warzone2100/src/droid.cpp

3478 lines
96 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file droid.c
*
* Droid method functions.
*
*/
#include "lib/framework/frame.h"
#include "lib/framework/math_ext.h"
#include "lib/framework/geometry.h"
#include "lib/framework/strres.h"
#include "lib/gamelib/gtime.h"
#include "lib/gamelib/animobj.h"
#include "lib/ivis_opengl/piematrix.h"
#include "lib/ivis_opengl/screen.h"
#include "lib/framework/fixedpoint.h"
#include "lib/script/script.h"
#include "lib/sound/audio.h"
#include "lib/sound/audio_id.h"
#include "lib/netplay/netplay.h"
#include "objects.h"
#include "loop.h"
#include "visibility.h"
#include "map.h"
#include "drive.h"
#include "droid.h"
#include "hci.h"
#include "game.h"
#include "power.h"
#include "miscimd.h"
#include "effects.h"
#include "feature.h"
#include "action.h"
#include "order.h"
#include "move.h"
#include "anim_id.h"
#include "geometry.h"
#include "display.h"
#include "console.h"
#include "component.h"
#include "lighting.h"
#include "multiplay.h"
#include "warcam.h"
#include "display3d.h"
#include "group.h"
#include "text.h"
#include "scripttabs.h"
#include "scriptcb.h"
#include "cmddroid.h"
#include "fpath.h"
#include "mapgrid.h"
#include "projectile.h"
#include "cluster.h"
#include "mission.h"
#include "levels.h"
#include "transporter.h"
#include "selection.h"
#include "difficulty.h"
#include "edit3d.h"
#include "scores.h"
#include "research.h"
#include "combat.h"
#include "scriptfuncs.h" //for ThreatInRange()
#include "template.h"
#include "qtscript.h"
#define DEFAULT_RECOIL_TIME (GAME_TICKS_PER_SEC/4)
#define DROID_DAMAGE_SPREAD (16 - rand()%32)
#define DROID_REPAIR_SPREAD (20 - rand()%40)
// store the experience of recently recycled droids
UWORD aDroidExperience[MAX_PLAYERS][MAX_RECYCLED_DROIDS];
UDWORD selectedGroup = UBYTE_MAX;
UDWORD selectedCommander = UBYTE_MAX;
/** Height the transporter hovers at above the terrain. */
#define TRANSPORTER_HOVER_HEIGHT 10
// the structure that was last hit
DROID *psLastDroidHit;
//determines the best IMD to draw for the droid - A TEMP MEASURE!
static void groupConsoleInformOfSelection(UDWORD groupNumber);
static void groupConsoleInformOfCreation(UDWORD groupNumber);
static void groupConsoleInformOfCentering(UDWORD groupNumber);
static void droidUpdateDroidSelfRepair(DROID *psRepairDroid);
static UDWORD calcDroidBaseBody(DROID *psDroid);
void cancelBuild(DROID *psDroid)
{
if (orderDroidList(psDroid))
{
objTrace(psDroid->id, "Droid build order cancelled - changing to next order");
}
else
{
objTrace(psDroid->id, "Droid build order cancelled");
psDroid->action = DACTION_NONE;
psDroid->order = DroidOrder(DORDER_NONE);
setDroidActionTarget(psDroid, NULL, 0);
/* Notify scripts we just became idle */
psScrCBOrderDroid = psDroid;
psScrCBOrder = psDroid->order.type;
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_DROID_REACH_LOCATION);
psScrCBOrderDroid = NULL;
psScrCBOrder = DORDER_NONE;
triggerEventDroidIdle(psDroid);
}
}
static void droidBodyUpgrade(DROID *psDroid)
{
const int factor = 10000; // use big numbers to scare away rounding errors
int prev = psDroid->originalBody;
psDroid->originalBody = calcDroidBaseBody(psDroid);
int increase = psDroid->originalBody * factor / prev;
psDroid->body = MIN(psDroid->originalBody, (psDroid->body * increase) / factor + 1);
if (psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER)
{
for (DROID *psCurr = psDroid->psGroup->psList; psCurr != NULL; psCurr = psCurr->psGrpNext)
{
if (psCurr != psDroid)
{
droidBodyUpgrade(psCurr);
}
}
}
}
// initialise droid module
bool droidInit(void)
{
memset(aDroidExperience, 0, sizeof(UWORD) * MAX_PLAYERS * MAX_RECYCLED_DROIDS);
psLastDroidHit = NULL;
return true;
}
int droidReloadBar(BASE_OBJECT *psObj, WEAPON *psWeap, int weapon_slot)
{
WEAPON_STATS *psStats;
bool bSalvo;
int firingStage, interval;
if (psWeap->nStat == 0) // no weapon
{
return -1;
}
psStats = asWeaponStats + psWeap->nStat;
/* Justifiable only when greater than a one second reload or intra salvo time */
bSalvo = (psStats->upgrade[psObj->player].numRounds > 1);
if ((bSalvo && psStats->upgrade[psObj->player].reloadTime > GAME_TICKS_PER_SEC)
|| psStats->upgrade[psObj->player].firePause > GAME_TICKS_PER_SEC
|| (psObj->type == OBJ_DROID && isVtolDroid((DROID *)psObj)))
{
if (psObj->type == OBJ_DROID && isVtolDroid((DROID *)psObj))
{
//deal with VTOLs
firingStage = getNumAttackRuns((DROID *)psObj, weapon_slot) - ((DROID *)psObj)->asWeaps[weapon_slot].usedAmmo;
//compare with max value
interval = getNumAttackRuns((DROID *)psObj, weapon_slot);
}
else
{
firingStage = gameTime - psWeap->lastFired;
interval = bSalvo ? weaponReloadTime(psStats, psObj->player) : weaponFirePause(psStats, psObj->player);
}
if (firingStage < interval && interval > 0)
{
return PERCENT(firingStage, interval);
}
return 100;
}
return -1;
}
#define UNIT_LOST_DELAY (5*GAME_TICKS_PER_SEC)
/* Deals damage to a droid
* \param psDroid droid to deal damage to
* \param damage amount of damage to deal
* \param weaponClass the class of the weapon that deals the damage
* \param weaponSubClass the subclass of the weapon that deals the damage
* \param angle angle of impact (from the damage dealing projectile in relation to this droid)
* \return > 0 when the dealt damage destroys the droid, < 0 when the droid survives
*
* NOTE: This function will damage but _never_ destroy transports when in single player (campaign) mode
*/
int32_t droidDamage(DROID *psDroid, unsigned damage, WEAPON_CLASS weaponClass, WEAPON_SUBCLASS weaponSubClass, unsigned impactTime, bool isDamagePerSecond, int minDamage)
{
int32_t relativeDamage;
CHECK_DROID(psDroid);
// VTOLs (and transporters in MP) on the ground take triple damage
if ((isVtolDroid(psDroid) || (((psDroid->droidType == DROID_TRANSPORTER) || (psDroid->droidType == DROID_SUPERTRANSPORTER)) && bMultiPlayer)) && (psDroid->sMove.Status == MOVEINACTIVE))
{
damage *= 3;
}
relativeDamage = objDamage(psDroid, damage, psDroid->originalBody, weaponClass, weaponSubClass, isDamagePerSecond, minDamage);
if (relativeDamage > 0)
{
// reset the attack level
if (secondaryGetState(psDroid, DSO_ATTACK_LEVEL) == DSS_ALEV_ATTACKED)
{
secondarySetState(psDroid, DSO_ATTACK_LEVEL, DSS_ALEV_ALWAYS);
}
// Now check for auto return on droid's secondary orders (i.e. return on medium/heavy damage)
secondaryCheckDamageLevel(psDroid);
if (!bMultiPlayer)
{
// Now check for scripted run-away based on health left
orderHealthCheck(psDroid);
}
CHECK_DROID(psDroid);
}
else if (relativeDamage < 0)
{
// HACK: Prevent transporters from being destroyed in single player
// FIXME: When we fix campaign scripts to use DROID_SUPERTRANSPORTER
if ((game.type == CAMPAIGN) && !bMultiPlayer && (psDroid->droidType == DROID_TRANSPORTER))
{
debug(LOG_ATTACK, "Transport(%d) saved from death--since it should never die (SP only)", psDroid->id);
psDroid->body = 1;
return 0;
}
// Droid destroyed
debug(LOG_ATTACK, "droid (%d): DESTROYED", psDroid->id);
// Deal with score increase/decrease and messages to the player
if( psDroid->player == selectedPlayer)
{
CONPRINTF(ConsoleString,(ConsoleString, _("Unit Lost!")));
scoreUpdateVar(WD_UNITS_LOST);
audio_QueueTrackMinDelayPos(ID_SOUND_UNIT_DESTROYED,UNIT_LOST_DELAY,
psDroid->pos.x, psDroid->pos.y, psDroid->pos.z );
}
else
{
scoreUpdateVar(WD_UNITS_KILLED);
}
// If this is droid is a person and was destroyed by flames,
// show it nicely by burning him/her to death.
if (psDroid->droidType == DROID_PERSON && weaponClass == WC_HEAT)
{
droidBurn(psDroid);
}
// Otherwise use the default destruction animation
else
{
debug(LOG_DEATH, "Droid %d (%p) is toast", (int)psDroid->id, psDroid);
// This should be sent even if multi messages are turned off, as the group message that was
// sent won't contain the destroyed droid
if (bMultiPlayer && !bMultiMessages)
{
bMultiMessages = true;
destroyDroid(psDroid, impactTime);
bMultiMessages = false;
}
else
{
destroyDroid(psDroid, impactTime);
}
}
}
return relativeDamage;
}
// Check that psVictimDroid is not referred to by any other object in the game. We can dump out some
// extra data in debug builds that help track down sources of dangling pointer errors.
#ifdef DEBUG
#define DROIDREF(func, line) "Illegal reference to droid from %s line %d", func, line
#else
#define DROIDREF(func, line) "Illegal reference to droid"
#endif
bool droidCheckReferences(DROID *psVictimDroid)
{
for (int plr = 0; plr < MAX_PLAYERS; plr++)
{
for (STRUCTURE *psStruct = apsStructLists[plr]; psStruct != NULL; psStruct = psStruct->psNext)
{
for (int i = 0; i < psStruct->numWeaps; i++)
{
ASSERT_OR_RETURN(false, (DROID *)psStruct->psTarget[i] != psVictimDroid, DROIDREF(psStruct->targetFunc[i], psStruct->targetLine[i]));
}
}
for (DROID *psDroid = apsDroidLists[plr]; psDroid != NULL; psDroid = psDroid->psNext)
{
if (psDroid->order.psObj == psVictimDroid)
{
debug(LOG_DEATH, "Death cleanup is postponed for this unit %p, (id %d name %s), droid %p (id %d name %s) still has orders concerning it!", psVictimDroid, psVictimDroid->id, psVictimDroid->aName,
psDroid, psDroid->id, psDroid->aName);
debug(LOG_DEATH, DROIDREF(psDroid->targetFunc, psDroid->targetLine));
return false;
}
for (int i = 0; i < psDroid->numWeaps; i++)
{
if (psDroid->psActionTarget[i] == psVictimDroid)
{
debug(LOG_DEATH, "Death cleanup is postponed for this unit %p, (id %d name %s), droid %p (id %d name %s) still has actions concerning it!", psVictimDroid, psVictimDroid->id, psVictimDroid->aName,
psDroid, psDroid->id, psDroid->aName);
debug(LOG_DEATH, DROIDREF(psDroid->actionTargetFunc[i], psDroid->actionTargetLine[i]));
return false;
}
}
}
}
return true;
}
#undef DROIDREF
DROID::DROID(uint32_t id, unsigned player)
: BASE_OBJECT(OBJ_DROID, id, player)
, droidType(DROID_ANY)
, psGroup(NULL)
, psGrpNext(NULL)
, secondaryOrder(DSS_REPLEV_NEVER | DSS_ALEV_ALWAYS)
, secondaryOrderPending(DSS_REPLEV_NEVER | DSS_ALEV_ALWAYS)
, secondaryOrderPendingCount(0)
, action(DACTION_NONE)
, actionPos(0, 0)
, psCurAnim(NULL)
{
memset(aName, 0, sizeof(aName));
memset(asBits, 0, sizeof(asBits));
pos = Vector3i(0, 0, 0);
rot = Vector3i(0, 0, 0);
order.type = DORDER_NONE;
order.pos = Vector2i(0, 0);
order.pos2 = Vector2i(0, 0);
order.direction = 0;
order.psObj = NULL;
order.psStats = NULL;
sMove.asPath = NULL;
sMove.Status = MOVEINACTIVE;
listSize = 0;
listPendingBegin = 0;
iAudioID = NO_SOUND;
psCurAnim = NULL;
group = UBYTE_MAX;
psBaseStruct = NULL;
sDisplay.frameNumber = 0; // it was never drawn before
for (unsigned vPlayer = 0; vPlayer < MAX_PLAYERS; ++vPlayer)
{
visible[vPlayer] = hasSharedVision(vPlayer, player)? UINT8_MAX : 0;
}
memset(seenThisTick, 0, sizeof(seenThisTick));
died = 0;
periodicalDamageStart = 0;
periodicalDamage = 0;
sDisplay.screenX = OFF_SCREEN;
sDisplay.screenY = OFF_SCREEN;
sDisplay.screenR = 0;
sDisplay.imd = NULL;
illumination = UBYTE_MAX;
resistance = ACTION_START_TIME; // init the resistance to indicate no EW performed on this droid
lastFrustratedTime = 0; // make sure we do not start the game frustrated
}
/* DROID::~DROID: release all resources associated with a droid -
* should only be called by objmem - use vanishDroid preferably
*/
DROID::~DROID()
{
DROID *psDroid = this;
DROID *psCurr, *psNext;
/* remove animation if present */
if (psDroid->psCurAnim != NULL)
{
animObj_Remove(psDroid->psCurAnim, psDroid->psCurAnim->psAnim->uwID);
psDroid->psCurAnim = NULL;
}
if (psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER)
{
if (psDroid->psGroup)
{
//free all droids associated with this Transporter
for (psCurr = psDroid->psGroup->psList; psCurr != NULL && psCurr != psDroid; psCurr = psNext)
{
psNext = psCurr->psGrpNext;
delete psCurr;
}
}
}
fpathRemoveDroidData(psDroid->id);
// leave the current group if any
if (psDroid->psGroup)
{
psDroid->psGroup->remove(psDroid);
}
// remove the droid from the cluster system
clustRemoveObject((BASE_OBJECT *)psDroid);
free(sMove.asPath);
}
// recycle a droid (retain it's experience and some of it's cost)
void recycleDroid(DROID *psDroid)
{
UDWORD numKills, minKills;
SDWORD i, cost, storeIndex;
Vector3i position;
CHECK_DROID(psDroid);
// store the droids kills
numKills = psDroid->experience/65536;
minKills = UWORD_MAX;
storeIndex = 0;
for(i=0; i<MAX_RECYCLED_DROIDS; i++)
{
if (aDroidExperience[psDroid->player][i] < (UWORD)minKills)
{
storeIndex = i;
minKills = aDroidExperience[psDroid->player][i];
}
}
aDroidExperience[psDroid->player][storeIndex] = (UWORD)numKills;
// return part of the cost of the droid
cost = calcDroidPower(psDroid);
cost = (cost/2) * psDroid->body / psDroid->originalBody;
addPower(psDroid->player, (UDWORD)cost);
// hide the droid
memset(psDroid->visible, 0, sizeof(psDroid->visible));
// stop any group moral checks
if (psDroid->psGroup)
{
psDroid->psGroup->remove(psDroid);
}
position.x = psDroid->pos.x; // Add an effect
position.z = psDroid->pos.y;
position.y = psDroid->pos.z;
triggerEvent(TRIGGER_OBJECT_RECYCLED, psDroid);
vanishDroid(psDroid);
addEffect(&position, EFFECT_EXPLOSION, EXPLOSION_TYPE_DISCOVERY, false, NULL, false, gameTime - deltaGameTime + 1);
CHECK_DROID(psDroid);
}
bool removeDroidBase(DROID *psDel)
{
DROID *psCurr, *psNext;
STRUCTURE *psStruct;
CHECK_DROID(psDel);
if (isDead((BASE_OBJECT *)psDel))
{
// droid has already been killed, quit
return true;
}
syncDebugDroid(psDel, '#');
/* remove animation if present */
if (psDel->psCurAnim != NULL)
{
const bool bRet = animObj_Remove(psDel->psCurAnim, psDel->psCurAnim->psAnim->uwID);
ASSERT(bRet, "animObj_Remove failed");
psDel->psCurAnim = NULL;
}
//kill all the droids inside the transporter
if (psDel->droidType == DROID_TRANSPORTER || psDel->droidType == DROID_SUPERTRANSPORTER)
{
if (psDel->psGroup)
{
//free all droids associated with this Transporter
for (psCurr = psDel->psGroup->psList; psCurr != NULL && psCurr != psDel; psCurr = psNext)
{
psNext = psCurr->psGrpNext;
/* add droid to droid list then vanish it - hope this works! - GJ */
addDroid(psCurr, apsDroidLists);
vanishDroid(psCurr);
}
}
}
if (!bMultiPlayer) // The moral(e?) checks don't seem like something that belongs in real games.
{
// check moral
if (psDel->psGroup && psDel->psGroup->refCount > 1 && !bMultiPlayer)
{
DROID_GROUP *group = psDel->psGroup;
psDel->psGroup->remove(psDel);
psDel->psGroup = NULL;
orderGroupMoralCheck(group);
}
else
{
orderMoralCheck(psDel->player);
}
}
// leave the current group if any
if (psDel->psGroup)
{
psDel->psGroup->remove(psDel);
psDel->psGroup = NULL;
}
/* Put Deliv. Pts back into world when a command droid dies */
if (psDel->droidType == DROID_COMMAND)
{
for (psStruct = apsStructLists[psDel->player]; psStruct; psStruct=psStruct->psNext)
{
// alexl's stab at a right answer.
if (StructIsFactory(psStruct)
&& psStruct->pFunctionality->factory.psCommander == psDel)
{
assignFactoryCommandDroid(psStruct, NULL);
}
}
}
// Check to see if constructor droid currently trying to find a location to build
if (psDel->player == selectedPlayer && psDel->selected && isConstructionDroid(psDel))
{
// If currently trying to build, kill off the placement
if (tryingToGetLocation())
{
int numSelectedConstructors = 0;
for (DROID *psDroid = apsDroidLists[psDel->player]; psDroid != NULL; psDroid = psDroid->psNext)
{
numSelectedConstructors += psDroid->selected && isConstructionDroid(psDroid);
}
if (numSelectedConstructors <= 1) // If we were the last selected construction droid.
{
kill3DBuilding();
}
}
}
// remove the droid from the cluster systerm
clustRemoveObject((BASE_OBJECT *)psDel);
if (psDel->player == selectedPlayer)
{
intRefreshScreen();
}
killDroid(psDel);
return true;
}
static void removeDroidFX(DROID *psDel, unsigned impactTime)
{
Vector3i pos;
CHECK_DROID(psDel);
// only display anything if the droid is visible
if (!psDel->visible[selectedPlayer])
{
return;
}
if (psDel->droidType == DROID_PERSON && psDel->order.type != DORDER_RUNBURN)
{
/* blow person up into blood and guts */
compPersonToBits(psDel);
}
/* if baba and not running (on fire) then squish */
if (psDel->droidType == DROID_PERSON
&& psDel->order.type != DORDER_RUNBURN
&& psDel->visible[selectedPlayer])
{
// The babarian has been run over ...
audio_PlayStaticTrack(psDel->pos.x, psDel->pos.y, ID_SOUND_BARB_SQUISH);
}
else if (psDel->visible[selectedPlayer])
{
destroyFXDroid(psDel, impactTime);
pos.x = psDel->pos.x;
pos.z = psDel->pos.y;
pos.y = psDel->pos.z;
if (psDel->droidType == DROID_SUPERTRANSPORTER)
{
addEffect(&pos, EFFECT_EXPLOSION, EXPLOSION_TYPE_LARGE, false, NULL, 0, impactTime);
}
else
{
addEffect(&pos, EFFECT_DESTRUCTION, DESTRUCTION_TYPE_DROID, false, NULL, 0, impactTime);
}
audio_PlayStaticTrack( psDel->pos.x, psDel->pos.y, ID_SOUND_EXPLOSION );
}
}
bool destroyDroid(DROID *psDel, unsigned impactTime)
{
if (psDel->lastHitWeapon == WSC_LAS_SAT) // darken tile if lassat.
{
UDWORD width, breadth, mapX, mapY;
MAPTILE *psTile;
mapX = map_coord(psDel->pos.x);
mapY = map_coord(psDel->pos.y);
for (width = mapX-1; width <= mapX+1; width++)
{
for (breadth = mapY-1; breadth <= mapY+1; breadth++)
{
psTile = mapTile(width,breadth);
if(TEST_TILE_VISIBLE(selectedPlayer, psTile))
{
psTile->illumination /= 2;
}
}
}
}
removeDroidFX(psDel, impactTime);
removeDroidBase(psDel);
psDel->died = impactTime;
return true;
}
void vanishDroid(DROID *psDel)
{
removeDroidBase(psDel);
}
/* Remove a droid from the List so doesn't update or get drawn etc
TAKE CARE with removeDroid() - usually want droidRemove since it deal with cluster and grid code*/
//returns false if the droid wasn't removed - because it died!
bool droidRemove(DROID *psDroid, DROID *pList[MAX_PLAYERS])
{
CHECK_DROID(psDroid);
driveDroidKilled(psDroid); // Tell the driver system it's gone.
if (isDead((BASE_OBJECT *) psDroid))
{
// droid has already been killed, quit
return false;
}
// leave the current group if any - not if its a Transporter droid
if ((psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER) && psDroid->psGroup)
{
psDroid->psGroup->remove(psDroid);
psDroid->psGroup = NULL;
}
// reset the baseStruct
setDroidBase(psDroid, NULL);
// remove the droid from the cluster systerm
clustRemoveObject((BASE_OBJECT *)psDroid);
removeDroid(psDroid, pList);
if (psDroid->player == selectedPlayer)
{
intRefreshScreen();
}
return true;
}
static void droidFlameFallCallback( ANIM_OBJECT * psObj )
{
DROID *psDroid;
ASSERT_OR_RETURN( , psObj != NULL, "invalid anim object pointer");
psDroid = (DROID *) psObj->psParent;
ASSERT_OR_RETURN( , psDroid != NULL, "invalid Unit pointer");
psDroid->psCurAnim = NULL;
// This breaks synch, obviously. Animations are not synched, so changing game state as part of an animation is not completely ideal.
//debug(LOG_DEATH, "droidFlameFallCallback: Droid %d destroyed", (int)psDroid->id);
//destroyDroid( psDroid );
}
static void droidBurntCallback( ANIM_OBJECT * psObj )
{
DROID *psDroid;
ASSERT_OR_RETURN( , psObj != NULL, "invalid anim object pointer");
psDroid = (DROID *) psObj->psParent;
ASSERT_OR_RETURN( , psDroid != NULL, "invalid Unit pointer");
/* add falling anim */
psDroid->psCurAnim = animObj_Add((BASE_OBJECT *)psDroid, ID_ANIM_DROIDFLAMEFALL, 0, 1);
if (!psDroid->psCurAnim)
{
debug( LOG_ERROR, "couldn't add fall over anim");
return;
}
animObj_SetDoneFunc( psDroid->psCurAnim, droidFlameFallCallback );
}
void droidBurn(DROID *psDroid)
{
CHECK_DROID(psDroid);
if ( psDroid->droidType != DROID_PERSON )
{
ASSERT(LOG_ERROR, "can't burn anything except babarians currently!");
return;
}
if (psDroid->order.type != DORDER_RUNBURN)
{
/* set droid running */
orderDroid(psDroid, DORDER_RUNBURN, ModeImmediate);
}
/* if already burning return else remove currently-attached anim if present */
if ( psDroid->psCurAnim != NULL )
{
/* return if already burning */
if ( psDroid->psCurAnim->psAnim->uwID == ID_ANIM_DROIDBURN )
{
return;
}
else
{
const bool bRet = animObj_Remove(psDroid->psCurAnim, psDroid->psCurAnim->psAnim->uwID);
ASSERT(bRet, "animObj_Remove failed");
psDroid->psCurAnim = NULL;
}
}
/* add burning anim */
psDroid->psCurAnim = animObj_Add( (BASE_OBJECT *) psDroid,
ID_ANIM_DROIDBURN, 0, 3 );
if ( psDroid->psCurAnim == NULL )
{
debug( LOG_ERROR, "couldn't add burn anim" );
return;
}
/* set callback */
animObj_SetDoneFunc( psDroid->psCurAnim, droidBurntCallback );
/* add scream */
debug( LOG_NEVER, "baba burn" );
// NOTE: 3 types of screams are available ID_SOUND_BARB_SCREAM - ID_SOUND_BARB_SCREAM3
audio_PlayObjDynamicTrack( psDroid, ID_SOUND_BARB_SCREAM+(rand()%3), NULL );
}
void _syncDebugDroid(const char *function, DROID const *psDroid, char ch)
{
int list[] =
{
ch,
(int)psDroid->id,
psDroid->player,
psDroid->pos.x, psDroid->pos.y, psDroid->pos.z,
psDroid->rot.direction, psDroid->rot.pitch, psDroid->rot.roll,
(int)psDroid->order.type, psDroid->order.pos.x, psDroid->order.pos.y, psDroid->listSize,
(int)psDroid->action,
(int)psDroid->secondaryOrder,
(int)psDroid->body,
(int)psDroid->sMove.Status,
psDroid->sMove.speed, psDroid->sMove.moveDir,
psDroid->sMove.pathIndex, psDroid->sMove.numPoints,
psDroid->sMove.src.x, psDroid->sMove.src.y, psDroid->sMove.target.x, psDroid->sMove.target.y, psDroid->sMove.destination.x, psDroid->sMove.destination.y,
psDroid->sMove.bumpDir, (int)psDroid->sMove.bumpTime, psDroid->sMove.lastBump, psDroid->sMove.pauseTime, psDroid->sMove.bumpX, psDroid->sMove.bumpY, (int)psDroid->sMove.shuffleStart,
(int)psDroid->experience,
};
_syncDebugIntList(function, "%c droid%d = p%d;pos(%d,%d,%d),rot(%d,%d,%d),order%d(%d,%d)^%d,action%d,secondaryOrder%X,body%d,sMove(status%d,speed%d,moveDir%d,path%d/%d,src(%d,%d),target(%d,%d),destination(%d,%d),bump(%d,%d,%d,%d,(%d,%d),%d)),exp%u", list, ARRAY_SIZE(list));
}
/* The main update routine for all droids */
void droidUpdate(DROID *psDroid)
{
Vector3i dv;
UDWORD percentDamage, emissionInterval;
BASE_OBJECT *psBeingTargetted = NULL;
unsigned i;
CHECK_DROID(psDroid);
#ifdef DEBUG
// Check that we are (still) in the sensor list
if (psDroid->droidType == DROID_SENSOR)
{
BASE_OBJECT *psSensor;
for (psSensor = apsSensorList[0]; psSensor; psSensor = psSensor->psNextFunc)
{
if (psSensor == (BASE_OBJECT *)psDroid) break;
}
ASSERT(psSensor == (BASE_OBJECT *)psDroid, "%s(%p) not in sensor list!",
droidGetName(psDroid), psDroid);
}
#endif
syncDebugDroid(psDroid, '<');
if (psDroid->flags & BASEFLAG_DIRTY)
{
visTilesUpdate(psDroid);
droidBodyUpgrade(psDroid);
psDroid->flags &= ~BASEFLAG_DIRTY;
}
// Save old droid position, update time.
psDroid->prevSpacetime = getSpacetime(psDroid);
psDroid->time = gameTime;
for (i = 0; i < MAX(1, psDroid->numWeaps); ++i)
{
psDroid->asWeaps[i].prevRot = psDroid->asWeaps[i].rot;
}
// update the cluster of the droid
if ((psDroid->id + gameTime)/2000 != (psDroid->id + gameTime - deltaGameTime)/2000)
{
clustUpdateObject((BASE_OBJECT *)psDroid);
}
// ai update droid
aiUpdateDroid(psDroid);
// Update the droids order. The droid may be killed here due to burn out.
orderUpdateDroid(psDroid);
if (isDead((BASE_OBJECT *)psDroid))
{
return; // FIXME: Workaround for babarians that were burned to death
}
// update the action of the droid
actionUpdateDroid(psDroid);
syncDebugDroid(psDroid, 'M');
// update the move system
moveUpdateDroid(psDroid);
/* Only add smoke if they're visible */
if((psDroid->visible[selectedPlayer]) && psDroid->droidType != DROID_PERSON)
{
// need to clip this value to prevent overflow condition
percentDamage = 100 - clip(PERCENT(psDroid->body, psDroid->originalBody), 0, 100);
// Is there any damage?
if(percentDamage>=25)
{
if(percentDamage>=100)
{
percentDamage = 99;
}
emissionInterval = CALC_DROID_SMOKE_INTERVAL(percentDamage);
int effectTime = std::max(gameTime - deltaGameTime + 1, psDroid->lastEmission + emissionInterval);
if (gameTime >= effectTime)
{
dv.x = psDroid->pos.x + DROID_DAMAGE_SPREAD;
dv.z = psDroid->pos.y + DROID_DAMAGE_SPREAD;
dv.y = psDroid->pos.z;
dv.y += (psDroid->sDisplay.imd->max.y * 2);
addEffect(&dv, EFFECT_SMOKE, SMOKE_TYPE_DRIFTING_SMALL, false, NULL, 0, effectTime);
psDroid->lastEmission = effectTime;
}
}
}
// -----------------
/* Are we a sensor droid or a command droid? Show where we target for selectedPlayer. */
if (psDroid->player == selectedPlayer && (psDroid->droidType == DROID_SENSOR || psDroid->droidType == DROID_COMMAND))
{
/* If we're attacking or sensing (observing), then... */
if ((psBeingTargetted = orderStateObj(psDroid, DORDER_ATTACK))
|| (psBeingTargetted = orderStateObj(psDroid, DORDER_OBSERVE)))
{
psBeingTargetted->flags |= BASEFLAG_TARGETED;
}
}
// -----------------
// See if we can and need to self repair.
if (!isVtolDroid(psDroid) && psDroid->body < psDroid->originalBody && psDroid->asBits[COMP_REPAIRUNIT] != 0 && selfRepairEnabled(psDroid->player))
{
droidUpdateDroidSelfRepair(psDroid);
}
/* Update the fire damage data */
if (psDroid->periodicalDamageStart != 0 && psDroid->periodicalDamageStart != gameTime - deltaGameTime) // -deltaGameTime, since projectiles are updated after droids.
{
// The periodicalDamageStart has been set, but is not from the previous tick, so we must be out of the fire.
psDroid->periodicalDamage = 0; // Reset periodical damage done this tick.
if (psDroid->periodicalDamageStart + BURN_TIME < gameTime)
{
// Finished periodical damaging.
psDroid->periodicalDamageStart = 0;
}
else
{
// do hardcoded burn damage (this damage automatically applied after periodical damage finished)
droidDamage(psDroid, BURN_DAMAGE, WC_HEAT, WSC_FLAME, gameTime - deltaGameTime/2 + 1, true, BURN_MIN_DAMAGE);
}
}
// At this point, the droid may be dead due to periodical damage or hardcoded burn damage.
if (isDead((BASE_OBJECT *)psDroid))
{
return;
}
calcDroidIllumination(psDroid);
// Check the resistance level of the droid
if ((psDroid->id + gameTime)/833 != (psDroid->id + gameTime - deltaGameTime)/833)
{
// Zero resistance means not currently been attacked - ignore these
if (psDroid->resistance && psDroid->resistance < droidResistance(psDroid))
{
// Increase over time if low
psDroid->resistance++;
}
}
syncDebugDroid(psDroid, '>');
CHECK_DROID(psDroid);
}
/* See if a droid is next to a structure */
static bool droidNextToStruct(DROID *psDroid, BASE_OBJECT *psStruct)
{
SDWORD minX, maxX, maxY, x,y;
CHECK_DROID(psDroid);
minX = map_coord(psDroid->pos.x) - 1;
y = map_coord(psDroid->pos.y) - 1;
maxX = minX + 2;
maxY = y + 2;
if (minX < 0)
{
minX = 0;
}
if (maxX >= (SDWORD)mapWidth)
{
maxX = (SDWORD)mapWidth;
}
if (y < 0)
{
y = 0;
}
if (maxY >= (SDWORD)mapHeight)
{
maxY = (SDWORD)mapHeight;
}
for(;y <= maxY; y++)
{
for(x = minX;x <= maxX; x++)
{
if (TileHasStructure(mapTile((UWORD)x,(UWORD)y)) &&
getTileStructure(x,y) == (STRUCTURE *)psStruct)
{
return true;
}
}
}
return false;
}
static bool
droidCheckBuildStillInProgress( void *psObj )
{
DROID *psDroid;
if ( psObj == NULL )
{
return false;
}
psDroid = (DROID*)psObj;
CHECK_DROID(psDroid);
if ( !psDroid->died && psDroid->action == DACTION_BUILD )
{
return true;
}
else
{
return false;
}
}
static bool
droidBuildStartAudioCallback( void *psObj )
{
DROID *psDroid;
psDroid = (DROID*)psObj;
if (psDroid == NULL)
{
return true;
}
if ( psDroid->visible[selectedPlayer] )
{
audio_PlayObjDynamicTrack( psDroid, ID_SOUND_CONSTRUCTION_LOOP, droidCheckBuildStillInProgress );
}
return true;
}
/* Set up a droid to build a structure - returns true if successful */
DroidStartBuild droidStartBuild(DROID *psDroid)
{
STRUCTURE *psStruct;
CHECK_DROID(psDroid);
/* See if we are starting a new structure */
if ((psDroid->order.psObj == NULL) &&
(psDroid->order.type == DORDER_BUILD ||
psDroid->order.type == DORDER_LINEBUILD))
{
STRUCTURE_STATS *psStructStat = psDroid->order.psStats;
STRUCTURE_LIMITS *structLimit = &asStructLimits[psDroid->player][psStructStat - asStructureStats];
ItemAvailability ia = (ItemAvailability)apStructTypeLists[psDroid->player][psStructStat - asStructureStats];
if (ia != AVAILABLE && ia != REDUNDANT)
{
ASSERT(false, "Cannot build \"%s\" for player %d.", psStructStat->name.toUtf8().constData(), psDroid->player);
intBuildFinished(psDroid);
cancelBuild(psDroid);
return DroidStartBuildFailed;
}
//need to check structLimits have not been exceeded
if (structLimit->currentQuantity >= structLimit->limit)
{
intBuildFinished(psDroid);
cancelBuild(psDroid);
return DroidStartBuildFailed;
}
// Can't build on burning oil derricks.
if (psStructStat->type == REF_RESOURCE_EXTRACTOR && fireOnLocation(psDroid->order.pos.x,psDroid->order.pos.y))
{
// Don't cancel build, since we can wait for it to stop burning.
return DroidStartBuildPending;
}
//ok to build
psStruct = buildStructureDir(psStructStat, psDroid->order.pos.x, psDroid->order.pos.y, psDroid->order.direction, psDroid->player,false);
if (!psStruct)
{
intBuildFinished(psDroid);
cancelBuild(psDroid);
return DroidStartBuildFailed;
}
psStruct->body = (psStruct->body + 9) / 10; // Structures start at 10% health. Round up.
}
else
{
/* Check the structure is still there to build (joining a partially built struct) */
psStruct = (STRUCTURE *)psDroid->order.psObj;
if (!droidNextToStruct(psDroid, (BASE_OBJECT *)psStruct))
{
/* Nope - stop building */
debug( LOG_NEVER, "not next to structure" );
}
}
//check structure not already built, and we still 'own' it
if (psStruct->status != SS_BUILT && aiCheckAlliances(psStruct->player, psDroid->player))
{
psDroid->actionStarted = gameTime;
psDroid->actionPoints = 0;
setDroidTarget(psDroid, (BASE_OBJECT *)psStruct);
setDroidActionTarget(psDroid, (BASE_OBJECT *)psStruct, 0);
}
if ( psStruct->visible[selectedPlayer] )
{
audio_PlayObjStaticTrackCallback( psDroid, ID_SOUND_CONSTRUCTION_START,
droidBuildStartAudioCallback );
}
CHECK_DROID(psDroid);
return DroidStartBuildSuccess;
}
static void droidAddWeldSound( Vector3i iVecEffect )
{
SDWORD iAudioID;
iAudioID = ID_SOUND_CONSTRUCTION_1 + (rand()%4);
audio_PlayStaticTrack( iVecEffect.x, iVecEffect.z, iAudioID );
}
static void addConstructorEffect(STRUCTURE *psStruct)
{
UDWORD widthRange,breadthRange;
Vector3i temp;
//FIXME
if((ONEINTEN) && (psStruct->visible[selectedPlayer]))
{
/* This needs fixing - it's an arse effect! */
widthRange = getStructureWidth (psStruct)*TILE_UNITS/4;
breadthRange = getStructureBreadth(psStruct)*TILE_UNITS/4;
temp.x = psStruct->pos.x+((rand()%(2*widthRange)) - widthRange);
temp.y = map_TileHeight(map_coord(psStruct->pos.x), map_coord(psStruct->pos.y))+
(psStruct->sDisplay.imd->max.y / 6);
temp.z = psStruct->pos.y+((rand()%(2*breadthRange)) - breadthRange);
if(rand()%2)
{
droidAddWeldSound( temp );
}
}
}
/* Update a construction droid while it is building
returns true while building continues */
bool droidUpdateBuild(DROID *psDroid)
{
UDWORD pointsToAdd, constructPoints;
STRUCTURE *psStruct;
CHECK_DROID(psDroid);
ASSERT_OR_RETURN(false, psDroid->action == DACTION_BUILD, "%s (order %s) has wrong action for construction: %s",
droidGetName(psDroid), getDroidOrderName(psDroid->order.type), getDroidActionName(psDroid->action));
ASSERT_OR_RETURN(false, psDroid->order.psObj != NULL, "Trying to update a construction, but no target!");
psStruct = (STRUCTURE *)psDroid->order.psObj;
ASSERT_OR_RETURN(false, psStruct->type == OBJ_STRUCTURE, "target is not a structure" );
ASSERT_OR_RETURN(false, psDroid->asBits[COMP_CONSTRUCT] < numConstructStats, "Invalid construct pointer for unit" );
// First check the structure hasn't been completed by another droid
if (psStruct->status == SS_BUILT)
{
// Update the interface
intBuildFinished(psDroid);
// Check if line order build is completed, or we are not carrying out a line order build
if ((map_coord(psDroid->order.pos) == map_coord(psDroid->order.pos2))
|| psDroid->order.type != DORDER_LINEBUILD)
{
cancelBuild(psDroid);
}
else
{
psDroid->action = DACTION_NONE; // make us continue line build
setDroidTarget(psDroid, NULL);
setDroidActionTarget(psDroid, NULL, 0);
}
return false;
}
// make sure we still 'own' the building in question
if (!aiCheckAlliances(psStruct->player, psDroid->player))
{
cancelBuild(psDroid); // stop what you are doing fool it isn't ours anymore!
return false;
}
constructPoints = constructorPoints(asConstructStats + psDroid->
asBits[COMP_CONSTRUCT], psDroid->player);
pointsToAdd = constructPoints * (gameTime - psDroid->actionStarted) /
GAME_TICKS_PER_SEC;
structureBuild(psStruct, psDroid, pointsToAdd - psDroid->actionPoints, constructPoints);
//store the amount just added
psDroid->actionPoints = pointsToAdd;
addConstructorEffect(psStruct);
return true;
}
bool droidStartDemolishing( DROID *psDroid )
{
psDroid->actionStarted = gameTime;
psDroid->actionPoints = 0;
return true;
}
bool droidUpdateDemolishing( DROID *psDroid )
{
CHECK_DROID(psDroid);
ASSERT_OR_RETURN(false, psDroid->action == DACTION_DEMOLISH, "unit is not demolishing");
STRUCTURE *psStruct = (STRUCTURE *)psDroid->order.psObj;
ASSERT_OR_RETURN(false, psStruct->type == OBJ_STRUCTURE, "target is not a structure");
int constructRate = 5 * constructorPoints(asConstructStats + psDroid->asBits[COMP_CONSTRUCT], psDroid->player);
int pointsToAdd = gameTimeAdjustedAverage(constructRate);
structureDemolish(psStruct, psDroid, pointsToAdd);
addConstructorEffect(psStruct);
CHECK_DROID(psDroid);
return true;
}
bool droidStartRepair( DROID *psDroid )
{
STRUCTURE *psStruct;
CHECK_DROID(psDroid);
psStruct = (STRUCTURE *)psDroid->psActionTarget[0];
ASSERT_OR_RETURN(false, psStruct->type == OBJ_STRUCTURE, "target is not a structure");
psDroid->actionStarted = gameTime;
psDroid->actionPoints = 0;
CHECK_DROID(psDroid);
return true;
}
/*Start a Repair Droid working on a damaged droid*/
bool droidStartDroidRepair( DROID *psDroid )
{
DROID *psDroidToRepair;
CHECK_DROID(psDroid);
psDroidToRepair = (DROID *)psDroid->psActionTarget[0];
ASSERT_OR_RETURN(false, psDroidToRepair->type == OBJ_DROID, "target is not a unit");
psDroid->actionStarted = gameTime;
psDroid->actionPoints = 0;
CHECK_DROID(psDroid);
return true;
}
/*Start a EW weapon droid working on a low resistance structure*/
bool droidStartRestore( DROID *psDroid )
{
STRUCTURE *psStruct;
CHECK_DROID(psDroid);
ASSERT_OR_RETURN(false, psDroid->order.type == DORDER_RESTORE, "unit is not restoring");
psStruct = (STRUCTURE *)psDroid->order.psObj;
ASSERT_OR_RETURN(false, psStruct->type == OBJ_STRUCTURE, "target is not a structure");
psDroid->actionStarted = gameTime;
psDroid->actionPoints = 0;
CHECK_DROID(psDroid);
return true;
}
/*continue restoring a structure*/
bool droidUpdateRestore( DROID *psDroid )
{
STRUCTURE *psStruct;
UDWORD pointsToAdd, restorePoints;
WEAPON_STATS *psStats;
int compIndex;
CHECK_DROID(psDroid);
ASSERT_OR_RETURN(false, psDroid->action == DACTION_RESTORE, "unit is not restoring");
psStruct = (STRUCTURE *)psDroid->order.psObj;
ASSERT_OR_RETURN(false, psStruct->type == OBJ_STRUCTURE, "target is not a structure");
ASSERT_OR_RETURN(false, psStruct->pStructureType->upgrade[psStruct->player].resistance != 0, "invalid structure for EW");
ASSERT_OR_RETURN(false, psDroid->asWeaps[0].nStat > 0, "droid doesn't have any weapons");
compIndex = psDroid->asWeaps[0].nStat;
ASSERT_OR_RETURN(false, compIndex < numWeaponStats, "Invalid range referenced for numWeaponStats, %d > %d", compIndex, numWeaponStats);
psStats = asWeaponStats + compIndex;
ASSERT_OR_RETURN(false, psStats->weaponSubClass == WSC_ELECTRONIC, "unit's weapon is not EW");
restorePoints = calcDamage(weaponDamage(psStats, psDroid->player),
psStats->weaponEffect,(BASE_OBJECT *)psStruct);
pointsToAdd = restorePoints * (gameTime - psDroid->actionStarted) /
GAME_TICKS_PER_SEC;
psStruct->resistance = (SWORD)(psStruct->resistance + (pointsToAdd - psDroid->actionPoints));
//store the amount just added
psDroid->actionPoints = pointsToAdd;
CHECK_DROID(psDroid);
/* check if structure is restored */
if (psStruct->resistance < (SDWORD)structureResistance(psStruct->
pStructureType, psStruct->player))
{
return true;
}
else
{
addConsoleMessage(_("Structure Restored") ,DEFAULT_JUSTIFY,SYSTEM_MESSAGE);
psStruct->resistance = (UWORD)structureResistance(psStruct->pStructureType,
psStruct->player);
return false;
}
}
// Declared in weapondef.h.
int getRecoil(WEAPON const &weapon)
{
if (weapon.nStat != 0)
{
// We have a weapon.
if (graphicsTime >= weapon.lastFired && graphicsTime < weapon.lastFired + DEFAULT_RECOIL_TIME)
{
int recoilTime = graphicsTime - weapon.lastFired;
int recoilAmount = DEFAULT_RECOIL_TIME/2 - abs(recoilTime - DEFAULT_RECOIL_TIME/2);
int maxRecoil = asWeaponStats[weapon.nStat].recoilValue; // Max recoil is 1/10 of this value.
return maxRecoil * recoilAmount/(DEFAULT_RECOIL_TIME/2 * 10);
}
// Recoil effect is over.
}
return 0;
}
bool droidUpdateRepair( DROID *psDroid )
{
CHECK_DROID(psDroid);
ASSERT_OR_RETURN(false, psDroid->action == DACTION_REPAIR, "unit does not have repair order");
STRUCTURE *psStruct = (STRUCTURE *)psDroid->psActionTarget[0];
ASSERT_OR_RETURN(false, psStruct->type == OBJ_STRUCTURE, "target is not a structure");
int iRepairRate = constructorPoints(asConstructStats + psDroid->asBits[COMP_CONSTRUCT], psDroid->player);
/* add points to structure */
structureRepair(psStruct, psDroid, iRepairRate);
/* if not finished repair return true else complete repair and return false */
if (psStruct->body < structureBody(psStruct))
{
return true;
}
else
{
objTrace(psDroid->id, "Repaired of %s all done with %u", objInfo(psStruct), iRepairRate);
return false;
}
}
/*Updates a Repair Droid working on a damaged droid*/
static bool droidUpdateDroidRepairBase(DROID *psRepairDroid, DROID *psDroidToRepair)
{
CHECK_DROID(psRepairDroid);
int iRepairRateNumerator = repairPoints(asRepairStats + psRepairDroid->asBits[COMP_REPAIRUNIT], psRepairDroid->player);
int iRepairRateDenominator = 1;
//if self repair then add repair points depending on the time delay for the stat
if (psRepairDroid == psDroidToRepair)
{
iRepairRateNumerator *= GAME_TICKS_PER_SEC;
iRepairRateDenominator *= (asRepairStats + psRepairDroid->asBits[COMP_REPAIRUNIT])->time;
}
int iPointsToAdd = gameTimeAdjustedAverage(iRepairRateNumerator, iRepairRateDenominator);
psDroidToRepair->body = clip(psDroidToRepair->body + iPointsToAdd, 0, psDroidToRepair->originalBody);
/* add plasma repair effect whilst being repaired */
if ((ONEINFIVE) && (psDroidToRepair->visible[selectedPlayer]))
{
Vector3i iVecEffect = swapYZ(psDroidToRepair->pos + Vector3i(DROID_REPAIR_SPREAD, DROID_REPAIR_SPREAD, rand()%8));
effectGiveAuxVar(90+rand()%20);
addEffect(&iVecEffect, EFFECT_EXPLOSION, EXPLOSION_TYPE_LASER, false, NULL, 0, gameTime - deltaGameTime + 1 + rand()%deltaGameTime);
droidAddWeldSound( iVecEffect );
}
CHECK_DROID(psRepairDroid);
/* if not finished repair return true else complete repair and return false */
return psDroidToRepair->body < psDroidToRepair->originalBody;
}
bool droidUpdateDroidRepair(DROID *psRepairDroid)
{
ASSERT_OR_RETURN(false, psRepairDroid->action == DACTION_DROIDREPAIR, "Unit does not have unit repair order");
ASSERT_OR_RETURN(false, psRepairDroid->asBits[COMP_REPAIRUNIT] != 0, "Unit does not have a repair turret");
DROID *psDroidToRepair = (DROID *)psRepairDroid->psActionTarget[0];
ASSERT_OR_RETURN(false, psDroidToRepair->type == OBJ_DROID, "Target is not a unit");
return droidUpdateDroidRepairBase(psRepairDroid, psDroidToRepair);
}
static void droidUpdateDroidSelfRepair(DROID *psRepairDroid)
{
droidUpdateDroidRepairBase(psRepairDroid, psRepairDroid);
}
// return whether a droid is IDF
bool idfDroid(DROID *psDroid)
{
//add Cyborgs
//if (psDroid->droidType != DROID_WEAPON)
if (!(psDroid->droidType == DROID_WEAPON || psDroid->droidType == DROID_CYBORG ||
psDroid->droidType == DROID_CYBORG_SUPER))
{
return false;
}
if (proj_Direct(psDroid->asWeaps[0].nStat + asWeaponStats))
{
return false;
}
return true;
}
/* Return the type of a droid */
DROID_TYPE droidType(DROID *psDroid)
{
return psDroid->droidType;
}
/* Return the type of a droid from it's template */
DROID_TYPE droidTemplateType(DROID_TEMPLATE *psTemplate)
{
DROID_TYPE type = DROID_DEFAULT;
if (psTemplate->droidType == DROID_PERSON ||
psTemplate->droidType == DROID_CYBORG ||
psTemplate->droidType == DROID_CYBORG_SUPER ||
psTemplate->droidType == DROID_CYBORG_CONSTRUCT ||
psTemplate->droidType == DROID_CYBORG_REPAIR ||
psTemplate->droidType == DROID_TRANSPORTER ||
psTemplate->droidType == DROID_SUPERTRANSPORTER)
{
type = psTemplate->droidType;
}
else if (psTemplate->asParts[COMP_BRAIN] != 0)
{
type = DROID_COMMAND;
}
else if ((asSensorStats + psTemplate->asParts[COMP_SENSOR])->location == LOC_TURRET)
{
type = DROID_SENSOR;
}
else if ((asECMStats + psTemplate->asParts[COMP_ECM])->location == LOC_TURRET)
{
type = DROID_ECM;
}
else if (psTemplate->asParts[COMP_CONSTRUCT] != 0)
{
type = DROID_CONSTRUCT;
}
else if ((asRepairStats + psTemplate->asParts[COMP_REPAIRUNIT])->location == LOC_TURRET)
{
type = DROID_REPAIR;
}
else if ( psTemplate->asWeaps[0] != 0 )
{
type = DROID_WEAPON;
}
/* with more than weapon is still a DROID_WEAPON */
else if ( psTemplate->numWeaps > 1)
{
type = DROID_WEAPON;
}
return type;
}
/* Calculate the weight of a droid from it's template */
UDWORD calcDroidWeight(DROID_TEMPLATE *psTemplate)
{
UDWORD weight, i;
/* Get the basic component weight */
weight =
(asBodyStats + psTemplate->asParts[COMP_BODY])->weight +
(asBrainStats + psTemplate->asParts[COMP_BRAIN])->weight +
//(asPropulsionStats + psTemplate->asParts[COMP_PROPULSION])->weight +
(asSensorStats + psTemplate->asParts[COMP_SENSOR])->weight +
(asECMStats + psTemplate->asParts[COMP_ECM])->weight +
(asRepairStats + psTemplate->asParts[COMP_REPAIRUNIT])->weight +
(asConstructStats + psTemplate->asParts[COMP_CONSTRUCT])->weight;
/* propulsion weight is a percentage of the body weight */
weight += (((asPropulsionStats + psTemplate->asParts[COMP_PROPULSION])->weight *
(asBodyStats + psTemplate->asParts[COMP_BODY])->weight) / 100);
/* Add the weapon weight */
for(i=0; i<psTemplate->numWeaps; i++)
{
weight += (asWeaponStats + psTemplate->asWeaps[i])->weight;
}
return weight;
}
/* Calculate the body points of a droid from it's template */
UDWORD calcTemplateBody(DROID_TEMPLATE *psTemplate, UBYTE player)
{
UDWORD body, i;
if (psTemplate == NULL)
{
return 0;
}
BODY_STATS *psStats = asBodyStats + psTemplate->asParts[COMP_BODY];
/* Get the basic component body points */
body =
(asBodyStats + psTemplate->asParts[COMP_BODY])->body +
(asBrainStats + psTemplate->asParts[COMP_BRAIN])->body +
(asSensorStats + psTemplate->asParts[COMP_SENSOR])->body +
(asECMStats + psTemplate->asParts[COMP_ECM])->body +
(asRepairStats + psTemplate->asParts[COMP_REPAIRUNIT])->body +
(asConstructStats + psTemplate->asParts[COMP_CONSTRUCT])->body;
/* propulsion body points are a percentage of the bodys' body points */
body += ((asPropulsionStats + psTemplate->asParts[COMP_PROPULSION])->body * psStats->body) / 100;
/* Add the weapon body points */
for(i=0; i<psTemplate->numWeaps; i++)
{
body += asWeaponStats[psTemplate->asWeaps[i]].body;
}
return body;
}
/* Calculate the base body points of a droid without upgrades*/
static UDWORD calcDroidBaseBody(DROID *psDroid)
{
/* Get the basic component body points */
int body =
(asBodyStats + psDroid->asBits[COMP_BODY])->upgrade[psDroid->player].body +
(asBrainStats + psDroid->asBits[COMP_BRAIN])->body +
(asSensorStats + psDroid->asBits[COMP_SENSOR])->body +
(asECMStats + psDroid->asBits[COMP_ECM])->body +
(asRepairStats + psDroid->asBits[COMP_REPAIRUNIT])->body +
(asConstructStats + psDroid->asBits[COMP_CONSTRUCT])->body;
/* propulsion body points are a percentage of the bodys' body points */
body += (((asPropulsionStats + psDroid->asBits[COMP_PROPULSION])->body *
(asBodyStats + psDroid->asBits[COMP_BODY])->body) / 100);
/* Add the weapon body points */
for (int i = 0; i < psDroid->numWeaps; i++)
{
if (psDroid->asWeaps[i].nStat > 0)
{
body += (asWeaponStats + psDroid->asWeaps[i].nStat)->body;
}
}
return body;
}
/* Calculate the base speed of a droid from it's template */
UDWORD calcDroidBaseSpeed(DROID_TEMPLATE *psTemplate, UDWORD weight, UBYTE player)
{
UDWORD speed;
if (psTemplate->droidType == DROID_CYBORG ||
psTemplate->droidType == DROID_CYBORG_SUPER ||
psTemplate->droidType == DROID_CYBORG_CONSTRUCT ||
psTemplate->droidType == DROID_CYBORG_REPAIR)
{
speed = (asPropulsionTypes[(asPropulsionStats + psTemplate->
asParts[COMP_PROPULSION])->propulsionType].powerRatioMult *
bodyPower(asBodyStats + psTemplate->asParts[COMP_BODY],
player)) / MAX(1, weight);
}
else
{
speed = (asPropulsionTypes[(asPropulsionStats + psTemplate->
asParts[COMP_PROPULSION])->propulsionType].powerRatioMult *
bodyPower(asBodyStats + psTemplate->asParts[COMP_BODY], player)) / MAX(1, weight);
}
// reduce the speed of medium/heavy VTOLs
if (asPropulsionStats[psTemplate->asParts[COMP_PROPULSION]].propulsionType == PROPULSION_TYPE_LIFT)
{
if ((asBodyStats + psTemplate->asParts[COMP_BODY])->size == SIZE_HEAVY)
{
speed /= 4;
}
else if ((asBodyStats + psTemplate->asParts[COMP_BODY])->size == SIZE_MEDIUM)
{
speed = 3 * speed / 4;
}
}
// applies the engine output bonus if output > weight
if ((asBodyStats + psTemplate->asParts[COMP_BODY])->base.power > weight)
{
speed = speed * 3 / 2;
}
return speed;
}
/* Calculate the speed of a droid over a terrain */
UDWORD calcDroidSpeed(UDWORD baseSpeed, UDWORD terrainType, UDWORD propIndex, UDWORD level)
{
PROPULSION_STATS *propulsion = asPropulsionStats + propIndex;
UDWORD speed;
speed = baseSpeed;
// Factor in terrain
speed *= getSpeedFactor(terrainType, propulsion->propulsionType);
speed /= 100;
// Need to ensure doesn't go over the max speed possible for this propulsion
if (speed > propulsion->maxSpeed)
{
speed = propulsion->maxSpeed;
}
// Factor in experience
speed *= (100 + EXP_SPEED_BONUS * level);
speed /= 100;
return speed;
}
/* Calculate the points required to build the template - used to calculate time*/
UDWORD calcTemplateBuild(DROID_TEMPLATE *psTemplate)
{
UDWORD build, i;
build = (asBodyStats + psTemplate->asParts[COMP_BODY])->buildPoints +
(asBrainStats + psTemplate->asParts[COMP_BRAIN])->buildPoints +
(asSensorStats + psTemplate->asParts[COMP_SENSOR])->buildPoints +
(asECMStats + psTemplate->asParts[COMP_ECM])->buildPoints +
(asRepairStats + psTemplate->asParts[COMP_REPAIRUNIT])->buildPoints +
(asConstructStats + psTemplate->asParts[COMP_CONSTRUCT])->buildPoints;
/* propulsion build points are a percentage of the bodys' build points */
build += (((asPropulsionStats + psTemplate->asParts[COMP_PROPULSION])->buildPoints *
(asBodyStats + psTemplate->asParts[COMP_BODY])->buildPoints) / 100);
//add weapon power
for(i=0; i<psTemplate->numWeaps; i++)
{
// FIX ME:
ASSERT( psTemplate->asWeaps[i]<numWeaponStats,
//"Invalid Template weapon for %s", psTemplate->pName );
"Invalid Template weapon for %s", getName(psTemplate) );
build += (asWeaponStats + psTemplate->asWeaps[i])->buildPoints;
}
return build;
}
/* Calculate the power points required to build/maintain a template */
UDWORD calcTemplatePower(DROID_TEMPLATE *psTemplate)
{
UDWORD power, i;
//get the component power
power = (asBodyStats + psTemplate->asParts[COMP_BODY])->buildPower;
power += (asBrainStats + psTemplate->asParts[COMP_BRAIN])->buildPower;
power += (asSensorStats + psTemplate->asParts[COMP_SENSOR])->buildPower;
power += (asECMStats + psTemplate->asParts[COMP_ECM])->buildPower;
power += (asRepairStats + psTemplate->asParts[COMP_REPAIRUNIT])->buildPower;
power += (asConstructStats + psTemplate->asParts[COMP_CONSTRUCT])->buildPower;
/* propulsion power points are a percentage of the bodys' power points */
power += (((asPropulsionStats + psTemplate->asParts[COMP_PROPULSION])->buildPower *
(asBodyStats + psTemplate->asParts[COMP_BODY])->buildPower) / 100);
//add weapon power
for(i=0; i<psTemplate->numWeaps; i++)
{
power += (asWeaponStats + psTemplate->asWeaps[i])->buildPower;
}
return power;
}
/* Calculate the power points required to build/maintain a droid */
UDWORD calcDroidPower(DROID *psDroid)
{
//re-enabled i
UDWORD power, i;
//get the component power
power = (asBodyStats + psDroid->asBits[COMP_BODY])->buildPower +
(asBrainStats + psDroid->asBits[COMP_BRAIN])->buildPower +
(asSensorStats + psDroid->asBits[COMP_SENSOR])->buildPower +
(asECMStats + psDroid->asBits[COMP_ECM])->buildPower +
(asRepairStats + psDroid->asBits[COMP_REPAIRUNIT])->buildPower +
(asConstructStats + psDroid->asBits[COMP_CONSTRUCT])->buildPower;
/* propulsion power points are a percentage of the bodys' power points */
power += (((asPropulsionStats + psDroid->asBits[COMP_PROPULSION])->buildPower *
(asBodyStats + psDroid->asBits[COMP_BODY])->buildPower) / 100);
//add weapon power
for(i=0; i<psDroid->numWeaps; i++)
{
if (psDroid->asWeaps[i].nStat > 0)
{
power += (asWeaponStats + psDroid->asWeaps[i].nStat)->buildPower;
}
}
return power;
}
UDWORD calcDroidPoints(DROID *psDroid)
{
unsigned int i;
int points;
points = getBodyStats(psDroid)->buildPoints;
points += getBrainStats(psDroid)->buildPoints;
points += getPropulsionStats(psDroid)->buildPoints;
points += getSensorStats(psDroid)->buildPoints;
points += getECMStats(psDroid)->buildPoints;
points += getRepairStats(psDroid)->buildPoints;
points += getConstructStats(psDroid)->buildPoints;
for (i = 0; i < psDroid->numWeaps; i++)
{
points += (asWeaponStats + psDroid->asWeaps[i].nStat)->buildPoints;
}
return points;
}
//Builds an instance of a Droid - the x/y passed in are in world coords.
DROID *reallyBuildDroid(DROID_TEMPLATE *pTemplate, Position pos, UDWORD player, bool onMission, Rotation rot)
{
DROID *psDroid;
DROID_GROUP *psGrp;
UDWORD inc;
SDWORD i, experienceLoc;
// Don't use this assertion in single player, since droids can finish building while on an away mission
ASSERT(!bMultiPlayer || worldOnMap(pos.x, pos.y), "the build locations are not on the map");
psDroid = new DROID(generateSynchronisedObjectId(), player);
droidSetName(psDroid, getName(pTemplate));
// Set the droids type
psDroid->droidType = droidTemplateType(pTemplate); // Is set again later to the same thing, in droidSetBits.
psDroid->pos = pos;
psDroid->rot = rot;
//don't worry if not on homebase cos not being drawn yet
if (!onMission)
{
//set droid height
psDroid->pos.z = map_Height(psDroid->pos.x, psDroid->pos.y);
}
if (psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER || psDroid->droidType == DROID_COMMAND)
{
psGrp = grpCreate();
psGrp->add(psDroid);
}
// find the highest stored experience
// Unless game time is stopped, then we're hopefully loading a game and
// don't want to use up recycled experience for the droids we just loaded.
if (!gameTimeIsStopped() &&
(psDroid->droidType != DROID_CONSTRUCT) &&
(psDroid->droidType != DROID_CYBORG_CONSTRUCT) &&
(psDroid->droidType != DROID_REPAIR) &&
(psDroid->droidType != DROID_CYBORG_REPAIR) &&
(psDroid->droidType != DROID_TRANSPORTER) &&
(psDroid->droidType != DROID_SUPERTRANSPORTER))
{
uint32_t numKills = 0;
experienceLoc = 0;
for(i=0; i<MAX_RECYCLED_DROIDS; i++)
{
if (aDroidExperience[player][i]*65536 > numKills)
{
numKills = aDroidExperience[player][i]*65536;
experienceLoc = i;
}
}
aDroidExperience[player][experienceLoc] = 0;
psDroid->experience = numKills;
}
else
{
psDroid->experience = 0;
}
droidSetBits(pTemplate,psDroid);
//calculate the droids total weight
psDroid->weight = calcDroidWeight(pTemplate);
// Initialise the movement stuff
psDroid->baseSpeed = calcDroidBaseSpeed(pTemplate, psDroid->weight, (UBYTE)player);
initDroidMovement(psDroid);
//allocate 'easy-access' data!
psDroid->body = calcDroidBaseBody(psDroid); // includes upgrades
psDroid->originalBody = psDroid->body;
for (inc = 0; inc < WC_NUM_WEAPON_CLASSES; inc++)
{
psDroid->armour[inc] = bodyArmour(asBodyStats + pTemplate->asParts[COMP_BODY], player, (WEAPON_CLASS)inc);
}
/* Set droid's initial illumination */
psDroid->sDisplay.imd = BODY_IMD(psDroid, psDroid->player);
//don't worry if not on homebase cos not being drawn yet
if (!onMission)
{
/* People always stand upright */
if(psDroid->droidType != DROID_PERSON)
{
updateDroidOrientation(psDroid);
}
visTilesUpdate((BASE_OBJECT *)psDroid);
clustNewDroid(psDroid);
}
/* transporter-specific stuff */
if (psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER)
{
//add transporter launch button if selected player and not a reinforcable situation
if ( player == selectedPlayer && !missionCanReEnforce())
{
(void)intAddTransporterLaunch(psDroid);
}
//set droid height to be above the terrain
psDroid->pos.z += TRANSPORTER_HOVER_HEIGHT;
}
if(player == selectedPlayer)
{
scoreUpdateVar(WD_UNITS_BUILT);
}
return psDroid;
}
DROID *buildDroid(DROID_TEMPLATE *pTemplate, UDWORD x, UDWORD y, UDWORD player, bool onMission, const INITIAL_DROID_ORDERS *initialOrders)
{
// ajl. droid will be created, so inform others
if (bMultiMessages)
{
// Only sends if it's ours, otherwise the owner should send the message.
SendDroid(pTemplate, x, y, player, generateNewObjectId(), initialOrders);
return NULL;
}
else
{
return reallyBuildDroid(pTemplate, Position(x, y, 0), player, onMission);
}
}
//initialises the droid movement model
void initDroidMovement(DROID *psDroid)
{
free(psDroid->sMove.asPath);
memset(&psDroid->sMove, 0, sizeof(MOVE_CONTROL));
}
// Set the asBits in a DROID structure given it's template.
void droidSetBits(DROID_TEMPLATE *pTemplate,DROID *psDroid)
{
psDroid->droidType = droidTemplateType(pTemplate);
psDroid->numWeaps = pTemplate->numWeaps;
psDroid->body = calcTemplateBody(pTemplate, psDroid->player);
psDroid->originalBody = psDroid->body;
psDroid->expectedDamage = 0; // Begin life optimistically.
psDroid->time = gameTime - deltaGameTime + 1; // Start at beginning of tick.
psDroid->prevSpacetime.time = psDroid->time - 1; // -1 for interpolation.
//create the droids weapons
for (int inc = 0; inc < DROID_MAXWEAPS; inc++)
{
psDroid->psActionTarget[inc] = NULL;
psDroid->asWeaps[inc].lastFired=0;
psDroid->asWeaps[inc].shotsFired=0;
// no weapon (could be a construction droid for example)
// this is also used to check if a droid has a weapon, so zero it
psDroid->asWeaps[inc].nStat = 0;
psDroid->asWeaps[inc].ammo = 0;
psDroid->asWeaps[inc].rot.direction = 0;
psDroid->asWeaps[inc].rot.pitch = 0;
psDroid->asWeaps[inc].rot.roll = 0;
psDroid->asWeaps[inc].prevRot = psDroid->asWeaps[inc].rot;
if (inc < pTemplate->numWeaps)
{
psDroid->asWeaps[inc].nStat = pTemplate->asWeaps[inc];
psDroid->asWeaps[inc].ammo = (asWeaponStats + psDroid->asWeaps[inc].nStat)->upgrade[psDroid->player].numRounds;
}
psDroid->asWeaps[inc].usedAmmo = 0;
}
memcpy(psDroid->asBits, pTemplate->asParts, sizeof(psDroid->asBits));
switch (getPropulsionStats(psDroid)->propulsionType) // getPropulsionStats(psDroid) only defined after psDroid->asBits[COMP_PROPULSION] is set.
{
case PROPULSION_TYPE_LIFT:
psDroid->blockedBits = AIR_BLOCKED;
break;
case PROPULSION_TYPE_HOVER:
psDroid->blockedBits = FEATURE_BLOCKED;
break;
case PROPULSION_TYPE_PROPELLOR:
psDroid->blockedBits = FEATURE_BLOCKED | LAND_BLOCKED;
break;
default:
psDroid->blockedBits = FEATURE_BLOCKED | WATER_BLOCKED;
break;
}
}
// Sets the parts array in a template given a droid.
void templateSetParts(const DROID *psDroid, DROID_TEMPLATE *psTemplate)
{
psTemplate->numWeaps = 0;
psTemplate->droidType = psDroid->droidType;
for (int inc = 0; inc < DROID_MAXWEAPS; inc++)
{
//this should fix the NULL weapon stats for empty weaponslots
psTemplate->asWeaps[inc] = 0;
if (psDroid->asWeaps[inc].nStat > 0)
{
psTemplate->numWeaps += 1;
psTemplate->asWeaps[inc] = psDroid->asWeaps[inc].nStat;
}
}
memcpy(psTemplate->asParts, psDroid->asBits, sizeof(psDroid->asBits));
}
/* Make all the droids for a certain player a member of a specific group */
void assignDroidsToGroup(UDWORD playerNumber, UDWORD groupNumber)
{
DROID *psDroid;
bool bAtLeastOne = false;
FLAG_POSITION *psFlagPos;
if(groupNumber<UBYTE_MAX)
{
/* Run through all the droids */
for(psDroid = apsDroidLists[playerNumber]; psDroid!=NULL; psDroid = psDroid->psNext)
{
/* Clear out the old ones */
if(psDroid->group == groupNumber)
{
psDroid->group = UBYTE_MAX;
}
/* Only assign the currently selected ones */
if(psDroid->selected)
{
/* Set them to the right group - they can only be a member of one group */
psDroid->group = (UBYTE)groupNumber;
bAtLeastOne = true;
}
}
}
if(bAtLeastOne)
{
setSelectedGroup(groupNumber);
//clear the Deliv Point if one
for (psFlagPos = apsFlagPosLists[selectedPlayer]; psFlagPos;
psFlagPos = psFlagPos->psNext)
{
psFlagPos->selected = false;
}
groupConsoleInformOfCreation(groupNumber);
secondarySetAverageGroupState(selectedPlayer, groupNumber);
}
}
bool activateGroupAndMove(UDWORD playerNumber, UDWORD groupNumber)
{
DROID *psDroid,*psCentreDroid = NULL;
bool selected = false;
FLAG_POSITION *psFlagPos;
if (groupNumber < UBYTE_MAX)
{
for(psDroid = apsDroidLists[playerNumber]; psDroid!=NULL; psDroid = psDroid->psNext)
{
/* Wipe out the ones in the wrong group */
if (psDroid->selected && psDroid->group != groupNumber)
{
DeSelectDroid(psDroid);
}
/* Get the right ones */
if(psDroid->group == groupNumber)
{
SelectDroid(psDroid);
psCentreDroid = psDroid;
}
}
/* There was at least one in the group */
if (psCentreDroid)
{
//clear the Deliv Point if one
for (psFlagPos = apsFlagPosLists[selectedPlayer]; psFlagPos;
psFlagPos = psFlagPos->psNext)
{
psFlagPos->selected = false;
}
selected = true;
if (!driveModeActive())
{
if (getWarCamStatus())
{
camToggleStatus(); // messy - fix this
processWarCam(); //odd, but necessary
camToggleStatus(); // messy - FIXME
}
else
{
/* Centre display on him if warcam isn't active */
setViewPos(map_coord(psCentreDroid->pos.x), map_coord(psCentreDroid->pos.y), true);
}
}
}
}
if(selected)
{
setSelectedGroup(groupNumber);
groupConsoleInformOfCentering(groupNumber);
}
else
{
setSelectedGroup(UBYTE_MAX);
}
return selected;
}
bool activateGroup(UDWORD playerNumber, UDWORD groupNumber)
{
DROID *psDroid;
bool selected = false;
FLAG_POSITION *psFlagPos;
if (groupNumber < UBYTE_MAX)
{
for (psDroid = apsDroidLists[playerNumber]; psDroid; psDroid = psDroid->psNext)
{
/* Wipe out the ones in the wrong group */
if (psDroid->selected && psDroid->group != groupNumber)
{
DeSelectDroid(psDroid);
}
/* Get the right ones */
if (psDroid->group == groupNumber)
{
SelectDroid(psDroid);
selected = true;
}
}
}
if (selected)
{
setSelectedGroup(groupNumber);
//clear the Deliv Point if one
for (psFlagPos = apsFlagPosLists[selectedPlayer]; psFlagPos;
psFlagPos = psFlagPos->psNext)
{
psFlagPos->selected = false;
}
groupConsoleInformOfSelection(groupNumber);
}
else
{
setSelectedGroup(UBYTE_MAX);
}
return selected;
}
void groupConsoleInformOfSelection( UDWORD groupNumber )
{
// ffs am
char groupInfo[255];
unsigned int num_selected = selNumSelected(selectedPlayer);
ssprintf(groupInfo, ngettext("Group %u selected - %u Unit", "Group %u selected - %u Units", num_selected), groupNumber, num_selected);
addConsoleMessage(groupInfo,RIGHT_JUSTIFY,SYSTEM_MESSAGE);
}
void groupConsoleInformOfCreation( UDWORD groupNumber )
{
char groupInfo[255];
if (!getWarCamStatus())
{
unsigned int num_selected = selNumSelected(selectedPlayer);
ssprintf(groupInfo, ngettext("%u unit assigned to Group %u", "%u units assigned to Group %u", num_selected), num_selected, groupNumber);
addConsoleMessage(groupInfo,RIGHT_JUSTIFY,SYSTEM_MESSAGE);
}
}
void groupConsoleInformOfCentering( UDWORD groupNumber )
{
char groupInfo[255];
unsigned int num_selected = selNumSelected(selectedPlayer);
if(!getWarCamStatus())
{
ssprintf(groupInfo, ngettext("Centered on Group %u - %u Unit", "Centered on Group %u - %u Units", num_selected), groupNumber, num_selected);
}
else
{
ssprintf(groupInfo, ngettext("Aligning with Group %u - %u Unit", "Aligning with Group %u - %u Units", num_selected), groupNumber, num_selected);
}
addConsoleMessage(groupInfo,RIGHT_JUSTIFY,SYSTEM_MESSAGE);
}
UDWORD getSelectedGroup( void )
{
return(selectedGroup);
}
void setSelectedGroup(UDWORD groupNumber)
{
selectedGroup = groupNumber;
selectedCommander = UBYTE_MAX;
}
UDWORD getSelectedCommander( void )
{
return(selectedCommander);
}
void setSelectedCommander(UDWORD commander)
{
selectedGroup = UBYTE_MAX;
selectedCommander = commander;
}
/**
* calculate muzzle base location in 3d world
*/
bool calcDroidMuzzleBaseLocation(DROID *psDroid, Vector3i *muzzle, int weapon_slot)
{
iIMDShape *psBodyImd = BODY_IMD(psDroid, psDroid->player);
CHECK_DROID(psDroid);
if (psBodyImd && psBodyImd->nconnectors)
{
Vector3i barrel(0, 0, 0);
Affine3F af;
af.Trans(psDroid->pos.x, -psDroid->pos.z, psDroid->pos.y);
//matrix = the center of droid
af.RotY(psDroid->rot.direction);
af.RotX(psDroid->rot.pitch);
af.RotZ(-psDroid->rot.roll);
af.Trans(psBodyImd->connectors[weapon_slot].x, -psBodyImd->connectors[weapon_slot].z,
-psBodyImd->connectors[weapon_slot].y);//note y and z flipped
*muzzle = swapYZ(af*barrel);
muzzle->z = -muzzle->z;
}
else
{
*muzzle = psDroid->pos + Vector3i(0, 0, psDroid->sDisplay.imd->max.y);
}
CHECK_DROID(psDroid);
return true;
}
/**
* calculate muzzle tip location in 3d world
*/
bool calcDroidMuzzleLocation(DROID *psDroid, Vector3i *muzzle, int weapon_slot)
{
iIMDShape *psBodyImd = BODY_IMD(psDroid, psDroid->player);
CHECK_DROID(psDroid);
if (psBodyImd && psBodyImd->nconnectors)
{
char debugStr[250], debugLen = 0; // Each "(%d,%d,%d)" uses up to 34 bytes, for very large values. So 250 isn't exaggerating.
Vector3i barrel(0, 0, 0);
iIMDShape *psWeaponImd = 0, *psMountImd = 0;
if (psDroid->asWeaps[weapon_slot].nStat)
{
psMountImd = WEAPON_MOUNT_IMD(psDroid, weapon_slot);
psWeaponImd = WEAPON_IMD(psDroid, weapon_slot);
}
Affine3F af;
af.Trans(psDroid->pos.x, -psDroid->pos.z, psDroid->pos.y);
//matrix = the center of droid
af.RotY(psDroid->rot.direction);
af.RotX(psDroid->rot.pitch);
af.RotZ(-psDroid->rot.roll);
af.Trans(psBodyImd->connectors[weapon_slot].x, -psBodyImd->connectors[weapon_slot].z,
-psBodyImd->connectors[weapon_slot].y);//note y and z flipped
debugLen += sprintf(debugStr + debugLen, "connect:body[%d]=(%d,%d,%d)", weapon_slot, psBodyImd->connectors[weapon_slot].x, -psBodyImd->connectors[weapon_slot].z, -psBodyImd->connectors[weapon_slot].y);
//matrix = the weapon[slot] mount on the body
af.RotY(psDroid->asWeaps[weapon_slot].rot.direction); // +ve anticlockwise
// process turret mount
if (psMountImd && psMountImd->nconnectors)
{
af.Trans(psMountImd->connectors->x, -psMountImd->connectors->z, -psMountImd->connectors->y);
debugLen += sprintf(debugStr + debugLen, ",turret=(%d,%d,%d)", psMountImd->connectors->x, -psMountImd->connectors->z, -psMountImd->connectors->y);
}
//matrix = the turret connector for the gun
af.RotX(psDroid->asWeaps[weapon_slot].rot.pitch); // +ve up
//process the gun
if (psWeaponImd && psWeaponImd->nconnectors)
{
unsigned int connector_num = 0;
// which barrel is firing if model have multiple muzzle connectors?
if (psDroid->asWeaps[weapon_slot].shotsFired && (psWeaponImd->nconnectors > 1))
{
// shoot first, draw later - substract one shot to get correct results
connector_num = (psDroid->asWeaps[weapon_slot].shotsFired - 1) % (psWeaponImd->nconnectors);
}
barrel = Vector3i(psWeaponImd->connectors[connector_num].x,
-psWeaponImd->connectors[connector_num].z,
-psWeaponImd->connectors[connector_num].y);
debugLen += sprintf(debugStr + debugLen, ",barrel[%u]=(%d,%d,%d)", connector_num, psWeaponImd->connectors[connector_num].x, -psWeaponImd->connectors[connector_num].y, -psWeaponImd->connectors[connector_num].z);
}
*muzzle = swapYZ(af*barrel);
muzzle->z = -muzzle->z;
sprintf(debugStr + debugLen, ",muzzle=(%d,%d,%d)", muzzle->x, muzzle->y, muzzle->z);
syncDebug("%s", debugStr);
}
else
{
*muzzle = psDroid->pos + Vector3i(0, 0, psDroid->sDisplay.imd->max.y);
}
CHECK_DROID(psDroid);
return true;
}
// finds a droid for the player and sets it to be the current selected droid
bool selectDroidByID(UDWORD id, UDWORD player)
{
DROID *psCurr;
//look through the list of droids for the player and find the matching id
for (psCurr = apsDroidLists[player]; psCurr; psCurr = psCurr->psNext)
{
if (psCurr->id == id)
{
break;
}
}
if (psCurr)
{
clearSelection();
SelectDroid(psCurr);
return true;
}
return false;
}
struct rankMap
{
unsigned int kills; // required minimum amount of kills to reach this rank
unsigned int commanderKills; // required minimum amount of kills for a commander (or sensor) to reach this rank
const char* name; // name of this rank
};
static const struct rankMap arrRank[] =
{
{0, 0, N_("Rookie")},
{4, 8, NP_("rank", "Green")},
{8, 16, N_("Trained")},
{16, 32, N_("Regular")},
{32, 64, N_("Professional")},
{64, 128, N_("Veteran")},
{128, 256, N_("Elite")},
{256, 512, N_("Special")},
{512, 1024, N_("Hero")}
};
unsigned int getDroidLevel(const DROID* psDroid)
{
bool isCommander = (psDroid->droidType == DROID_COMMAND ||
psDroid->droidType == DROID_SENSOR) ? true : false;
unsigned int numKills = psDroid->experience/65536;
unsigned int i;
// Search through the array of ranks until one is found
// which requires more kills than the droid has.
// Then fall back to the previous rank.
for (i = 1; i < ARRAY_SIZE(arrRank); ++i)
{
const unsigned int requiredKills = isCommander ? arrRank[i].commanderKills : arrRank[i].kills;
if (numKills < requiredKills)
{
return i - 1;
}
}
// If the criteria of the last rank are met, then select the last one
return ARRAY_SIZE(arrRank) - 1;
}
UDWORD getDroidEffectiveLevel(DROID *psDroid)
{
UDWORD level = getDroidLevel(psDroid);
UDWORD cmdLevel = 0;
// get commander level
if (hasCommander(psDroid))
{
cmdLevel = cmdGetCommanderLevel(psDroid);
// Commanders boost units' effectiveness just by being assigned to it
level++;
}
return MAX(level, cmdLevel);
}
const char *getDroidNameForRank(UDWORD rank)
{
ASSERT_OR_RETURN(PE_("rank", "invalid"), rank < (sizeof(arrRank) / sizeof(struct rankMap)),
"given rank number (%d) out of bounds, we only have %lu ranks", rank, (unsigned long) (sizeof(arrRank) / sizeof(struct rankMap)) );
return PE_("rank", arrRank[rank].name);
}
const char *getDroidLevelName(DROID *psDroid)
{
return(getDroidNameForRank(getDroidLevel(psDroid)));
}
UDWORD getNumDroidsForLevel(UDWORD level)
{
DROID *psDroid;
UDWORD count;
for(psDroid = apsDroidLists[selectedPlayer],count = 0;
psDroid; psDroid = psDroid->psNext)
{
if (getDroidLevel(psDroid) == level)
{
count++;
}
}
return count;
}
// Get the name of a droid from it's DROID structure.
//
const char *droidGetName(const DROID *psDroid)
{
return psDroid->aName;
}
//
// Set the name of a droid in it's DROID structure.
//
// - only possible on the PC where you can adjust the names,
//
void droidSetName(DROID *psDroid,const char *pName)
{
sstrcpy(psDroid->aName, pName);
}
// ////////////////////////////////////////////////////////////////////////////
// returns true when no droid on x,y square.
bool noDroid(UDWORD x, UDWORD y)
{
unsigned int i;
// check each droid list
for (i = 0; i < MAX_PLAYERS; ++i)
{
const DROID* psDroid;
for (psDroid = apsDroidLists[i]; psDroid; psDroid = psDroid->psNext)
{
if (map_coord(psDroid->pos.x) == x
&& map_coord(psDroid->pos.y) == y)
{
return false;
}
}
}
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// returns true when at most one droid on x,y square.
static bool oneDroidMax(UDWORD x, UDWORD y)
{
UDWORD i;
bool bFound = false;
DROID *pD;
// check each droid list
for(i=0;i<MAX_PLAYERS;i++)
{
for(pD = apsDroidLists[i]; pD ; pD= pD->psNext)
{
if (map_coord(pD->pos.x) == x
&& map_coord(pD->pos.y) == y)
{
if (bFound)
{
return false;
}
bFound = true;//first droid on this square so continue
}
}
}
return true;
}
// ////////////////////////////////////////////////////////////////////////////
// returns true if it's a sensible place to put that droid.
static bool sensiblePlace(SDWORD x, SDWORD y, PROPULSION_TYPE propulsion)
{
// not too near the edges.
if((x < TOO_NEAR_EDGE) || (x > (SDWORD)(mapWidth - TOO_NEAR_EDGE)))
return false;
if((y < TOO_NEAR_EDGE) || (y > (SDWORD)(mapHeight - TOO_NEAR_EDGE)))
return false;
// not on a blocking tile.
if (fpathBlockingTile(x, y, propulsion))
{
return false;
}
return true;
}
// ------------------------------------------------------------------------------------
// Should stop things being placed in inaccessible areas? Assume wheeled propulsion.
bool zonedPAT(UDWORD x, UDWORD y)
{
return sensiblePlace(x, y, PROPULSION_TYPE_WHEELED) && noDroid(x,y);
}
static bool canFitDroid(UDWORD x, UDWORD y)
{
return sensiblePlace(x, y, PROPULSION_TYPE_WHEELED) && oneDroidMax(x, y);
}
/// find a tile for which the function will return true
bool pickATileGen(UDWORD *x, UDWORD *y, UBYTE numIterations,
bool (*function)(UDWORD x, UDWORD y))
{
return pickATileGenThreat(x, y, numIterations, -1, -1, function);
}
bool pickATileGen(Vector2i *pos, unsigned numIterations, bool (*function)(UDWORD x, UDWORD y))
{
UDWORD x = pos->x, y = pos->y;
bool ret = pickATileGenThreat(&x, &y, numIterations, -1, -1, function);
*pos = Vector2i(x, y);
return ret;
}
/// find a tile for which the passed function will return true without any threat in the specified range
bool pickATileGenThreat(UDWORD *x, UDWORD *y, UBYTE numIterations, SDWORD threatRange,
SDWORD player, bool (*function)(UDWORD x, UDWORD y))
{
SDWORD i, j;
SDWORD startX, endX, startY, endY;
UDWORD passes;
Vector3i origin(world_coord(*x), world_coord(*y), 0);
ASSERT_OR_RETURN(false, *x<mapWidth,"x coordinate is off-map for pickATileGen" );
ASSERT_OR_RETURN(false, *y<mapHeight,"y coordinate is off-map for pickATileGen" );
if (function(*x,*y) && ((threatRange <=0) || (!ThreatInRange(player, threatRange, *x, *y, false)))) //TODO: vtol check really not needed?
{
return(true);
}
/* Initial box dimensions and set iteration count to zero */
startX = endX = *x; startY = endY = *y; passes = 0;
/* Keep going until we get a tile or we exceed distance */
while(passes<numIterations)
{
/* Process whole box */
for(i = startX; i <= endX; i++)
{
for(j = startY; j<= endY; j++)
{
/* Test only perimeter as internal tested previous iteration */
if(i==startX || i==endX || j==startY || j==endY)
{
Vector3i newPos(world_coord(i), world_coord(j), 0);
/* Good enough? */
if (function(i, j)
&& fpathCheck(origin, newPos, PROPULSION_TYPE_WHEELED)
&& ((threatRange <= 0) || (!ThreatInRange(player, threatRange, world_coord(i), world_coord(j), false))))
{
/* Set exit conditions and get out NOW */
*x = i; *y = j;
return true;
}
}
}
}
/* Expand the box out in all directions - off map handled by tileAcceptable */
startX--; startY--; endX++; endY++; passes++;
}
/* If we got this far, then we failed - passed in values will be unchanged */
return false;
}
/// find a tile for a wheeled droid with only one other droid present
PICKTILE pickHalfATile(UDWORD *x, UDWORD *y, UBYTE numIterations)
{
return pickATileGen(x, y, numIterations, canFitDroid)? FREE_TILE : NO_FREE_TILE;
}
/* Looks through the players list of droids to see if any of them are
building the specified structure - returns true if finds one*/
bool checkDroidsBuilding(STRUCTURE *psStructure)
{
DROID *psDroid;
for (psDroid = apsDroidLists[psStructure->player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
//check DORDER_BUILD, HELP_BUILD is handled the same
BASE_OBJECT * const psStruct = orderStateObj(psDroid, DORDER_BUILD);
if ((STRUCTURE*)psStruct == psStructure)
{
return true;
}
}
return false;
}
/* Looks through the players list of droids to see if any of them are
demolishing the specified structure - returns true if finds one*/
bool checkDroidsDemolishing(STRUCTURE *psStructure)
{
DROID *psDroid;
for (psDroid = apsDroidLists[psStructure->player]; psDroid != NULL; psDroid =
psDroid->psNext)
{
//check DORDER_DEMOLISH
BASE_OBJECT * const psStruct = orderStateObj(psDroid, DORDER_DEMOLISH);
if ((STRUCTURE*)psStruct == psStructure)
{
return true;
}
}
return false;
}
int nextModuleToBuild(STRUCTURE const *psStruct, int lastOrderedModule)
{
int order = 0;
UDWORD i = 0;
ASSERT_OR_RETURN(0, psStruct != NULL && psStruct->pStructureType != NULL, "Invalid structure pointer");
int next = psStruct->status == SS_BUILT? 1 : 0; // If complete, next is one after the current number of modules, otherwise next is the one we're working on.
int max;
switch (psStruct->pStructureType->type)
{
case REF_POWER_GEN:
//check room for one more!
max = std::max<int>(psStruct->capacity + next, lastOrderedModule + 1);
if (max <= 1)
{
i = powerModuleStat;
order = max;
}
break;
case REF_FACTORY:
case REF_VTOL_FACTORY:
//check room for one more!
max = std::max<int>(psStruct->capacity + next, lastOrderedModule + 1);
if (max <= NUM_FACTORY_MODULES)
{
i = factoryModuleStat;
order = max;
}
break;
case REF_RESEARCH:
//check room for one more!
max = std::max<int>(psStruct->capacity + next, lastOrderedModule + 1);
if (max <= 1)
{
i = researchModuleStat;
order = max; // Research modules are weird. Build one, get three free.
}
break;
default:
//no other structures can have modules attached
break;
}
if (order)
{
// Check availability of Module
if (!((i < numStructureStats) &&
(apStructTypeLists[psStruct->player][i] == AVAILABLE)))
{
order = 0;
}
}
return order;
}
/*Deals with building a module - checking if any droid is currently doing this
- if so, helping to build the current one*/
void setUpBuildModule(DROID *psDroid)
{
Vector2i tile = map_coord(psDroid->order.pos);
//check not another Truck started
STRUCTURE *psStruct = getTileStructure(tile.x, tile.y);
if (psStruct)
{ // if a droid is currently building, or building is in progress of being built/upgraded the droid's order should be DORDER_HELPBUILD
if (checkDroidsBuilding(psStruct) || !psStruct->status )
{
//set up the help build scenario
psDroid->order.type = DORDER_HELPBUILD;
setDroidTarget(psDroid, (BASE_OBJECT *)psStruct);
if (droidStartBuild(psDroid))
{
psDroid->action = DACTION_BUILD;
intBuildStarted(psDroid);
return;
}
}
else
{
if (nextModuleToBuild(psStruct, -1) > 0)
{
//no other droids building so just start it off
if (droidStartBuild(psDroid))
{
psDroid->action = DACTION_BUILD;
intBuildStarted(psDroid);
return;
}
}
}
}
cancelBuild(psDroid);
}
/* Just returns true if the droid's present body points aren't as high as the original*/
bool droidIsDamaged(DROID *psDroid)
{
if(psDroid->body < psDroid->originalBody)
{
return(true);
}
else
{
return(false);
}
}
char const *getDroidResourceName(char const *pName)
{
/* See if the name has a string resource associated with it by trying
* to get the string resource.
*/
return strresGetString(psStringRes, pName);
}
/*checks to see if an electronic warfare weapon is attached to the droid*/
bool electronicDroid(DROID *psDroid)
{
DROID *psCurr;
CHECK_DROID(psDroid);
//use slot 0 for now
if (psDroid->numWeaps > 0 && asWeaponStats[psDroid->asWeaps[0].nStat].weaponSubClass == WSC_ELECTRONIC)
{
return true;
}
if (psDroid->droidType == DROID_COMMAND && psDroid->psGroup && psDroid->psGroup->psCommander == psDroid)
{
// if a commander has EW units attached it is electronic
for (psCurr = psDroid->psGroup->psList; psCurr; psCurr = psCurr->psGrpNext)
{
if (psDroid != psCurr && electronicDroid(psCurr))
{
return true;
}
}
}
return false;
}
/*checks to see if the droid is currently being repaired by another*/
bool droidUnderRepair(DROID *psDroid)
{
DROID *psCurr;
CHECK_DROID(psDroid);
//droid must be damaged
if (droidIsDamaged(psDroid))
{
//look thru the list of players droids to see if any are repairing this droid
for (psCurr = apsDroidLists[psDroid->player]; psCurr != NULL; psCurr = psCurr->psNext)
{
if ((psCurr->droidType == DROID_REPAIR || psCurr->droidType ==
DROID_CYBORG_REPAIR) && psCurr->action ==
DACTION_DROIDREPAIR && psCurr->order.psObj == psDroid)
{
return true;
}
}
}
return false;
}
//count how many Command Droids exist in the world at any one moment
UBYTE checkCommandExist(UBYTE player)
{
DROID *psDroid;
UBYTE quantity = 0;
for (psDroid = apsDroidLists[player]; psDroid != NULL; psDroid = psDroid->psNext)
{
if (psDroid->droidType == DROID_COMMAND)
{
quantity++;
}
}
return quantity;
}
//access functions for vtols
bool isVtolDroid(const DROID* psDroid)
{
return asPropulsionStats[psDroid->asBits[COMP_PROPULSION]].propulsionType == PROPULSION_TYPE_LIFT
&& (psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER);
}
/* returns true if the droid has lift propulsion and is moving */
bool isFlying(const DROID* psDroid)
{
return (asPropulsionStats + psDroid->asBits[COMP_PROPULSION])->propulsionType == PROPULSION_TYPE_LIFT
&& (psDroid->sMove.Status != MOVEINACTIVE || psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER);
}
/* returns true if it's a VTOL weapon droid which has completed all runs */
bool vtolEmpty(DROID *psDroid)
{
UBYTE i;
CHECK_DROID(psDroid);
if (!isVtolDroid(psDroid))
{
return false;
}
if (psDroid->droidType != DROID_WEAPON)
{
return false;
}
for (i = 0; i < psDroid->numWeaps; i++)
{
if (asWeaponStats[psDroid->asWeaps[i].nStat].vtolAttackRuns > 0 &&
psDroid->asWeaps[i].usedAmmo < getNumAttackRuns(psDroid, i))
{
return false;
}
}
return true;
}
/* returns true if it's a VTOL weapon droid which still has full ammo */
bool vtolFull(DROID *psDroid)
{
UBYTE i;
CHECK_DROID(psDroid);
if (!isVtolDroid(psDroid))
{
return false;
}
if (psDroid->droidType != DROID_WEAPON)
{
return false;
}
for (i = 0; i < psDroid->numWeaps; i++)
{
if (asWeaponStats[psDroid->asWeaps[i].nStat].vtolAttackRuns > 0 &&
psDroid->asWeaps[i].usedAmmo > 0)
{
return false;
}
}
return true;
}
// true if a vtol is waiting to be rearmed by a particular rearm pad
bool vtolReadyToRearm(DROID *psDroid, STRUCTURE *psStruct)
{
BASE_OBJECT *psRearmPad;
CHECK_DROID(psDroid);
if (!isVtolDroid(psDroid)
|| psDroid->action != DACTION_WAITFORREARM)
{
return false;
}
// If a unit has been ordered to rearm make sure it goes to the correct base
psRearmPad = orderStateObj(psDroid, DORDER_REARM);
if (psRearmPad
&& (STRUCTURE*)psRearmPad != psStruct
&& !vtolOnRearmPad((STRUCTURE*)psRearmPad, psDroid))
{
// target rearm pad is clear - let it go there
return false;
}
if (vtolHappy(psDroid) &&
vtolOnRearmPad(psStruct, psDroid))
{
// there is a vtol on the pad and this vtol is already rearmed
// don't bother shifting the other vtol off
return false;
}
if ((psDroid->psActionTarget[0] != NULL) &&
(psDroid->psActionTarget[0]->cluster != psStruct->cluster))
{
// vtol is rearming at a different base
return false;
}
return true;
}
// true if a vtol droid currently returning to be rearmed
bool vtolRearming(DROID *psDroid)
{
CHECK_DROID(psDroid);
if (!isVtolDroid(psDroid))
{
return false;
}
if (psDroid->droidType != DROID_WEAPON)
{
return false;
}
if (psDroid->action == DACTION_MOVETOREARM ||
psDroid->action == DACTION_WAITFORREARM ||
psDroid->action == DACTION_MOVETOREARMPOINT ||
psDroid->action == DACTION_WAITDURINGREARM)
{
return true;
}
return false;
}
// true if a droid is currently attacking
bool droidAttacking(DROID *psDroid)
{
CHECK_DROID(psDroid);
//what about cyborgs?
if (!(psDroid->droidType == DROID_WEAPON || psDroid->droidType == DROID_CYBORG ||
psDroid->droidType == DROID_CYBORG_SUPER))
{
return false;
}
if (psDroid->action == DACTION_ATTACK ||
psDroid->action == DACTION_MOVETOATTACK ||
psDroid->action == DACTION_ROTATETOATTACK ||
psDroid->action == DACTION_VTOLATTACK ||
psDroid->action == DACTION_MOVEFIRE)
{
return true;
}
return false;
}
// see if there are any other vtols attacking the same target
// but still rearming
bool allVtolsRearmed(DROID *psDroid)
{
DROID *psCurr;
bool stillRearming;
CHECK_DROID(psDroid);
// ignore all non vtols
if (!isVtolDroid(psDroid))
{
return true;
}
stillRearming = false;
for (psCurr=apsDroidLists[psDroid->player]; psCurr; psCurr=psCurr->psNext)
{
if (vtolRearming(psCurr) &&
psCurr->order.type == psDroid->order.type &&
psCurr->order.psObj == psDroid->order.psObj)
{
stillRearming = true;
break;
}
}
return !stillRearming;
}
/*returns a count of the base number of attack runs for the weapon attached to the droid*/
UWORD getNumAttackRuns(DROID *psDroid, int weapon_slot)
{
ASSERT_OR_RETURN(0, isVtolDroid(psDroid), "not a VTOL Droid");
// if weapon is a salvo weapon, then number of shots that can be fired = vtolAttackRuns * numRounds
if (asWeaponStats[psDroid->asWeaps[weapon_slot].nStat].upgrade[psDroid->player].reloadTime)
{
return asWeaponStats[psDroid->asWeaps[weapon_slot].nStat].upgrade[psDroid->player].numRounds
* asWeaponStats[psDroid->asWeaps[weapon_slot].nStat].vtolAttackRuns;
}
return asWeaponStats[psDroid->asWeaps[weapon_slot].nStat].vtolAttackRuns;
}
/*Checks a vtol for being fully armed and fully repaired to see if ready to
leave reArm pad */
bool vtolHappy(const DROID* psDroid)
{
unsigned int i;
CHECK_DROID(psDroid);
ASSERT_OR_RETURN(false, isVtolDroid(psDroid), "not a VTOL droid");
if (psDroid->body < psDroid->originalBody)
{
// VTOLs with less health than their original aren't happy
return false;
}
if (psDroid->droidType != DROID_WEAPON)
{
// Not an armed droid, so don't check the (non-existent) weapons
return true;
}
/* NOTE: Previous code (r5410) returned false if a droid had no weapon,
* which IMO isn't correct, but might be expected behaviour. I'm
* also not sure if weapon droids (see the above droidType check)
* can even have zero weapons. -- Giel
*/
ASSERT_OR_RETURN(false, psDroid->numWeaps > 0, "VTOL weapon droid without weapons found!");
//check full complement of ammo
for (i = 0; i < psDroid->numWeaps; ++i)
{
if (asWeaponStats[psDroid->asWeaps[i].nStat].vtolAttackRuns > 0
&& psDroid->asWeaps[i].usedAmmo != 0)
{
return false;
}
}
return true;
}
/*checks if the droid is a VTOL droid and updates the attack runs as required*/
void updateVtolAttackRun(DROID *psDroid , int weapon_slot)
{
if (isVtolDroid(psDroid))
{
if (psDroid->numWeaps > 0)
{
if (asWeaponStats[psDroid->asWeaps[weapon_slot].nStat].vtolAttackRuns > 0)
{
++psDroid->asWeaps[weapon_slot].usedAmmo;
if (psDroid->asWeaps[weapon_slot].usedAmmo == getNumAttackRuns(psDroid, weapon_slot))
{
psDroid->asWeaps[weapon_slot].ammo = 0;
}
//quick check doesn't go over limit
ASSERT(psDroid->asWeaps[weapon_slot].usedAmmo < UWORD_MAX, "too many attack runs");
}
}
}
}
//assign rearmPad to the VTOL
void assignVTOLPad(DROID *psNewDroid, STRUCTURE *psReArmPad)
{
ASSERT_OR_RETURN( , isVtolDroid(psNewDroid), "%s is not a VTOL droid", objInfo(psNewDroid));
ASSERT_OR_RETURN( , psReArmPad->type == OBJ_STRUCTURE && psReArmPad->pStructureType->type == REF_REARM_PAD,
"%s cannot rearm", objInfo(psReArmPad));
setDroidBase(psNewDroid, psReArmPad);
}
/*compares the droid sensor type with the droid weapon type to see if the
FIRE_SUPPORT order can be assigned*/
bool droidSensorDroidWeapon(BASE_OBJECT *psObj, DROID *psDroid)
{
SENSOR_STATS *psStats = NULL;
int compIndex;
CHECK_DROID(psDroid);
if(!psObj || !psDroid)
{
return false;
}
//first check if the object is a droid or a structure
if ( (psObj->type != OBJ_DROID) &&
(psObj->type != OBJ_STRUCTURE) )
{
return false;
}
//check same player
if (psObj->player != psDroid->player)
{
return false;
}
//check obj is a sensor droid/structure
switch (psObj->type)
{
case OBJ_DROID:
if (((DROID *)psObj)->droidType != DROID_SENSOR &&
((DROID *)psObj)->droidType != DROID_COMMAND)
{
return false;
}
compIndex = ((DROID *)psObj)->asBits[COMP_SENSOR];
ASSERT_OR_RETURN( false, compIndex < numSensorStats, "Invalid range referenced for numSensorStats, %d > %d", compIndex, numSensorStats);
psStats = asSensorStats + compIndex;
break;
case OBJ_STRUCTURE:
psStats = ((STRUCTURE *)psObj)->pStructureType->pSensor;
if ((psStats == NULL) ||
(psStats->location != LOC_TURRET))
{
return false;
}
break;
default:
break;
}
//check droid is a weapon droid - or Cyborg!!
if (!(psDroid->droidType == DROID_WEAPON || psDroid->droidType ==
DROID_CYBORG || psDroid->droidType == DROID_CYBORG_SUPER))
{
return false;
}
//finally check the right droid/sensor combination
// check vtol droid with commander
if ((isVtolDroid(psDroid) || !proj_Direct(asWeaponStats + psDroid->asWeaps[0].nStat)) &&
psObj->type == OBJ_DROID && ((DROID *)psObj)->droidType == DROID_COMMAND)
{
return true;
}
//check vtol droid with vtol sensor
if (isVtolDroid(psDroid) && psDroid->asWeaps[0].nStat > 0)
{
if (psStats->type == VTOL_INTERCEPT_SENSOR || psStats->type == VTOL_CB_SENSOR || psStats->type == SUPER_SENSOR || psStats->type == RADAR_DETECTOR_SENSOR)
{
return true;
}
return false;
}
// Check indirect weapon droid with standard/CB/radar detector sensor
if (!proj_Direct(asWeaponStats + psDroid->asWeaps[0].nStat))
{
if (psStats->type == STANDARD_SENSOR || psStats->type == INDIRECT_CB_SENSOR || psStats->type == SUPER_SENSOR || psStats->type == RADAR_DETECTOR_SENSOR)
{
return true;
}
return false;
}
return false;
}
// return whether a droid has a CB sensor on it
bool cbSensorDroid(DROID *psDroid)
{
if (psDroid->droidType != DROID_SENSOR)
{
return false;
}
if (asSensorStats[psDroid->asBits[COMP_SENSOR]].type == VTOL_CB_SENSOR
|| asSensorStats[psDroid->asBits[COMP_SENSOR]].type == INDIRECT_CB_SENSOR)
{
return true;
}
return false;
}
// return whether a droid has a standard sensor on it (standard, VTOL strike, or wide spectrum)
bool standardSensorDroid(DROID *psDroid)
{
if (psDroid->droidType != DROID_SENSOR)
{
return false;
}
if (asSensorStats[psDroid->asBits[COMP_SENSOR]].type == VTOL_INTERCEPT_SENSOR
|| asSensorStats[psDroid->asBits[COMP_SENSOR]].type == STANDARD_SENSOR
|| asSensorStats[psDroid->asBits[COMP_SENSOR]].type == SUPER_SENSOR)
{
return true;
}
return false;
}
// ////////////////////////////////////////////////////////////////////////////
// Give a droid from one player to another - used in Electronic Warfare and multiplayer.
// Got to destroy the droid and build another since there are too many complications otherwise.
// Returns the droid created.
DROID *giftSingleDroid(DROID *psD, UDWORD to)
{
DROID_TEMPLATE sTemplate;
DROID *psNewDroid;
CHECK_DROID(psD);
ASSERT_OR_RETURN(NULL, !isDead(psD), "Cannot gift dead unit");
ASSERT_OR_RETURN(psD, psD->player != to, "Cannot gift to self");
// Check unit limits (multiplayer only)
if (bMultiPlayer
&& (getNumDroids(to) + 1 > getMaxDroids(to)
|| ((psD->droidType == DROID_CYBORG_CONSTRUCT || psD->droidType == DROID_CONSTRUCT)
&& getNumConstructorDroids(to) + 1 > getMaxConstructors(to))
|| (psD->droidType == DROID_COMMAND && getNumCommandDroids(to) + 1 > getMaxCommanders(to))))
{
if (to == selectedPlayer || psD->player == selectedPlayer)
{
CONPRINTF(ConsoleString, (ConsoleString, _("Unit transfer failed -- unit limits exceeded")));
}
return NULL;
}
templateSetParts(psD, &sTemplate); // create a template based on the droid
sTemplate.name = psD->aName; // copy the name across
// only play the nexus sound if unit being taken over is selectedPlayer's but not going to the selectedPlayer
if (psD->player == selectedPlayer && to != selectedPlayer && !bMultiPlayer)
{
scoreUpdateVar(WD_UNITS_LOST);
audio_QueueTrackPos(ID_SOUND_NEXUS_UNIT_ABSORBED, psD->pos.x, psD->pos.y, psD->pos.z);
}
// make the old droid vanish (but is not deleted until next tick)
vanishDroid(psD);
// create a new droid
psNewDroid = reallyBuildDroid(&sTemplate, Position(psD->pos.x, psD->pos.y, 0), to, false, psD->rot);
ASSERT_OR_RETURN(NULL, psNewDroid, "Unable to build unit");
addDroid(psNewDroid, apsDroidLists);
psNewDroid->body = psD->body;
psNewDroid->experience = psD->experience;
if (!(psNewDroid->droidType == DROID_PERSON || cyborgDroid(psNewDroid) || (psNewDroid->droidType == DROID_TRANSPORTER || psNewDroid->droidType == DROID_SUPERTRANSPORTER)))
{
updateDroidOrientation(psNewDroid);
}
if (bMultiPlayer) // skirmish callback!
{
psScrCBDroidTaken = psD;
eventFireCallbackTrigger((TRIGGER_TYPE)CALL_UNITTAKEOVER);
psScrCBDroidTaken = NULL;
}
triggerEventObjectTransfer(psNewDroid, psD->player);
return psNewDroid;
}
/*calculates the electronic resistance of a droid based on its experience level*/
SWORD droidResistance(DROID *psDroid)
{
CHECK_DROID(psDroid);
BODY_STATS *psStats = asBodyStats + psDroid->asBits[COMP_BODY];
int resistance = psDroid->experience / (65536 / MAX(1, psStats->upgrade[psDroid->player].resistance));
// ensure resistance is a base minimum
resistance = MAX(resistance, psStats->upgrade[psDroid->player].resistance);
return MIN(resistance, INT16_MAX);
}
/*this is called to check the weapon is 'allowed'. Check if VTOL, the weapon is
direct fire. Also check numVTOLattackRuns for the weapon is not zero - return
true if valid weapon*/
/* this will be buggy if the droid being checked has both AA weapon and non-AA weapon
Cannot think of a solution without adding additional return value atm.
*/
bool checkValidWeaponForProp(DROID_TEMPLATE *psTemplate)
{
PROPULSION_STATS *psPropStats;
//check propulsion stat for vtol
psPropStats = asPropulsionStats + psTemplate->asParts[COMP_PROPULSION];
ASSERT_OR_RETURN(false, psPropStats != NULL, "invalid propulsion stats pointer");
// if there are no weapons, then don't even bother continuing
if (psTemplate->numWeaps == 0)
{
return false;
}
if (asPropulsionTypes[psPropStats->propulsionType].travel == AIR)
{
//check weapon stat for indirect
if (!proj_Direct(asWeaponStats + psTemplate->asWeaps[0])
|| !asWeaponStats[psTemplate->asWeaps[0]].vtolAttackRuns)
{
return false;
}
}
else
{
// VTOL weapons do not go on non-AIR units.
if ( asWeaponStats[psTemplate->asWeaps[0]].vtolAttackRuns )
{
return false;
}
}
//also checks that there is no other system component
if (psTemplate->asParts[COMP_BRAIN] != 0
&& asWeaponStats[psTemplate->asWeaps[0]].weaponSubClass != WSC_COMMAND)
{
assert(false);
return false;
}
return true;
}
// Select a droid and do any necessary housekeeping.
//
void SelectDroid(DROID *psDroid)
{
// we shouldn't ever control the transporter in SP games
if ((psDroid->droidType != DROID_TRANSPORTER && psDroid->droidType != DROID_SUPERTRANSPORTER) || bMultiPlayer)
{
psDroid->selected = true;
intRefreshScreen();
}
triggerEventSelected();
}
// De-select a droid and do any necessary housekeeping.
//
void DeSelectDroid(DROID *psDroid)
{
psDroid->selected = false;
intRefreshScreen();
triggerEventSelected();
}
/** Callback function for stopped audio tracks
* Sets the droid's current track id to NO_SOUND
* \return true on success, false on failure
*/
bool droidAudioTrackStopped( void *psObj )
{
DROID *psDroid;
psDroid = (DROID*)psObj;
if (psDroid == NULL)
{
debug( LOG_ERROR, "droid pointer invalid" );
return false;
}
if ( psDroid->type != OBJ_DROID || psDroid->died )
{
return false;
}
psDroid->iAudioID = NO_SOUND;
return true;
}
/*returns true if droid type is one of the Cyborg types*/
bool cyborgDroid(const DROID* psDroid)
{
return (psDroid->droidType == DROID_CYBORG
|| psDroid->droidType == DROID_CYBORG_CONSTRUCT
|| psDroid->droidType == DROID_CYBORG_REPAIR
|| psDroid->droidType == DROID_CYBORG_SUPER);
}
bool isConstructionDroid(DROID const *psDroid)
{
return psDroid->droidType == DROID_CONSTRUCT || psDroid->droidType == DROID_CYBORG_CONSTRUCT;
}
bool isConstructionDroid(BASE_OBJECT const *psObject)
{
return isDroid(psObject) && isConstructionDroid(castDroid(psObject));
}
bool droidOnMap(const DROID *psDroid)
{
if (psDroid->died == NOT_CURRENT_LIST || psDroid->droidType == DROID_TRANSPORTER || psDroid->droidType == DROID_SUPERTRANSPORTER
|| psDroid->pos.x == INVALID_XY || psDroid->pos.y == INVALID_XY || missionIsOffworld()
|| mapHeight == 0)
{
// Off world or on a transport or is a transport or in mission list, or on a mission, or no map - ignore
return true;
}
return worldOnMap(psDroid->pos.x, psDroid->pos.y);
}
/** Teleport a droid to a new position on the map */
void droidSetPosition(DROID *psDroid, int x, int y)
{
psDroid->pos.x = x;
psDroid->pos.y = y;
psDroid->pos.z = map_Height(psDroid->pos.x, psDroid->pos.y);
initDroidMovement(psDroid);
visTilesUpdate((BASE_OBJECT *)psDroid);
}
/** Check validity of a droid. Crash hard if it fails. */
void checkDroid(const DROID *droid, const char *const location, const char *function, const int recurse)
{
if (recurse < 0)
{
return;
}
ASSERT_HELPER(droid != NULL, location, function, "CHECK_DROID: NULL pointer");
ASSERT_HELPER(droid->type == OBJ_DROID, location, function, "CHECK_DROID: Not droid (type %d)", (int)droid->type);
ASSERT_HELPER(droid->numWeaps <= DROID_MAXWEAPS, location, function, "CHECK_DROID: Bad number of droid weapons %d", (int)droid->numWeaps);
ASSERT_HELPER((unsigned)droid->listSize <= droid->asOrderList.size() && (unsigned)droid->listPendingBegin <= droid->asOrderList.size(), location, function, "CHECK_DROID: Bad number of droid orders %d %d %d", (int)droid->listSize, (int)droid->listPendingBegin, (int)droid->asOrderList.size());
ASSERT_HELPER(droid->player < MAX_PLAYERS, location, function, "CHECK_DROID: Bad droid owner %d", (int)droid->player);
ASSERT_HELPER(droidOnMap(droid), location, function, "CHECK_DROID: Droid off map");
ASSERT_HELPER(droid->body <= droid->originalBody, location, function, "CHECK_DROID: More body points (%u) than original body points (%u).", (unsigned)droid->body, (unsigned)droid->originalBody);
for (int i = 0; i < DROID_MAXWEAPS; ++i)
{
ASSERT_HELPER(droid->asWeaps[i].lastFired <= gameTime, location, function, "CHECK_DROID: Bad last fired time for turret %u", i);
}
}
int droidSqDist(DROID *psDroid, BASE_OBJECT *psObj)
{
PROPULSION_STATS *psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION];
if (!fpathCheck(psDroid->pos, psObj->pos, psPropStats->propulsionType))
{
return -1;
}
return objPosDiffSq(psDroid->pos, psObj->pos);
}