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|
/*
* PARSEC - Stargate Model
*
* $Author: uberlinuxguy $ - $Date: 2004/09/26 03:43:47 $
*
* Orginally written by:
* Copyright (c) Clemens Beer <cbx@parsec.org> 1999-2002
* Copyright (c) Markus Hadwiger <msh@parsec.org> 1999-2000
* Copyright (c) Andreas Varga <sid@parsec.org> 2000
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// C library
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
// compilation flags/debug support
#include "config.h"
#include "debug.h"
// general definitions
#include "general.h"
#include "objstruc.h"
// global externals
#include "globals.h"
// subsystem headers
#include "net_defs.h"
#include "e_defs.h"
#include "sys_defs.h"
// subsystem linkage info
#include "linkinfo.h"
// UNP header
#include "net_wrap.h"
// mathematics header
#include "utl_math.h"
// model header
//#include "utl_model.h"
// local module header
#include "g_stgate.h"
// proprietary module headers
#include "con_info_sv.h"
#include "net_udpdriver.h"
#include "net_util.h"
#include "obj_clas.h"
#include "obj_creg.h"
#include "obj_cust.h"
#include "e_simulator.h"
// flags
// generic string paste area --------------------------------------------------
//
#define PASTE_STR_LEN 255
static char paste_str[ PASTE_STR_LEN + 1 ];
// stargate limits and constants ----------------------------------------------
//
#define STARGATE_RADIUS 50.0f
#define STARGATE_NUM_PLATES 12 // number of plates the stargate consists of
#define STARGATE_NUM_FLARES STARGATE_NUM_PLATES // number of flares attached to the stargate
#define STARGATE_INTERIOR_NUM_RINGS 15
#define STARGATE_INTERIOR_VERTS_PER_RING ( STARGATE_NUM_PLATES * 2 )
#define STARGATE_INTERIOR_NUM_VERTS ( ( STARGATE_INTERIOR_VERTS_PER_RING * STARGATE_INTERIOR_NUM_RINGS ) + 1 )
#define STARGATE_INTERIOR_RADIUS ( STARGATE_RADIUS * 0.98f )
#define STARGATE_RING_NUM_PARTS STARGATE_NUM_PLATES
#define STARGATE_PART_RADIUS STARGATE_RADIUS
#define STARGATE_RADIUS_EXPANSION 1.0f
#define STARGATE_NUM_RINGS 20
#define STARGATE_RING_PART_ZSPACING 10.0f
#define STARGATE_PART_ZOFFSET INT_TO_GEOMV( -2 )
#define STARGATE_INTERIOR_TEXTURE_NAME "sg_int.3df"
#define STARGATE_FLARE_PDEF_NAME "sgateposlt"
#if ( STARGATE_INTERIOR_NUM_RINGS > 32 )
#error "too many rings in stargate interior"
#endif
// module local functions -----------------------------------------------------
//
PRIVATE int StargateInstantiate_InitInteriorVertices( Stargate *stargate );
PRIVATE int StargateModify_RealizeNode( GenObject* base );
PRIVATE int StargateModify_ActiveChanged( GenObject* base );
PRIVATE int StargateModify_AutoactivateChanged( GenObject* base );
PRIVATE void StargateModify_CreateActiveParticles( CustomObject *base );
// offset definitions into the Stargate ---------------------------------------
//
#define OFS_ROTSPEED offsetof( Stargate, rotspeed )
#define OFS_RADIUS offsetof( Stargate, radius )
#define OFS_DESTNAME offsetof( Stargate, destination_name )
#define OFS_DESTIP offsetof( Stargate, destination_ip )
#define OFS_DESTPORT offsetof( Stargate, destination_port )
#define OFS_ACTDISTANCE offsetof( Stargate, actdistance )
#define OFS_DORMANT offsetof( Stargate, dormant )
#define OFS_ACTIVE offsetof( Stargate, active )
#define OFS_AUTOACTIVATE offsetof( Stargate, autoactivate )
#define OFS_NUMPARTACTIVE offsetof( Stargate, numpartactive )
#define OFS_ACTCYLLEN offsetof( Stargate, actcyllen )
#define OFS_PARTVEL offsetof( Stargate, partvel )
#define OFS_MODULSPEED offsetof( Stargate, modulspeed )
#define OFS_MODULRAD1 offsetof( Stargate, modulrad1 )
#define OFS_MODULRAD2 offsetof( Stargate, modulrad2 )
#define OFS_ACTTIME offsetof( Stargate, acttime )
#define OFS_FLARE_NAME offsetof( Stargate, flare_name )
#define OFS_INTERIOR_NAME offsetof( Stargate, interior_name )
// list of console-accessible properties --------------------------------------
//
PRIVATE
proplist_s Stargate_PropList[] = {
{ "rotspeed", OFS_ROTSPEED, 0, 0xffff, PROPTYPE_INT, NULL },
{ "radius", OFS_RADIUS, 0x10000, 0x4000000, PROPTYPE_FLOAT, NULL },
//{ "destname", OFS_DESTNAME, 0, MAX_SERVER_NAME, PROPTYPE_STRING, NULL },
//{ "destip", OFS_DESTIP, 0, STARGATE_MAX_DEST_IP, PROPTYPE_STRING, StargateModify_RealizeNode },
//{ "destport", OFS_DESTPORT, 1024, 65535, PROPTYPE_INT, StargateModify_RealizeNode },
{ "actdistance", OFS_ACTDISTANCE, 0x10000, 0x4000000, PROPTYPE_FLOAT, NULL },
{ "dormant", OFS_DORMANT, 0x0, 0x1, PROPTYPE_INT, NULL },
{ "active", OFS_ACTIVE, 0x0, 0x1, PROPTYPE_INT, StargateModify_ActiveChanged },
{ "autoactivate", OFS_AUTOACTIVATE, 0x0, 0x1, PROPTYPE_INT, StargateModify_AutoactivateChanged },
{ "numpartactive", OFS_NUMPARTACTIVE, 1, 2048, PROPTYPE_INT, NULL },
{ "actcyllen", OFS_ACTCYLLEN, 0, 2048, PROPTYPE_INT, NULL },
{ "partvel", OFS_PARTVEL, 0x10000, 0x4000000, PROPTYPE_FLOAT, NULL },
{ "modulspeed", OFS_MODULSPEED, 0, 0xffff, PROPTYPE_INT, NULL },
{ "modulrad1", OFS_MODULRAD1, 0x10000, 0x4000000, PROPTYPE_FLOAT, NULL },
{ "modulrad2", OFS_MODULRAD2, 0x10000, 0x4000000, PROPTYPE_FLOAT, NULL },
{ "acttime", OFS_ACTTIME, 0, FRAME_MEASURE_TIMEBASE*10, PROPTYPE_INT, NULL },
{ "flare_name", OFS_FLARE_NAME, 0, MAX_TEXNAME, PROPTYPE_STRING, NULL },
{ "interior_name", OFS_INTERIOR_NAME, 0, MAX_TEXNAME, PROPTYPE_STRING, NULL },
{ NULL, 0, 0, 0, 0, NULL },
};
// type fields init function for stargate -------------------------------------
//
PRIVATE
void StargateInitType( CustomObject *base )
{
ASSERT( base != NULL );
Stargate *stargate = (Stargate *) base;
stargate->rotspeed = 0x0004;
stargate->radius = STARGATE_PART_RADIUS;
stargate->actdistance = 300;
stargate->dormant = FALSE;
stargate->active = FALSE;
stargate->autoactivate = TRUE;
stargate->numpartactive = 600;
stargate->actcyllen = 300;
stargate->partvel = 150;
stargate->modulspeed = DEG_TO_BAMS( 1.0f );
stargate->modulate_bams = BAMS_DEG0;
stargate->modulrad1 = 5.0f;
stargate->modulrad2 = 2.0f;
stargate->modulfade = 2.0f;
stargate->acttime = FRAME_MEASURE_TIMEBASE;
stargate->activating = FALSE;
stargate->curactcyllen = 0;
stargate->manually_activated = FALSE;
stargate->actring = 0.0f;
strcpy( stargate->flare_name, STARGATE_FLARE_PDEF_NAME );
strcpy( stargate->interior_name, STARGATE_INTERIOR_TEXTURE_NAME );
stargate->pcluster = NULL;
stargate->interior_vtxlist = NULL;
stargate->interior_viewvtxs = NULL;
stargate->interior_u = NULL;
stargate->interior_v = NULL;
stargate->interior_texmap = NULL;
stargate->ping = -1;
stargate->lastpinged = 0;
}
/*// notification callback when eihter IP or port is changed --------------------
//
PRIVATE
int StargateModify_RealizeNode( GenObject* base )
{
ASSERT( base != NULL );
Stargate* stargate = (Stargate *) base;
// try to resolve DNS name to IP address (still as string)
char resolved_name[ MAX_IPADDR_LEN + 1 ];
if ( TheUDPDriver->ResolveHostName( stargate->destination_ip, NULL ) ) {
// save server address for later use by NET_GMSV.C
inet_aton( resolved_name, &stargate->destination_node );
NODE_StorePort( &stargate->destination_node, stargate->destination_port );
MSGOUT( "stargate->destinaiton %s resolved to %s", stargate->destination_ip, NODE_Print( &stargate->destination_node ) );
} else {
// DNS lookup failed
return FALSE;
}
return TRUE;
}*/
// notification callback when "active" changed --------------------------------
//
PRIVATE
int StargateModify_ActiveChanged( GenObject* base )
{
ASSERT( base != NULL );
Stargate *stargate = (Stargate *) base;
// manual activation/deactivation only if autoactivate off
if ( stargate->autoactivate ) {
return TRUE;
}
// prevent manual activation when stargate dormant
if ( stargate->dormant ) {
stargate->active = FALSE;
}
if ( ( stargate->active ) && ( !stargate->manually_activated ) ) {
stargate->manually_activated = TRUE;
} else {
stargate->manually_activated = FALSE;
}
return TRUE;
}
// notification callback when "autoactivate" changed --------------------------
//
PRIVATE
int StargateModify_AutoactivateChanged( GenObject* base )
{
ASSERT( base != NULL );
Stargate *stargate = (Stargate *) base;
// deactivate the stargate when it's active due to a manual activation
if ( stargate->autoactivate && stargate->manually_activated ) {
stargate->active = FALSE;
stargate->manually_activated = FALSE;
}
return TRUE;
}
// stargate constructor (class instantiation) ---------------------------------
//
PRIVATE
void StargateInstantiate( CustomObject *base )
{
ASSERT( base != NULL );
Stargate *stargate = (Stargate *) base;
}
/*
// ----------------------------------------------------------------------------
//
#define PING_WAIT_MAX (5 * 600)
static refframe_t stargate_ping_wait = 0;
// determine whether stargate is dormant or not -------------------------------
//
PRIVATE
void DetermineStargateDormantState( Stargate *stargate )
{
ASSERT( stargate != NULL );
#ifdef LINKED_PROTOCOL_GAMESERVER
// only while connected
if ( !NET_ConnectedGMSV() ) {
return;
}
// re-issue a server ping, once every 5 seconds
if ( ( stargate_ping_wait += CurScreenRefFrames ) > PING_WAIT_MAX ) {
stargate_ping_wait = 0;
int ping = -1;
if ( stargate->destination_node.address[ 0 ] != 0 ) {
NET_ServerPing( &stargate->destination_node, TRUE, FALSE );
}
//NOTE:
// ping result is not valid here, since we didn't wait
// for the arrival of the ping packet. The ping time will
// be available once the NET_ProcessPingPacket() function
// has processed the returned packet.
//NOTE:
// when a ping packet arrives, NET_ProcessPingPacket()
// sets Stargate::dormant, Stargate::ping, Stargate::lastpinged.
refframe_t curtime = SYSs_GetRefFrameCount();
// if we didn't get a pingreply for quite some time, we assume the
// server went down or was quit, so we switch the stargate to dormant state
if ( ( curtime - stargate->lastpinged ) > ( PING_WAIT_MAX * 2 ) ) {
stargate->dormant = TRUE;
stargate->ping = -1;
stargate->active = FALSE;
}
}
#endif // LINKED_PROTOCOL_GAMESERVER
}
*/
// stargate animation callback ------------------------------------------------
//
PRIVATE
int StargateAnimate( CustomObject *base )
{
ASSERT( base != NULL );
Stargate *stargate = (Stargate *) base;
// simply rotate around Z
ObjRotZ( stargate->ObjPosition, stargate->rotspeed * TheSimulator->GetThisFrameRefFrames() );
// determine whether stargate is dormant or not
//DetermineStargateDormantState( stargate );
return TRUE;
}
// stargate destructor (instance destruction) ---------------------------------
//
PRIVATE
void StargateDestroy( CustomObject *base )
{
ASSERT( base != NULL );
Stargate *stargate = (Stargate *) base;
}
// check whether a ship is in range of a stargate -----------------------------
//
PRIVATE
int ShipInStargateRange( Stargate *stargate, ShipObject *ship, geomv_t range )
{
ASSERT( stargate != NULL );
ASSERT( ship != NULL );
//NOTE:
// the ship is treated as a sphere for activation
// range detection.
Vector3 gatenormal;
FetchZVector( stargate->ObjPosition, &gatenormal );
Vertex3 gatepos;
FetchTVector( stargate->ObjPosition, &gatepos );
Vertex3 shippos;
FetchTVector( ship->ObjPosition, &shippos );
geomv_t shipdot = -DOT_PRODUCT( &gatenormal, &shippos );
geomv_t gatedot = -DOT_PRODUCT( &gatenormal, &gatepos );
geomv_t distance = shipdot - gatedot;
// bounding sphere touching in negative halfspace is still ok
distance += ship->BoundingSphere;
// not in range if ship in wrong halfspace
if ( GEOMV_NEGATIVE( distance ) ) {
return FALSE;
}
// in range if ship bounding sphere intersects gate range hemisphere
range += ship->BoundingSphere * 2;
return ( distance < range );
}
// check whether a ship is in jump range of a stargate ------------------------
//
PRIVATE
int ShipInStargateJumpRange( Stargate *stargate, ShipObject *ship, geomv_t range )
{
ASSERT( stargate != NULL );
ASSERT( ship != NULL );
//NOTE:
// the ship is treated as a point for jump
// range detection.
Vector3 gatenormal;
FetchZVector( stargate->ObjPosition, &gatenormal );
Vertex3 gatepos;
FetchTVector( stargate->ObjPosition, &gatepos );
Vertex3 shippos;
FetchTVector( ship->ObjPosition, &shippos );
geomv_t shipdot = -DOT_PRODUCT( &gatenormal, &shippos );
geomv_t gatedot = -DOT_PRODUCT( &gatenormal, &gatepos );
geomv_t distance = shipdot - gatedot;
// not in range if ship in wrong halfspace
if ( GEOMV_NEGATIVE( distance ) ) {
return FALSE;
}
// check whether inside of boundingsphere around stargate
Vector3 stargate_ship;
VECSUB( &stargate_ship, &shippos, &gatepos );
geomv_t stargate_ship_len = VctLenX( &stargate_ship );
if ( stargate_ship_len > stargate->BoundingSphere ) {
return FALSE;
}
// inside the activation distance/range ?
if ( distance < range ) {
Vector3 shipnormal;
FetchZVector( ship->ObjPosition, &shipnormal );
// ship must be flying approximately head-on into the gate
//FIXME: cone_angle like for teleporter
geomv_t dirdot = DOT_PRODUCT( &gatenormal, &shipnormal );
return ( dirdot > FLOAT_TO_GEOMV( 0.7f ) );
}
return FALSE;
}
// stargate collision callback ------------------------------------------------
//
PRIVATE
int StargateCollide( CustomObject *base )
{
ASSERT( base != NULL );
Stargate *stargate = (Stargate *) base;
// dormant stargate is simply graphics
if ( stargate->dormant ) {
return TRUE;
}
/* int inrange = 0x00;
// check local ship
if ( ShipInStargateRange( stargate, MyShip, stargate->actdistance ) ) {
inrange |= 0x01;
}
// check all other ships
if ( inrange == 0x00 ) {
ShipObject *walkships = FetchFirstShip();
for ( ; walkships; walkships = (ShipObject *) walkships->NextObj ) {
if ( ShipInStargateRange( stargate, walkships, stargate->actdistance ) ) {
inrange |= 0x02;
break;
}
}
}
// only toggle active when autoactivation is set
if ( stargate->autoactivate ) {
if ( inrange != 0x00 ) {
if ( !stargate->active ) {
// create the active stargate particles
StargateModify_CreateActiveParticles( stargate );
// activate stargate
stargate->active = TRUE;
}
} else {
// deactivate stargate
stargate->active = FALSE;
// and clear the activating sequence to stop adding particles
stargate->activating = FALSE;
}
}
if ( !stargate->active ) {
return TRUE;
}
if ( inrange == 0x00 ) {
return TRUE;
}
#ifdef LINKED_PROTOCOL_GAMESERVER
// check for fly-through sequence if connected to game server
if ( !NET_ConnectedGMSV() ) {
return TRUE;
}
// radius of hemisphere used for jump range detection
geomv_t jumpdistance = FLOAT_TO_GEOMV( stargate->radius * 0.25f );
// check local ship for jump
if ( ( inrange == 0x01 ) && ShipInStargateJumpRange( stargate, MyShip, jumpdistance ) ) {
// schedule server jump if not already done
if ( CurJumpServer == NULL ) {
CurJumpServer = (char *) ALLOCMEM( strlen( stargate->destination_ip ) + 1 );
if ( CurJumpServer == NULL )
OUTOFMEM( 0 );
strcpy( CurJumpServer, stargate->destination_ip );
//TODO:
// initiate animation and sfx
ShowMessage( "prepare to jump!!!" );
}
} else {
// check all other ships
ShipObject *walkships = FetchFirstShip();
for ( ; walkships; walkships = (ShipObject *) walkships->NextObj ) {
if ( ShipInStargateJumpRange( stargate, walkships, jumpdistance ) ) {
stargate->modulfade = 120.0f;
break;
}
}
}
#endif // LINKED_PROTOCOL_GAMESERVER
*/
return TRUE;
}
// handle persistency ---------------------------------------------------------
//
int StargatePersistToStream( CustomObject* base, int tostream, void* rl )
{
ASSERT( base != NULL );
ASSERT( tostream == TRUE );
Stargate* stargate = (Stargate*) base;
// determine size in packet
size_t size = E_REList::RmEvGetSizeFromType( RE_STARGATE );
// write to RE list
if ( rl != NULL ) {
E_REList* pREList = (E_REList*)rl;
RE_Stargate* re_stg = (RE_Stargate*)pREList->NET_Allocate( RE_STARGATE );
ASSERT( re_stg != NULL );
re_stg->serverid = stargate->serverid;
re_stg->pos[ 0 ] = stargate->ObjPosition[ 0 ][ 3 ];
re_stg->pos[ 1 ] = stargate->ObjPosition[ 1 ][ 3 ];
re_stg->pos[ 2 ] = stargate->ObjPosition[ 2 ][ 3 ];
re_stg->dir[ 0 ] = stargate->ObjPosition[ 0 ][ 2 ];
re_stg->dir[ 1 ] = stargate->ObjPosition[ 1 ][ 2 ];
re_stg->dir[ 2 ] = stargate->ObjPosition[ 2 ][ 2 ];
re_stg->dormant = stargate->dormant;
re_stg->active = stargate->active;
re_stg->rotspeed = stargate->rotspeed;
re_stg->radius = stargate->radius;
re_stg->actdistance = stargate->actdistance;
re_stg->numpartactive = stargate->numpartactive;
re_stg->actcyllen = stargate->actcyllen;
re_stg->partvel = stargate->partvel;
re_stg->modulspeed = stargate->modulspeed;
re_stg->modulrad1 = stargate->modulrad1;
re_stg->modulrad2 = stargate->modulrad2;
re_stg->acttime = stargate->acttime;
re_stg->autoactivate= stargate->autoactivate;
strncpy( re_stg->flare_name, stargate->flare_name, MAX_TEXNAME );
re_stg->flare_name[ MAX_TEXNAME ] = 0;
strncpy( re_stg->interior_name, stargate->interior_name, MAX_TEXNAME );
re_stg->interior_name[ MAX_TEXNAME ] = 0;
}
return size;
}
// register object type for stargate ------------------------------------------
//
PRIVATE
void StargateRegisterCustomType()
{
custom_type_info_s info;
memset( &info, 0, sizeof( info ) );
info.type_name = "stargate";
info.type_id = 0x00000000;
info.type_size = sizeof( Stargate );
info.type_template = NULL;
info.type_flags = CUSTOM_TYPE_DEFAULT;
info.callback_init = StargateInitType;
info.callback_instant = StargateInstantiate;
info.callback_destroy = StargateDestroy;
info.callback_animate = StargateAnimate;
info.callback_collide = StargateCollide;
info.callback_persist = StargatePersistToStream;
OBJ_RegisterCustomType( &info );
CON_RegisterCustomType( info.type_id, Stargate_PropList );
}
// module registration function -----------------------------------------------
//
REGISTER_MODULE( G_STGATE_SV )
{
// register type
StargateRegisterCustomType();
}
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