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#1 | ||
Valeran
Faction: Хиигаряне Join Date: Jun 2014
Posts: 211
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Homeworld снова мертв?
Что-то о хоумворлд ни слуху ни духу опять. Ремастер забросили, пески кхарака забросили, о третьей части новостей нет, блеки пилят другую игру. Неуж-то франчайз снова мёртв?
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#2 | ||
Fencer
Faction: Кушане - киит Сомтау Join Date: Nov 2009
Location: Юг севера
Posts: 1,153
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Re: Homeworld снова мертв?
Время от времени с HW такое случается
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#3 | ||
mpv2909
Faction: Хиигаряне Join Date: Aug 2009
Location: Кострома, Россия
Posts: 369
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Re: Homeworld снова мертв?
Не всё так сразу, бывает проходит и 5 лет до анонса новых частей, обычно хорошие проекты разрабатывают долго. Homeworld не умрёт, он будет жить вечно в наших сердцах
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#4 | ||
Lavos
Faction: Кушане Join Date: Apr 2008
Location: Москва
Posts: 201
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Re: Homeworld снова мертв?
Думаю проблема не столь в отсутствии продолжения серии, сколь в простое жанра в целом. Во всяком случае я таковой вижу ситуацию на игровом рынке.
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#5 | ||
Bravo
Join Date: Jan 2003
Posts: 46
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Re: Homeworld снова мертв?
Думаю что-то делают , пока показывать рано. А вообще как то странно почему не сделают сюжетное дополнение к пескам кхарака, по идеи должно же быть просто т.к. вся база уже есть.
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#6 | ||
Nickolay
Faction: Кушане - киит Сомтау Join Date: Oct 2008
Location: Somtaaw Highlands
Posts: 70
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Re: Homeworld снова мертв?
Я тут на фоне ностальгии и печали по поводу отсутствия ремастера Катаклизма решил его ещё раз перепройти.
До сих пор не могу поверить, что можно продолбать исходники (как говорят). |
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#7 | ||
Pandorazero
Faction: Хиигаряне Join Date: Mar 2007
Location: Киев
Posts: 1,419
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![]() Такое случается когда компания накрывается и ресурсы теряются !
Я как понял материалы по HW1 и HW2 хранились у RELIC, а Homeworld:Cataclysm у Sierra или Barking Dog Studios, поэтому после развала студий материалы тю-тю. |
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#8 | ||
Haarkin
Faction: Таииданская Империя Join Date: Jul 2016
Location: Незалежна))
Posts: 65
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Re: Homeworld снова мертв?
Ну совсем забыть или пропасть не могли, просто доход не слишком высокий на данный момент. Проект скорее всего уложен в
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#9 | |||
stalker[fox]
Join Date: Jun 2005
Posts: 411
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Re: Homeworld снова мертв?
Quote:
![]() Code:
/*============================================================================= Name : Mothership.c Purpose : Specifics for the Mothership Created 6/30/1997 by gshaw Copyright Relic Entertainment, Inc. All rights reserved. =============================================================================*/ #include "types.h" #include "debug.h" #include "spaceobj.h" #include "Mothership.h" #include "statscript.h" #include "gun.h" #include "attack.h" #include "DefaultShip.h" #include "madLinkin.h" #include "savegame.h" #include "universe.h" #include "aitrack.h" #include "salcapcorvette.h" #include "madlinkindefs.h" #include "commandlayer.h" extern sdword R1MOTHERSHIP_Big; extern sdword R2MOTHERSHIP_Big; MothershipStatics MothershipStatic; MothershipStatics MothershipStaticRace1; MothershipStatics MothershipStaticRace2; //I don't envision any more ships attaching themselves to the mothership door...should they then hooray! scriptStructEntry MothershipStaticTable[] = { { "specialDoorOffset[R1][AdvanceSupportFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][AdvanceSupportFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][Carrier]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][Carrier]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][CloakGenerator]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][CloakGenerator]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][DDDFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][DDDFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][DFGFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][DFGFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][GravWellGenerator]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][GravWellGenerator]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][HeavyCruiser]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][HeavyCruiser]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][IonCannonFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][IonCannonFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][MissileDestroyer]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][MissileDestroyer]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][ResourceController]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][ResourceController]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][StandardDestroyer]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][StandardDestroyer]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][StandardFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][StandardFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][P1IonArrayFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][P1IonArrayFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][P2MultiBeamFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][P2MultiBeamFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][P2FuelPod]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][P2FuelPod]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R1][CryoTray]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R1][CryoTray]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][AdvanceSupportFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][AdvanceSupportFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][Carrier]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][Carrier]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][CloakGenerator]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][CloakGenerator]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][DDDFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][DDDFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][DFGFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][DFGFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][GravWellGenerator]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][GravWellGenerator]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][HeavyCruiser]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][HeavyCruiser]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][IonCannonFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][IonCannonFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][MissileDestroyer]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][MissileDestroyer]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][ResourceController]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][ResourceController]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][StandardDestroyer]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][StandardDestroyer]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][StandardFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][StandardFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][P1IonArrayFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][P1IonArrayFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][P2MultiBeamFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][P2MultiBeamFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][P2FuelPod]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][P2FuelPod]), (udword) &(MothershipStatic) }, { "specialDoorOffset[R2][CryoTray]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[R2][CryoTray]), (udword) &(MothershipStatic) }, { "specialDoorOffset[P1][P1IonArrayFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[P1][P1IonArrayFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[P2][P2MultiBeamFrigate]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[P2][P2MultiBeamFrigate]), (udword) &(MothershipStatic) }, { "specialDoorOffset[P2][P2FuelPod]", scriptSetLWToHWMonkeyVectorCB, (udword) &(MothershipStatic.specialDoorOffset[P2][P2FuelPod]), (udword) &(MothershipStatic) }, { "specialDoorOffset", scriptSetSpecialDoorOffsetCB,(udword) &(MothershipStatic), (udword) &(MothershipStatic)}, { "specialDoorInterpolationPerSecond", scriptSetReal32CB, (udword) &(MothershipStatic.specialDoorInterpolationPerSecond), (udword) &(MothershipStatic) }, { NULL,NULL,0,0 } }; real32 DOCKPOINT_BUSY_TOO_LONG = UNIVERSE_UPDATE_RATE * 60; void MothershipStaticInit(char *directory,char *filename,struct ShipStaticInfo *statinfo) { MothershipStatics *mothershipstat = (statinfo->shiprace == R1) ? &MothershipStaticRace1 : &MothershipStaticRace2; sdword i,j; //init static info for(i=0;i<NUM_RACES;i++) { for(j=0;j<TOTAL_NUM_SHIPS;j++) { mothershipstat->specialDoorOffset[i][j].x = 0.0f; mothershipstat->specialDoorOffset[i][j].y = 0.0f; mothershipstat->specialDoorOffset[i][j].z = 0.0f; mothershipstat->specialDoorOrientationHeading[i][j]=-1; mothershipstat->specialDoorOrientationUp[i][j]=-1; } } scriptSetStruct(directory,filename,MothershipStaticTable,(ubyte *)mothershipstat); statinfo->custstatinfo = mothershipstat; } void MothershipInit(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; sdword i; for(i=0;i<MAX_NUM_DROP;i++) { spec->dropstate[i] = 0; spec->droptarget[i] = NULL; spec->dockindex[i] = 0; } spec->doorCargo = NULL; spec->CAP_NumInBuildCue=0; } void MothershipAttack(Ship *ship,SpaceObjRotImpTarg *target,real32 maxdist) { attackPassive(ship,(Ship *)target); // Typecast to prevent warning, attackPassive will handle SpaceObjRotImpTarg } void MothershipAttackPassive(Ship *ship,Ship *target,bool rotate) { attackPassive(ship,target); } //single player game...called when hs button is pushed for quick //docking + progression to HS..this will ensure it partly works when //launching big ships... void mothershipCleanDoorForHSInstant(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; if(spec->doorCargo != NULL) { MothershipDettachObjectFromDoor(ship); spec->doorCargo = NULL; } if( ship->madDoorStatus != MAD_STATUS_DOOR_CLOSED) { //if door isn't closed if(ship->madBindings->bPaused) { //animation is paused...well,unpause it //so as to fix a bug in lukes code! madAnimationPause(ship,!ship->madBindings->bPaused); } madAnimationStop(ship); ship->cuedAnimationIndex = ship->staticinfo->madStatic->DoorOpenIndexes[0]; ship->cuedAnimationType = MAD_ANIMATION_NOTHING; ship->madDoorStatus = MAD_STATUS_DOOR_CLOSED; ship->madAnimationFlags=0; ship->nextAnim = 0; } } void MothershipDoorUpKeep(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; MothershipStatics *mothershipstatics = (MothershipStatics *)((ship->staticinfo))->custstatinfo; vector positionWS,doorHeading,doorRight,doorUp; vector heading,up,right; matrix coordsysWS; if(spec->doorCargo != NULL) { //get info mothershipGetCargoPosition(ship,spec->doorCargo,&positionWS,&coordsysWS,&heading,&up,&right); matGetVectFromMatrixCol1(doorUp,coordsysWS); matGetVectFromMatrixCol2(doorRight,coordsysWS); matGetVectFromMatrixCol3(doorHeading,coordsysWS); //vecScalarMultiply(doorLeft,doorRight,-1.0f); matPutVectIntoMatrixCol1(up,spec->doorCargo->rotinfo.coordsys); //vecScalarMultiply(doorHeading,doorHeading,-1.0f); matPutVectIntoMatrixCol2(right,spec->doorCargo->rotinfo.coordsys); matPutVectIntoMatrixCol3(heading,spec->doorCargo->rotinfo.coordsys); if(spec->doorCargo->putOnDoor==TRUE || MoveReachedDestinationVariable((Ship *)spec->doorCargo,&positionWS,1.0f)) { spec->doorCargo->putOnDoor=TRUE; spec->doorCargo->posinfo.position = positionWS; } else { vector adder; vecSub(adder,positionWS,spec->doorCargo->posinfo.position); vecScalarMultiply(adder,adder,0.3f); vecAddTo(spec->doorCargo->posinfo.position,adder); } } } /*----------------------------------------------------------------------------- Name : GetDirectionVectorFromMat Description : gets a direction vector from a matrix (0=up,1=right,2=forward,4=down,5=left,6=back) Inputs : direction, ship Outputs : result Return : ----------------------------------------------------------------------------*/ void GetDirectionVectorFromMat(vector *result,udword direction,matrix *coordsys) { switch (direction & 3) { case 0: matGetVectFromMatrixCol1(*result,*coordsys); break; case 1: matGetVectFromMatrixCol2(*result,*coordsys); break; case 2: case 3: matGetVectFromMatrixCol3(*result,*coordsys); break; } if (direction & 4) { vecNegate(*result); } } void mothershipGetCargoPosition(Ship *ship,SpaceObjRotImpTargGuidanceShipDerelict *cargo, vector *position, matrix *coordsys, vector *heading, vector *up, vector *right) { MothershipStatics *mothershipstatics = (MothershipStatics *)((ship->staticinfo))->custstatinfo; vector worldRelative;//doorUp,doorRight,doorHeading; sdword headingdir,updir; if(madLinkInGetDoorInfo(ship,coordsys,position)) { position->x += TW_R1_MOTHERSHIP_DOOR_OFFSET_MODIFIER; headingdir = mothershipstatics->specialDoorOrientationHeading[((Ship *)cargo)->shiprace][((Ship *)cargo)->shiptype]; if(headingdir == -1) headingdir = 0; updir = mothershipstatics->specialDoorOrientationUp[((Ship *)cargo)->shiprace][((Ship *)cargo)->shiptype]; if(updir == -1) updir = 1; if(cargo->objtype == OBJ_ShipType) { matMultiplyMatByVec(&worldRelative,coordsys,&mothershipstatics->specialDoorOffset[((Ship *)cargo)->shiprace][((Ship *)cargo)->shiptype]); GetDirectionVectorFromMat(heading,headingdir,coordsys); GetDirectionVectorFromMat(up,updir,coordsys); vecCrossProduct(*right,*heading,*up); } else { //probably never going to get here normally...derelicts will not be salvaged or docked. //use default values matMultiplyMatByVec(&worldRelative,coordsys,&mothershipstatics->specialDoorOffset[R1][HeavyCruiser]); GetDirectionVectorFromMat(heading,0,&ship->rotinfo.coordsys); GetDirectionVectorFromMat(up,1,&ship->rotinfo.coordsys); vecCrossProduct(*right,*heading,*up); } vecAddTo(*position,worldRelative); } else { //no postion attainable use default values *position = ship->posinfo.position; GetDirectionVectorFromMat(heading,0,&ship->rotinfo.coordsys); GetDirectionVectorFromMat(up,1,&ship->rotinfo.coordsys); vecCrossProduct(*right,*heading,*up); } } void MothershipRemoveShipReferences(Ship *ship,Ship *shiptoremove) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; sdword i; if(shiptoremove == (Ship *) spec->doorCargo) { spec->doorCargo = NULL; } for(i=0;i<MAX_NUM_DROP;i++) { if(shiptoremove == (Ship *) spec->droptarget[i]) { if(ship->dockInfo != NULL) { if(ship->dockInfo->dockpoints[spec->dockindex[i]].thisDockBusy) ship->dockInfo->dockpoints[spec->dockindex[i]].thisDockBusy--; } if(ship->shiprace == R1) { if(ship->shiptype == Mothership) { if(salCapNeedBig(ship,spec->droptarget[i])) { //we will have told the door too open...so lets check if(ship->madDoorStatus == MAD_STATUS_DOOR_OPEN || ship->madDoorStatus == MAD_STATUS_DOOR_OPENING) { madLinkInCloseDoor(ship); //close door if open! } } } } spec->droptarget[i] = NULL; } } } void MothershipAttachObjectToDoor(Ship *ship,SpaceObjRotImpTargGuidanceShipDerelict *object) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; #ifndef HW_Release dbgAssert(ship->shiptype == Mothership); dbgAssert(ship->shiprace == R1); #endif spec->doorCargo = object; //in future, need to calculate offset from offset from offset! } void MothershipDettachObjectFromDoor(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; #ifndef HW_Release dbgAssert(ship->shiptype == Mothership); dbgAssert(ship->shiprace == R1); #endif spec->doorCargo = NULL; } #pragma warning( 4 : 4047) // turns off "different levels of indirection warning" void Mothership_PreFix(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; sdword i; for(i=0;i<MAX_NUM_DROP;i++) { spec->droptarget[i] = SpaceObjRegistryGetID((SpaceObj *)spec->droptarget[i]); } spec->doorCargo = SpaceObjRegistryGetID((SpaceObj *)spec->doorCargo); } void Mothership_Fix(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; sdword i; for(i=0;i<MAX_NUM_DROP;i++) { spec->droptarget[i] = (SpaceObjRotImpTargGuidanceShipDerelict *)SpaceObjRegistryGetObj((sdword)spec->droptarget[i]); } spec->doorCargo = (SpaceObjRotImpTargGuidanceShipDerelict *)SpaceObjRegistryGetObj((sdword)spec->doorCargo); } #pragma warning( 2 : 4047) // turn back on "different levels of indirection warning" udword ReadDockTimer(ubyte *docktimer) { return (docktimer[0] | (docktimer[1]<<8) | (docktimer[2]<<16)); } void WriteDockTimer(ubyte *docktimer,udword newvalue) { docktimer[0] = newvalue & 255; docktimer[1] = (newvalue>>8) & 255; docktimer[2] = (newvalue>>16) & 255; } bool NoShipUsingThisDockPoint(Ship *ship,DockStaticPoint *dockpoint) { // walk the command layer to make sure no one is using this dockpoint Node *curnode = universe.mainCommandLayer.todolist.head; CommandToDo *command; SelectCommand *selection; Ship *dship; sdword i; while (curnode != NULL) { command = (CommandToDo *)listGetStructOfNode(curnode); switch (command->ordertype.order) { case COMMAND_DOCK: case COMMAND_LAUNCHSHIP: selection = command->selection; for (i=0;i<selection->numShips;i++) { dship = selection->ShipPtr[i]; if (dship->dockvars.dockship == ship) { if (dship->dockvars.dockstaticpoint == dockpoint) { // we're docking/launching with this ship, return FALSE; } } } break; } curnode = curnode->next; } return TRUE; } void MothershipHouseKeep(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; sdword i; bool droppingTargets = FALSE; for(i=0;i<MAX_NUM_DROP;i++) { if(spec->droptarget[i] != NULL) { droppingTargets = TRUE; if(DropTargetInShip(ship,&spec->dropstate[i],spec->droptarget[i],&spec->dockindex[i])) { spec->dropstate[i] = 0; spec->droptarget[i] = NULL; } } } for(i=0;i<spec->CAP_NumInBuildCue;) { spec->CAPTimeToBuildShip[i]-= universe.phystimeelapsed; if(spec->CAPTimeToBuildShip[i] < 0.0f) { //time for a captured ship to pop out Ship *newship; if (GetShipStaticInfoSafe(spec->CAPshiptype[i],spec->CAPshiprace[i])) { if ((multiPlayerGame) && (ship->playerowner->playerIndex==sigsPlayerIndex)) { shiplagtotals[spec->CAPshiptype[i]]++; } newship = clCreateShip(&universe.mainCommandLayer, spec->CAPshiptype[i], spec->CAPshiprace[i], ship->playerowner->playerIndex, ship); newship->colorScheme = spec->CAPcolorScheme[i]; } spec->CAP_NumInBuildCue--; spec->CAPTimeToBuildShip[i] = spec->CAPTimeToBuildShip[spec->CAP_NumInBuildCue]; spec->CAPshiptype[i] = spec->CAPshiptype[spec->CAP_NumInBuildCue]; spec->CAPshiprace[i] = spec->CAPshiprace[spec->CAP_NumInBuildCue]; spec->CAPcolorScheme[i] = spec->CAPcolorScheme[spec->CAP_NumInBuildCue]; continue; } i++; } // check dock point and unbusy if it's busy for really long if (!droppingTargets) { DockPoint *dockpoint = NULL; if (ship->shiprace == R1) { dbgAssert((R1MOTHERSHIP_Big >= 0) && (R1MOTHERSHIP_Big < ship->dockInfo->numDockPoints)); dockpoint = &ship->dockInfo->dockpoints[R1MOTHERSHIP_Big]; } else if (ship->shiprace == R2) { dbgAssert((R2MOTHERSHIP_Big >= 0) && (R2MOTHERSHIP_Big < ship->dockInfo->numDockPoints)); dockpoint = &ship->dockInfo->dockpoints[R2MOTHERSHIP_Big]; } if (dockpoint) { udword docktimer = ReadDockTimer(spec->freedocktimer); if (dockpoint->thisDockBusy) { if (docktimer >= DOCKPOINT_BUSY_TOO_LONG) { if (NoShipUsingThisDockPoint(ship,dockpoint->dockstaticpoint)) { dockpoint->thisDockBusy = 0; } docktimer = 0; } else { docktimer++; } } else { docktimer = 0; } WriteDockTimer(spec->freedocktimer,docktimer); } } } void MothershipDied(Ship *ship) { MothershipSpec *spec = (MothershipSpec *)ship->ShipSpecifics; sdword i; for(i=0;i<MAX_NUM_DROP;i++) { if(spec->droptarget[i] != NULL) { if(spec->droptarget[i]->objtype == OBJ_ShipType) { //undisabled and make selectable if(!bitTest(((Ship *)spec->droptarget[i])->specialFlags2,SPECIAL_2_DisabledForever)) { bitClear(spec->droptarget[i]->flags,SOF_Disabled); bitClear(spec->droptarget[i]->specialFlags,SPECIAL_SalvagedTargetGoingIntoDockWithShip); bitSet(spec->droptarget[i]->flags,SOF_Selectable); } } } } } CustShipHeader MothershipHeader = { Mothership, sizeof(MothershipSpec), MothershipStaticInit, NULL, MothershipInit, NULL, MothershipAttack, DefaultShipFire, MothershipAttackPassive, NULL, NULL, MothershipHouseKeep, MothershipRemoveShipReferences, MothershipDied, Mothership_PreFix, NULL, NULL, Mothership_Fix }; Code:
// // MISSION07 - Swarmer Battle // // //#include "Utilities.kash" LOCALIZATION //컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 LSTRING_LCLocationCard "THE GARDENS OF KADESH" "JARDINS DE KADESH" "DIE G?TEN VON KADESH" "LOS JARDINES DE KADESH" "I GIARDINI DI KADESH" LSTRING_FINebulaRich "The Nebula is incredibly rich in energy and resources. Energy levels are so high that our sensors are having trouble compensating.\n\nBegin harvesting the nebula while we address this problem." "La N?uleuse est incroyablement riche en ?ergie et en ressources. Il y a de tels niveaux d'?ergie que nos d?ecteurs peinent ?compenser.\n\nCommencez la collecte dans la n?uleuse pendant que nous nous penchons sur ce probl?e." "Der Nebel ist unglaublich reich an Energie und Rohstoffen. Die Energie-Level sind so hoch, dass unsere Sensoren Probleme haben, dies zu kompensieren.\n\nBeginnen Sie mit der Rohstoffernte im Nebel, w?rend wir uns um dieses Problem k?mern." "La nebulosa es muy rica en energ? y recursos. Los niveles de energ? son tan altos que nuestros sensores no pueden compensarlos.\n\nEmpieza a recolectar en la nebulosa mientras buscamos soluci? a este problema." "Questa nebulosa ?ricchissima di energia e risorse; i livelli energetici sono cos?alti che i nostri sensori non riescono a calcolarli.\n\nComincia la raccolta delle risorse, mentre tentiamo di risolvere questo problema." LSTRING_FIUnknownContacts "There is a contact closing with the Mothership. Sensors instability in this region makes it difficult to identify." "Contact ?abli avec v?icule pr? du Vaisseau M?e, mais l'instabilit?des d?ecteurs dans cette r?ion rend son identification difficile." "Ein Kontakt n?ert sich dem Mutterschiff. Die Sensor-Instabilit? in dieser Region macht eine Identifikation sehr schwierig." "Se est?cerrando un contacto con la Nave nodriza. La inestabilidad de los sensores en esta zona dificulta la identificaci? de ese contacto." "C'?un contatto in avvicinamento all'Astronave Madre. Purtroppo, i sensori sono fuori scala e non riescono a identificarlo." LSTRING_FIPreparingAmbassador "Prepare the Ambassador." "Pr?aration de l'Ambassadeur." "Botschafter bereitmachen." "Preparad al embajador." "Prepara l'Ambassador." LSTRING_FIDefendMothership "Delay the attacking ships while Fleet Command charges the hyperdrive module. We should have the range to jump clear of the nebula." "Retardez les vaisseaux agresseurs pendant que l'Amiraut?charge le module d'hyperpropulsion. La port? devrait ?re suffisante pour nous faire bondir hors de la n?uleuse." "Halten Sie die angreifenden Schiffe zur?k, w?rend das Flottenkommando das Hypersprung-Modul aufl?t. Unsere Reichweite sollte so gro?sein, dass wir aus dem Nebel herausspringen." "Distrae a las naves atacantes mientras el mando de la flota carga el m?ulo de hiperpropulsi?. Deberemos tener el alcance necesario para salir de la nebulosa." "Trattieni le navi nemiche mentre il Comando della Flotta carica il modulo dell'iperguida. Dovremmo essere in grado di allontanarci dalla nebulosa." LSTRING_FCHyperModuleCharging1 "Hyperspace module at 35%, ready in 8 minutes." "Module hyperspatial ?35%, pr? dans 8 minutes." "Hypersprung-Modul bei 35%. Bereit in 8 Minuten." "M?ulo hiperespacial al 35%, preparado en 8 minutos." "Modulo dell'Iperspazio al 35%, pronto in 8 minuti." LSTRING_FCHyperModuleCharging2 "Hyperspace module at 90%, ready in 1 minute." "Module hyperspatial ?90%, pr? dans 1 minute." "Hypersprung-Modul bei 90%. Bereit in 1 Minute." "M?ulo hiperespacial al 90%, preparado en 1 minuto." "Modulo dell'Iperspazio al 90%, pronto in 1 minuto." LSTRING_FCLetsGetOutOfHere "Hyperspace module fully charged. Get us out of this place." "Activation maximale du module hyperspatial. Sortez-nous vite d'ici." "Hypersprung-Modul voll aufgeladen. Nichts wie raus hier!" "M?ulo hiperespacial completamente cargado. V?onos de este sitio." "Modulo dell'Iperspazio pronto. Andiamocene da qui." LSTRING_FIEngage "Yes, co-ordinates set. Engage hyperdrive!" "Oui, le cap est d?ermin? Enclenchez l'hyperpropulsion!" "Ja, Koordinaten sind eingestellt. Hypersprung-Aggregat einschalten!" "S? coordenadas establecidas. Activar hiperpropulsi?." "Coordinate impostate: attiva l'iperguida!" LSTRING_FCHyperdriveFail "Hyperdrive jump failed! The Quantum waveform collapsed before the ship could enter hyperspace." "Le bond par hyperpropulsion a ?hou?! Il y a eu effondrement de l'amplitude quantique avant m?e que le vaisseau puisse atteindre l'hyperespace. " "Hyperraum-Sprung fehlgeschlagen! Die Quanten-Wellenform brach zusammen, bevor das Schiff in den Hyperraum eintreten konnte." "Ha fallado la hiperpropulsi?. La forma de onda cu?tica ha colapsado antes de que la nave pudiera entrar en el hiperespacio." "Salto nell'Iperspazio fallito! La forma d'onda Quantum ?collassata prima che la nave potesse entrare nell'Iperspazio." LSTRING_FIContinueProtecting "Analyzing malfunction. Continue to protect the Mothership until the problem is solved." "Analyse de la d?aillance. Protection du Vaisseau M?e jusqu'?r?olution du probl?e." "Fehlfunktion wird analysiert. Sch?zen Sie weiterhin das Mutterschiff, bis das Problem gel?t ist." "Analizando fallo de funcionamiento. Sigue protegiendo la Nave nodriza hasta que se resuelva el problema." "Stiamo analizzando il malfunzionamento: continua a proteggere l'Astronave Madre fino a quando non avremo trovato una soluzione." LSTRING_FINewResearch "We have never had to combat so many fighter craft before. Our Research division has determined that it can design a new type of Corvette specially suited to combat multiple fighters. Begin Research as soon as possible." "Jamais n'avons nous d?affronter autant de chasseurs. Notre Service de recherche a ?abli la faisabilit?d'un nouveau type de Corvette adapt?au combat contre de multiples chasseurs. Lancez cette recherche d? que possible." "Wir mussten uns noch nie so vielen J?ern gleichzeitig stellen. Unsere Forschungsabteilung hat festgestellt, dass sie einen neuen Korvettentyp entwickeln kann, der speziell f? den Kampf gegen mehrere J?er ausgelegt ist. Beginnen Sie so schnell wie m?lich mit den Forschungsarbeiten." "Nunca hab?mos tenido que enfrentarnos a tantos cazas juntos. Nuestra divisi? de investigaci? ha determinado que puede dise?r un nuevo tipo de corbeta concebida especialmente para combatir a varios cazas. La investigaci? debe comenzar cuanto antes." "Non abbiamo mai dovuto combattere con cos?tanti caccia prima d'ora. I nostri ricercatori pensano di poter creare un nuovo tipo di Corvetta, dedicata al combattimento contro nemici multipli. Comincia le ricerche il prima possibile." LSTRING_FIProtectResources "Enemy forces are concentrating on our Resource Collectors. Allocate combat vessels to protect them." "Les forces ennemies se concentrent sur nos Collecteurs de Ressources. Affectez des unit? de combat ?leur protection." "Feindliche Kr?te konzentrieren sich auf unsere Rohstoffernteschiffe. Setzen Sie Kampfschiffe zu ihrem Schutz ein." "Las fuerzas enemigas se concentran en nuestros recolectores de recursos. Asigna naves de combate a su protecci?." "Le forze nemiche si stanno concentrando intorno ai nostri Collettori di Ricerca: disponi le forze in modo da proteggerli." LSTRING_FCHyperspaceBack "The Hyperdrive is back on-line." "L'hyperpropulsion est de nouveau op?ationnelle." "Das Hypersprung-Aggregat ist wieder online." "Ya funciona la hiperpropulsi?." "L'Iperguida ?di nuovo operativa." LSTRING_FIJumpAway "Let's put these fanatics behind us." "Semons ces fanatiques." "Nichts wie weg von diesen Irren." "Alej?onos de esos fan?icos." "Lasciamoci alle spalle questi pazzi." LSTRING_TBHyperspace " HYPERSPACE" " HYPERESPACE" " HYPERRAUMSPRUNG" " HIPERESPACIO" " IPERSPAZIO" LSTRING_OBDefendFleet "Defend Fleet" "D?endre la Flotte" "Flotte sch?zen." "Defiende la flota" "Difendi la flotta" LSTRING_OBHarvestNebula "Harvest Nebula" "Collecter des ressources au sein de la N?uleuse" "Rohstoffe in Nebelwolke ernten." "Recolecta nebulosas" "Raccogli le risorse nella nebulosa" LSTRING_OBProtect "Protect Resourcers" "Prot?er les collecteurs de ressources" "Rohstoffschiffe sch?zen." "Protege los recursos" "Proteggi le risorse" LSTRING_LevelSave "07 - The Gardens of Kadesh" "07 - Jardins de Kadesh" "07 – Die G?ten von Kadesh" "07 - Los jardines de Kadesh" "07 - I giardini di Kadesh" ENDL //컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴 #define MISSION7 #define MOTHERTEAM TEAM_P2Mothership #define MASTERTEAM TEAM_P2Mothership #define EVENTSTEAM TEAM_Dummy1 #include "Swarmer.kash" #include "speechevent.h" #include "soundmusic.h" #include "CommandDefs.h" //----------------------------------------------------------------------------- // Name : Events // Description : Contains Fleet Intel/Command events and Objectives // Objectives: Harvest Nebula // Defend Mothership // Secondary Objectives: Defend Resource Collectors //----------------------------------------------------------------------------- FSM Events States LocationCard, Wait1, NebulaRich, UnknownContacts, PreparingAmbassador, UnknownContactsWait, LBXIn1, P2IntroNIS, DefendMothership, HyperModuleCharging1, HyperModuleCharging2, LetsGetOutOfHere, Engage, HyperdriveFail, ContinueProtecting, AddedResearch, ProtectResourcers, P2MothershipEscapes, HyperspaceBack, JumpAway, NullState, FinalState; INIT VarCreateSet("InNullState", FALSE); IntelEventNotEnded(); JUMP LocationCard; // VarCreateSet("G_MothershipComeOnIn", TRUE); // JUMP UnknownContactsWait; //temporary ENDINIT WATCH // IFONCE (FindEnemyShipsOfType(SHIPS_Whatever, "Carrier")) // JUMP LetsGetOutOfHere; // ENDIFONCE //once a few resources have been collected, //trigger the P2 IFONCE (VarGet("G_HarvestedRUs") > 600) MsgSend(TEAM_P2Mothership, "MothershipComeOnIn"); VarSet("InNullState", FALSE); JUMP UnknownContactsWait; ENDIFONCE IFONCE (FindEnemyShipsOfType(SHIPS_Stuff, "HeavyCruiser")) MsgSend(TEAM_P2Mothership, "MothershipComeOnIn"); VarSet("InNullState", FALSE); JUMP UnknownContactsWait; ENDIFONCE //IFONCE (FindEnemyShipsOfType(SHIPS_Stuff, "Carrier")) // TimerCreateSetStart("HyperTest", 20); //ENDIFONCE //IF (TimerExpiredDestroy("HyperTest")) // JUMP Engage; //ENDIF IFONCE ((RUsEnemyCollected() > 1400)) ObjectiveSet("Harvest", TRUE); ENDIFONCE IFONCE (MsgReceived("ImTakingTheResourcers")) TimerCreateSetStart("Resourcers", Random(20, 30)); ENDIFONCE //for new research IFONCE (MsgReceived("MoSwarmersInTrouble")) TimerCreateSetStart("ResearchTimer", 45); ENDIFONCE IF (VarGet("G_CLICK_Harvest")) VarDestroy("G_CLICK_Harvest"); JUMP NebulaRich; ELSEIF (VarGet("G_CLICK_DefendFleet")) VarDestroy("G_CLICK_DefendFleet"); JUMP DefendMothership; ELSEIF (VarGet("G_CLICK_ProtectResourcers")) VarDestroy("G_CLICK_ProtectResourcers"); JUMP ProtectResourcers; ENDIF //only call these states if we're in the NULL state IF (VarGet("InNullState") && !VarGet("InFinalState")) //this state was called from DefendMothership state IFONCE (TimerExpiredDestroy("ChargeUpTimer1")) VarSet("InNullState", FALSE); JUMP HyperModuleCharging1; ENDIFONCE //this state was called from HyperModuleCharging1 state IFONCE (TimerExpiredDestroy("ChargeUpTimer2")) VarSet("InNullState", FALSE); JUMP HyperModuleCharging2; ENDIFONCE //finished charging up soon IFONCE (TimerExpiredDestroy("ChargeUpTimer3")) VarSet("InNullState", FALSE); JUMP LetsGetOutOfHere; ENDIFONCE //new research topic IFONCE (TimerExpiredDestroy("ResearchTimer")) VarSet("InNullState", FALSE); JUMP AddedResearch; ENDIFONCE //Resourcers being attacked IFONCE (TimerExpiredDestroy("Resourcers")) VarSet("InNullState", FALSE); JUMP ProtectResourcers; ENDIFONCE //P2Mothership takes off IFONCE (MsgReceived("P2MothershipBlowin")) VarSet("InNullState", FALSE); JUMP P2MothershipEscapes; ENDIFONCE //if the mothership died, instead of hyperspacing out IFONCE (VarGet("P2MothershipIn") && !FindFriendlyShipsOfType(SHIPS_Temp, "P2Mothership")) VarSet("InNullState", FALSE); JUMP HyperspaceBack; ENDIFONCE ENDIF ENDWATCH //--------------------------- // Events: LocationCard // Wait a little for location card STATE LocationCard INIT TimerCreateSetStart("LocationCardTimer", 2); ENDINIT WATCH IF (TimerExpiredDestroy("LocationCardTimer")) LocationCard(5000, LSTRING_LCLocationCard); JUMP Wait1; ENDIF ENDWATCH ENDSTATE LocationCard //--------------------------- // Events: Wait1 // Wait a little while everything launches STATE Wait1 INIT TimerCreateSetStart("Launching", 8); ENDINIT WATCH IF (TimerExpiredDestroy("Launching")) JUMP NebulaRich; ENDIF ENDWATCH ENDSTATE Wait1 //--------------------------- // Events: NebulaRich // Event 1.0 Fleet Intel Observes Rich Nebula STATE NebulaRich INIT SoundEvent(262); SpeechEvent(M07_Intel_HarvestNebula, 0); // SubtitleSimulate(4, 18000, LSTRING_FINebulaRich); ObjectiveCreate("Harvest", LSTRING_OBHarvestNebula, "fleet intel 3.2"); JUMP NullState; ENDINIT WATCH ENDWATCH ENDSTATE NebulaRich //--------------------------- // Events: UnknownContactsWait // Delay time for Unknown contacts event to start STATE UnknownContactsWait INIT TimerCreateSetStart("ScaryUFOGuys", Random(20, 28)); ENDINIT WATCH IF (TimerExpiredDestroy("ScaryUFOGuys")) VarCreateSet("MothershipIn", TRUE); JUMP LBXIn1; ENDIF ENDWATCH ENDSTATE UnknownContactsWait //--------------------------- // Events: LBXIn1 // Letterbox come in... STATE LBXIn1 INIT wideScreenIn(30); TimerCreateSetStart("LBXTimer", 4); ENDINIT WATCH IF ((TimerRemaining("LBXTimer") == 0)) OpenSensors(80000); JUMP UnknownContacts; ENDIF ENDWATCH ENDSTATE LBXIn1 //--------------------------- // Events: UnknownContacts // Event 1.1 Intel believes an unknown contact // is closing on the mothership STATE UnknownContacts INIT SoundEvent(262); SpeechEvent(M07_Intel_AlertStatus, 0); // SubtitleSimulate(4, 15000, LSTRING_FIUnknownContacts); TutSetPointerTargetShipSelection("Contacts", TEAMSHIPS_P2Mothership); PingAddShips(TEAMSHIPS_P2Mothership, "UnknownContacts"); ENDINIT WATCH IF (IntelEventEnded()) TutRemoveAllPointers(); CloseSensors(TRUE); WideScreenOut(90); JUMP PreparingAmbassador; ENDIF ENDWATCH ENDSTATE UnknownContacts //--------------------------- // Events: PreparingAmbassador // Letterbox come in... STATE PreparingAmbassador INIT SoundEvent(262); SpeechEvent(M07_Intel_PrepareAmbassador, 0); // SubtitleSimulate(4, 5000, LSTRING_FIPreparingAmbassador); ENDINIT WATCH IF (IntelEventEnded()) TimerCreateSetStart("Ambassador", 5); TimerCreateSetStart("LBX", 2); ENDIF IF (TimerExpiredDestroy("LBX")) WideScreenIn(90); ENDIF IF (TimerExpiredDestroy("Ambassador")) JUMP P2IntroNIS; ENDIF ENDWATCH ENDSTATE PreparingAmbassador //--------------------------- // Events: P2IntroNIS // Event 1.2 Play N05 STATE P2IntroNIS INIT FindEnemyShipsOfType(SHIPS_NISTargetShips, "Mothership"); PingRemove("UnknownContacts"); VarCreateSet("G_PlayNis", 5); VarCreateSet("G_PlayingNIS", TRUE); ENDINIT WATCH IF (VarGet("G_Nis5Complete")) VarSet("G_PlayingNIS", FALSE); WideScreenOut(90); JUMP DefendMothership; ENDIF ENDWATCH ENDSTATE P2IntroNIS //--------------------------- // Events: DefendMothership // Event 1.3 Intel asks to hold off swarmers STATE DefendMothership INIT MusicPlay(B03_Swarmers); SoundEvent(262); SpeechEvent(M07_Intel_DefendMothership, 0); // SubtitleSimulate(4, 10000, LSTRING_FIDefendMothership); ObjectiveCreate("DefendFleet", LSTRING_OBDefendFleet, "fleet intel 3.2"); TimerCreateSetStart("ChargeUpTimer1", 30); //30 seconds ENDINIT WATCH JUMP NullState; ENDWATCH ENDSTATE DefendMothership //--------------------------- // Events: HyperModuleCharging1 // Event 1.4 Hyperspace Module at 35 STATE HyperModuleCharging1 INIT SoundEvent(262); SpeechEvent(M07_Fleet_Charging8Minutes, 0); // SubtitleSimulate(0, 10000, LSTRING_FCHyperModuleCharging1); TimerCreateSetStart("ChargeUpTimer2", 420); ENDINIT WATCH JUMP NullState; ENDWATCH ENDSTATE HyperModuleCharging1 //--------------------------- // Events: HyperModuleCharging2 // Event 1.5 Hyperspace module at 90 STATE HyperModuleCharging2 INIT SoundEvent(262); SpeechEvent(M07_Fleet_Charging1Minute, 0); // SubtitleSimulate(0, 10000, LSTRING_FCHyperModuleCharging2); TimerCreateSetStart("ChargeUpTimer3", 60); ENDINIT WATCH JUMP NullState; ENDWATCH ENDSTATE HyperModuleCharging2 //--------------------------- // Events: LetsGetOutOfHere // Event 1.6 Fleet command says "let's get out of here!" STATE LetsGetOutOfHere INIT SoundEvent(262); SpeechEvent(M07_Fleet_HyperspaceReady, 0); MsgSend(TEAM_P2Mothership, "PlayerPoweredUp"); // SubtitleSimulate(0, 10000, LSTRING_FCLetsGetOutOfHere); ENDINIT WATCH IF (IntelEventEnded()) JUMP Engage; ENDIF ENDWATCH ENDSTATE LetsGetOutOfHere //--------------------------- // Events: Engage // Event 1.6 Fleet Intel does the picard thing // but hyperspacing has been disabled! Watchout! STATE Engage INIT SoundEvent(262); SpeechEvent(M07_Intel_EngageHyperdrive, 0); // SubtitleSimulate(4, 10000, LSTRING_FIEngage); DisablePlayerHyperspace(); ObjectiveSet("DefendFleet", TRUE); ObjectiveCreate("Hyperspace", LSTRING_TBHyperspace, LSTRING_FIEngage); ENDINIT WATCH IF (TutGameSentMessage("Game_HyperspaceFailed") == 1) JUMP HyperdriveFail; ENDIF ENDWATCH ENDSTATE Engage //--------------------------- // Events: HyperdriveFail // Event 1.7 Fleet Command whines about hyperdrive failing STATE HyperdriveFail INIT SoundEvent(262); SpeechEvent(M07_Fleet_HyperdriveFailedNEW, 0); // SubtitleSimulate(0, 10000, LSTRING_FCHyperdriveFail); ENDINIT WATCH IF (IntelEventEnded()) MsgSend(TEAM_P2Mothership, "TheyreGettingAway"); JUMP ContinueProtecting; ENDIF ENDWATCH ENDSTATE HyperdriveFail //--------------------------- // Events: ContinueProtecting // Event 1.7 Fleet Intel tries to do something about hyperdrive STATE ContinueProtecting INIT SoundEvent(262); SpeechEvent(M07_Intel_AnalyzingField, 0); // SubtitleSimulate(4, 10000, LSTRING_FIContinueProtecting); ObjectiveDestroy("DefendFleet"); ObjectiveDestroy("Hyperspace"); ObjectiveCreate("DefendFleet", LSTRING_OBDefendFleet, "fleet intel 3.2"); TimerCreateSetStart("ResearchTimer", 45); ENDINIT WATCH JUMP NullState; ENDWATCH ENDSTATE ContinueProtecting //--------------------------- // Events: AddedResearch // Fleet intel indicates a new research topic is available STATE AddedResearch INIT SoundEvent(262); SpeechEvent(M07_Intel_ResearchMultigunVette, 0); // SubtitleSimulate(4, 10000, LSTRING_FINewResearch); TechSetResearch("TargetingSystems"); ENDINIT WATCH JUMP NullState; ENDWATCH ENDSTATE AddedResearch //--------------------------- // Events: ProtectResourcers // Event 1.8 Secondary objective - protect resourcers STATE ProtectResourcers INIT SoundEvent(262); SpeechEvent(M07_Intel_DefendCollectors, 0); // SubtitleSimulate(0, 10000, LSTRING_FIProtectResources); ObjectiveCreateSecondary("ProtectResourcers", LSTRING_OBProtect, LSTRING_FIProtectResources); ENDINIT WATCH JUMP NullState; ENDWATCH ENDSTATE ProtectResourcers //--------------------------- // Events: P2MothershipEscapes // Event 1.9 NISLet of P2 Mothership leaving STATE P2MothershipEscapes INIT SoundEvent(262); TutCameraFocus(TEAMSHIPS_P2Mothership); TutCameraFocus(TEAMSHIPS_P2Mothership); MusicStop (4); TimerCreateSetStart("P2EscapeTimer", 20); TimerCreateSetStart("CancelFocus", 14); // ShipsAdd(SHIPS_NisCenterShip, TEAMSHIPS_P2Mothership); // VarCreateSet("G_PlayNislet", 70); ENDINIT WATCH IF (TutGameSentMessage("Game_BandBoxFocus,Game_ClickFocus,KB_CancelFocus,KB_Focus")) TimerDestroy("CancelFocus"); ENDIF IF (TimerExpiredDestroy("CancelFocus")) SoundEvent(262); TutCameraFocusCancel(); TutCameraFocusCancel(); ENDIF IF (TimerExpiredDestroy("P2EscapeTimer")) VarSet("P2MothershipIn", FALSE); JUMP HyperspaceBack; ENDIF ENDWATCH ENDSTATE P2MothershipEscapes //--------------------------- // Events: HyperspaceBack // Event 1.10 Fleet Command all giddy about hyperspace being back STATE HyperspaceBack INIT SoundEvent(262); SpeechEvent(M07_Intel_FieldDisappeared, 0); // SubtitleSimulate(0, 10000, LSTRING_FCHyperspaceBack); ObjectiveCreate("Hyperspace", LSTRING_TBHyperspace, LSTRING_FIEngage); ObjectiveSet("DefendFleet", TRUE); ENDINIT WATCH IF (IntelEventEnded()) JUMP JumpAway; ENDIF ENDWATCH ENDSTATE HyperspaceBack //--------------------------- // Events: JumpAway // Event 1.10 Fleet Intel oozes with pleasure about hyperdrives STATE JumpAway INIT SoundEvent(262); SpeechEvent(M07_Intel_HyperdriveFunctional, 0); //SubtitleSimulate(4, 10000, LSTRING_FIJumpAway); ENDINIT WATCH JUMP FinalState; ENDWATCH ENDSTATE JumpAway //*** Need mission failure states. //--------------------------- // Events: NullState // Nothing happens here STATE NullState INIT VarCreateSet("InNullState", TRUE); ENDINIT WATCH ENDWATCH ENDSTATE NullState //--------------------------- // Events: FinalState // Nothing happens here STATE FinalState INIT VarCreateSet("InFinalState", TRUE); ENDINIT WATCH ENDWATCH ENDSTATE FinalState ENDFSM Events //----------------------------------------------------------------------------- // Name : P2Mothership // Description : P2 Mothership - moves around and drops off swarmers, then makes a b-line outa there //----------------------------------------------------------------------------- FSM P2Mothership States NullState, Wait, Reappear, InitialAttack, ReissueMove, HyperDodge, HypeDodgeIn, MidBattle, SecondAttack, EndBattleDelay, EndBattle, DefendSelf, GetOuttaHere; INIT VarCreateSet("WaveNum", 0); JUMP Wait; ENDINIT WATCH IF (!VarGet("G_MothershipDead")) // IFONCE (Nearby(POINT_StartPointPlayer, 6000)) // MoveTo(POINT_Vol2); // ENDIFONCE IFONCE (Nearby(POINT_Vol2, 2000)) VarSet("MovingToVol2", FALSE); VarCreateSet("MovingToVol1", TRUE); MoveTo(POINT_Vol1); ENDIFONCE IFONCE (Nearby(POINT_Vol1, 2000)) VarSet("MovingToVol1", FALSE); VarCreateSet("MovingToVol3", TRUE); MoveTo(POINT_Vol3); ENDIFONCE IFONCE (Nearby(POINT_Vol3, 2000)) VarSet("MovingToVol2", FALSE); VarCreateSet("AttackingMothership", TRUE); AttackMothership(); ENDIFONCE IFONCE ((VarGet("WaveNum") == 6) && VarGet("FinalAssaultGone")) TimerCreateSetStart("ImDryImOuttaHere", Random(60, 90)); ENDIFONCE IFONCE (TimerExpiredDestroy("ImDryImOuttaHere")) JUMP GetOuttaHere; ENDIFONCE IF (!VarGet("DodgingOrOuttaHere") && TeamHealthLowest() <= MO_ESCAPE_HYPER_HEALTH) IF (VarGet("AttackingMothership")) JUMP GetOuttaHere; ELSE JUMP HyperDodge; ENDIF ENDIF ENDIF IFONCE (TeamCount() == 0) //I am Invincible!!!! FindEnemyShipsOfType(SHIPS_YourDeadNow, "Mothership"); KamikazeEveryone(SHIPS_YourDeadNow); VarCreateSet("G_MothershipDead", TRUE); JUMP NullState; ENDIFONCE ENDWATCH //--------------------------- // P2Mothership: Wait // Waits for other ships to dock with it, then disappears STATE Wait INIT TimerCreateSetStart("WaitForDocking", 2); ENDINIT WATCH IF (TimerExpiredDestroy("WaitForDocking")) TeamHyperspaceOut(); ENDIF IF (MsgReceived("MothershipComeOnIn")) JUMP Reappear; ENDIF ENDWATCH ENDSTATE Wait //--------------------------- // P2Mothership: Reappear // Mothership reappears for a time STATE Reappear INIT TeamHyperspaceIn(POINT_MothershipIn); // AttackMothership(); //just to get the P2 Mothership closer to the Mothership ENDINIT WATCH IFONCE (Nearby(POINT_MothershipIn, 2000)) AttackMothership(); ENDIFONCE IFONCE (VarGet("G_PlayingNIS")) Stop(); HideShips(TEAMSHIPS_P2Mothership); ENDIFONCE IF (VarGet("G_Nis5Complete")) UnHideShips(TEAMSHIPS_P2Mothership); MoveTo(POINT_Vol2); VarCreateSet("MovingToVol2", TRUE); JUMP InitialAttack; ENDIF ENDWATCH ENDSTATE Reappear //--------------------------- // P2Mothership: InitialAttack // Main Attack Code for the P2 Mothership STATE InitialAttack INIT // initial attack (wave 0) sent off VarInc("WaveNum"); FSMCreate(GenericMothershipSwarm, TEAM_NISTeam1); FindEnemyShipsOfType(SHIPS_Test, "ResourceCollector"); FindEnemiesNearby(SHIPS_Test, 6000); // if there are armed ships near the resourcers IF (ShipsSelectSpecial(SHIPS_Armed, SHIPS_Test, 3) > 5) FSMCreate(ResourceDefenderSwarm, TEAM_NISTeam2); TimerCreateSetStart("ResourcerSwarm", Random(50, 70)); ELSE FSMCreate(GenericResourcerSwarm, TEAM_NISTeam2); TimerCreateSetStart("ResourceDefenderSwarm", Random(50, 70)); ENDIF ENDINIT WATCH IF (TimerExpiredDestroy("ResourcerSwarm")) FSMCreate(GenericResourcerSwarm, TEAM_NISTeam3); JUMP MidBattle; ENDIF IF (TimerExpiredDestroy("ResourceDefenderSwarm")) FSMCreate(ResourceDefenderSwarm, TEAM_NISTeam3); JUMP MidBattle; ENDIF ENDWATCH ENDSTATE InitialAttack //--------------------------- // P2Mothership: ReissueMove // Gets the mothership moving again after it attacks STATE ReissueMove INIT IF (VarGet("MovingToVol2")) MoveTo(POINT_Vol2); ELSEIF (VarGet("MovingToVol1")) MoveTo(POINT_Vol1); ELSEIF (VarGet("MovingToVol3")) MoveTo(POINT_Vol3); ELSEIF (VarGet("AttackingMothership")) AttackMothership(); ENDIF JUMP MidBattle; ENDINIT WATCH ENDWATCH ENDSTATE ReissueMove //--------------------------- // P2Mothership: HyperDodge // Mothership hyperspaces out, then hyperspaces in at another point. STATE HyperDodge INIT //keeps this state from being called over and over again VarCreateSet("DodgingOrOuttaHere", TRUE); TeamHyperspaceOut(); TimerCreateSetStart("HyperspaceTimer", 15); ENDINIT WATCH IF (TimerExpiredDestroy("HyperspaceTimer")) JUMP HypeDodgeIn; ENDIF ENDWATCH ENDSTATE HyperDodge //--------------------------- // P2Mothership: HypeDodgeIn // Waits for the P2Mothership to hyperspace in STATE HypeDodgeIn INIT TeamHealthSet(100); IF (VarGet("MovingToVol2")) TeamHyperspaceIn(POINT_Vol2); ELSEIF (VarGet("MovingToVol1")) TeamHyperspaceIn(POINT_Vol1); ELSEIF (VarGet("MovingToVol3")) TeamHyperspaceIn(POINT_Vol3); ELSE TeamHyperspaceIn(POINT_Vol2); ENDIF ENDINIT WATCH IF (Nearby(THISTEAMSPOINT, 10000)) VarDestroy("DodgingOrOuttaHere"); JUMP MidBattle; ENDIF ENDWATCH ENDSTATE HypeDodgeIn ... //--------------------------- // P2Mothership: DefendSelf // P2 Mothership sends out bunch of defense stuff. STATE DefendSelf INIT UnderAttack(SHIPS_Attacking); IF (ShipsSelectCapital(SHIPS_Capital, SHIPS_Attacking)) VarCreateSet("CounterAttack", TRUE); Attack(SHIPS_Capital); ENDIF //maybe launch depending on number of attackers //or have timer change depending on number of attackers IF (VarGet("WaveNum") == 1) MsgSend(TEAM_FuelPod1WAVE1, "DefendMothership"); MsgSend(TEAM_Swarmer1WAVE1, "DefendMothership"); ELSEIF (VarGet("WaveNum") == 2) MsgSend(TEAM_FuelPod1WAVE2, "DefendMothership"); MsgSend(TEAM_Swarmer1WAVE2A, "DefendMothership"); MsgSend(TEAM_Swarmer1WAVE2B, "DefendMothership"); VarInc("WaveNum"); ELSEIF (VarGet("WaveNum") == 3) MsgSend(TEAM_FuelPod2WAVE1, "DefendMothership"); MsgSend(TEAM_Swarmer2WAVE1, "DefendMothership"); VarInc("WaveNum"); ELSEIF (VarGet("WaveNum") == 4) MsgSend(TEAM_FuelPod2WAVE2, "DefendMothership"); MsgSend(TEAM_Swarmer2WAVE2A, "DefendMothership"); MsgSend(TEAM_Swarmer2WAVE2B, "DefendMothership"); VarInc("WaveNum"); ELSEIF (VarGet("WaveNum") == 5) MsgSend(TEAM_FuelPod3WAVE1, "DefendMothership"); MsgSend(TEAM_Swarmer3WAVE1, "DefendMothership"); VarInc("WaveNum"); ENDIF TimerCreateSetStart("DefenseTimer", Random(40, 100)); ENDINIT WATCH // wait a bit IF (TimerExpiredDestroy("DefenseTimer")) IF (UnderAttack(SHIPS_Attacking)) SetSwarmTargets(SHIPS_Attacking); ENDIF JUMP MidBattle; ENDIF IF (VarGet("CounterAttack") && (ShipsOrder(THISTEAMSHIPS) != COMMAND_ATTACK)) IF (UnderAttack(SHIPS_Attacking) && ShipsSelectCapital(SHIPS_Capital, SHIPS_Attacking)) Attack(SHIPS_Capital); ELSE VarDestroy("CounterAttack"); ENDIF ENDIF ENDWATCH ENDSTATE DefendSelf //--------------------------- // P2Mothership: EndBattle // Delay before the end of battle STATE EndBattleDelay INIT TimerCreateSetStart("AttackTimer", Random(5, 20)); ENDINIT WATCH IF (TimerExpiredDestroy("AttackTimer")) JUMP EndBattle; ENDIF ENDWATCH ENDSTATE EndBattleDelay //--------------------------- // P2Mothership: EndBattle // Mothership launches last wave and attacks the mothership STATE EndBattle INIT // AttackMothership(); MsgSend(TEAM_FuelPod3WAVE2, "MothershipSwarm"); MsgSend(TEAM_Swarmer3WAVE2A, "MothershipSwarm"); MsgSend(TEAM_Swarmer3WAVE2B, "MothershipSwarm"); TimerCreateSetStart("AttackTimer", Random(30, 60)); VarCreateSet("FinalAssaultGone", TRUE); ENDINIT WATCH IF (TimerExpiredDestroy("AttackTimer") AND VarGet("WaveNum") < 6) JUMP MidBattle; ENDIF ENDWATCH ENDSTATE EndBattle //--------------------------- // P2Mothership: GetOuttaHere // Mothership calls in ships to dock, then hyperspaces out STATE GetOuttaHere INIT VarCreateSet("DodgingOrOuttaHere", TRUE); MsgSendAll("DockNow"); TimerCreateSetStart("BootIt", 50); ENDINIT WATCH IF (TeamHealthLowest() < MO_ESCAPE_LOW_HEALTH) TeamHealthSet(MO_ESCAPE_PROPUP_HEALTH); ENDIF VarSet("NumSwarmers", FindFriendlyShipsOfType(SHIPS_Swarmers, "P2Swarmer")); VarSet("NumAdv", FindFriendlyShipsOfType(SHIPS_AdvSwarmers, "P2AdvanceSwarmer")); IF (((VarGet("NumSwarmers") == 0) && (VarGet("NumAdv") == 0)) || (TeamHealthLowest() <= 8) || (TimerExpiredDestroy("BootIt"))) MsgSendAll("P2MothershipBlowin"); TeamHyperspaceOut(); JUMP NullState; ENDIF ENDWATCH ENDSTATE GetOuttaHere //--------------------------- // P2Mothership: NullState // Nothing happens here STATE NullState INIT ENDINIT WATCH ENDWATCH ENDSTATE NullState ENDFSM P2Mothership ... //栢栢栢栢栢栢栢栢栢栢栢 Global Stuff 栢栢栢栢栢栢栢栢栢栢栢 |
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