(0);
        Universe.SetPOV(pPOV);
        pSystem->SetPOVLRS(pPOV);

        //	Prepare system

        Universe.UpdateExtended();
        Universe.GarbageCollectLibraryBitmaps();
        Universe.StartGame(true);

        //	Update context

        SSystemUpdateCtx Ctx;
        Ctx.bForceEventFiring = true;
        Ctx.bForcePainted = true;

        //	Update for a while

        DWORD dwStart = ::GetTickCount();
        for (i = 0; i < iUpdateCount; i++)
        {
            Universe.Update(Ctx);

            if (i > 0 && (i % SAMPLE_SIZE) == 0)
            {
                DWORD dwEnd = ::GetTickCount();
                DWORD dwTime = dwEnd - dwStart;
                SSample *pSample = Timings.Insert();
                pSample->dwTime = dwTime;
                pSample->iObjCount = GetValidObjCount(pSystem);

                CString sTime = strFormatMilliseconds(dwTime);
                CString sObjTime = strFormatMicroseconds(1000 * dwTime / pSample->iObjCount);
                printf("Objs: %d  Total time: %s  Per obj: %s\n",
                       pSample->iObjCount,
                       sTime.GetASCIIZPointer(),
                       sObjTime.GetASCIIZPointer());

                dwStart = ::GetTickCount();
            }
        }

        //	Compute trial average

        DWORD dwTotal = 0;
        DWORD dwAverage = 0;
        for (i = 0; i < Timings.GetCount(); i++)
            dwTotal += Timings[i].dwTime;

        if (Timings.GetCount() > 0)
        {
            dwAverage = dwTotal / Timings.GetCount();
            CString sTime = strFormatMilliseconds(dwAverage);
            printf("Trial average: %s\n", sTime.GetASCIIZPointer());
        }

        Trials.Insert(dwAverage);

        //	Compute total average

        dwTotal = 0;
        for (i = 0; i < Trials.GetCount(); i++)
            dwTotal += Trials[i];

        dwLastAverage = dwTotal / Trials.GetCount();
        CString sTime = strFormatMilliseconds(dwLastAverage);
        printf("\n");
        printf("Running average: %s\n", sTime.GetASCIIZPointer());
        printf("\n");
    }

    //	Final tally

    CString sTime = strFormatMilliseconds(dwLastAverage);
    CString sTime2 = strFormatMicroseconds(1000 * dwLastAverage / SAMPLE_SIZE);

    printf("Total updates: %d\n", iUpdateCount * iCount);
    printf("Average time for %d updates: %s\n", SAMPLE_SIZE, sTime.GetASCIIZPointer());
    printf("Average time per update: %s\n", sTime2.GetASCIIZPointer());
}