Ejemplo n.º 1
0
Archivo: Pi.cpp Proyecto: Snaar/pioneer
void Pi::Unserialize(Serializer::Reader &rd)
{
	Serializer::Reader section;
	
	SetTimeAccel(0);
	requestedTimeAccelIdx = 0;
	Space::Clear();
	if (Pi::player) {
		Pi::player->MarkDead();
		Space::bodies.remove(Pi::player);
		delete Pi::player;
		Pi::player = 0;
	}

	section = rd.RdSection("PiMisc");
	gameTime = section.Double();
	selectedSystem = StarSystem::Unserialize(section);
	currentSystem = StarSystem::Unserialize(section);

	section = rd.RdSection("Space");
	Space::Unserialize(section);
	
	section = rd.RdSection("Polit");
	Polit::Unserialize(section);

	section = rd.RdSection("SectorView");
	sectorView->Load(section);

	section = rd.RdSection("WorldView");
	worldView->Load(section);

	section = rd.RdSection("LuaModules");
	PiLuaModules::Unserialize(section);
}
Ejemplo n.º 2
0
Archivo: Pi.cpp Proyecto: Snaar/pioneer
void Pi::HandleEvents()
{
	SDL_Event event;

	Pi::mouseMotion[0] = Pi::mouseMotion[1] = 0;
	while (SDL_PollEvent(&event)) {
		Gui::HandleSDLEvent(&event);
		switch (event.type) {
			case SDL_KEYDOWN:
				if (event.key.keysym.sym == SDLK_ESCAPE) {
					// only accessible once game started
					if (currentView != 0) {
						if (currentView != gameMenuView) {
							RequestTimeAccel(0);
							SetTimeAccel(0);
							SetView(gameMenuView);
						}
						else
							RequestTimeAccel(1);
					}
					break;
				}
				// special keys. LCTRL+turd
				if ((KeyState(SDLK_LCTRL) || (KeyState(SDLK_RCTRL)))) {
					if (event.key.keysym.sym == SDLK_q) Pi::Quit();
					if (event.key.keysym.sym == SDLK_s) {
						Render::ToggleShaders();
					}
					if (event.key.keysym.sym == SDLK_h) {
						Render::ToggleHDR();
					}
					if (event.key.keysym.sym == SDLK_i) Pi::showDebugInfo = !Pi::showDebugInfo;
					if (event.key.keysym.sym == SDLK_p) {
						Sint64 crime, fine;
						Polit::GetCrime(&crime, &fine);
						printf("Criminal record: %llx, $%lld\n", crime, fine);
						Polit::AddCrime(0x1, 100);
						Polit::GetCrime(&crime, &fine);
						printf("Criminal record now: %llx, $%lld\n", crime, fine);
					}
					if (event.key.keysym.sym == SDLK_PRINT) {
						char buf[256];
						const time_t t = time(0);
						struct tm *_tm = localtime(&t);
						strftime(buf, sizeof(buf), "screenshot-%Y%m%d-%H%M%S.tga", _tm);
						Screendump(buf);
						fprintf(stderr, "Screendump to %s\n", buf);
					}
#ifdef DEBUG
					if (event.key.keysym.sym == SDLK_m) {
						Pi::player->SetMoney(Pi::player->GetMoney() + 10000000);
					}
					if (event.key.keysym.sym == SDLK_F12) {
						matrix4x4d m; Pi::player->GetRotMatrix(m);
						vector3d dir = m*vector3d(0,0,-1);
						/* add test object */
						if (KeyState(SDLK_RSHIFT)) {
							Missile *missile = new Missile(ShipType::MISSILE_GUIDED, Pi::player, Pi::player->GetCombatTarget());
							missile->SetRotMatrix(m);
							missile->SetFrame(Pi::player->GetFrame());
							missile->SetPosition(Pi::player->GetPosition()+50.0*dir);
							missile->SetVelocity(Pi::player->GetVelocity());
							Space::AddBody(missile);
						} else if (KeyState(SDLK_LSHIFT)) {
							SpaceStation *s = static_cast<SpaceStation*>(Pi::player->GetNavTarget());
							if (s) {
								int port = s->GetFreeDockingPort();
								if (port != -1) {
									printf("Putting ship into station\n");
									// Make police ship intent on killing the player
									Ship *ship = new Ship(ShipType::LADYBIRD);
									ship->AIKill(Pi::player);
									ship->SetFrame(Pi::player->GetFrame());
									ship->SetDockedWith(s, port);
									Space::AddBody(ship);
								} else {
									printf("No docking ports free dude\n");
								}
							} else {
								printf("Select a space station...\n");
							}
						} else {
							Ship *ship = new Ship(ShipType::LADYBIRD);
							ship->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_1MW);
							ship->AIKill(Pi::player);
							ship->SetFrame(Pi::player->GetFrame());
							ship->SetPosition(Pi::player->GetPosition()+100.0*dir);
							ship->SetVelocity(Pi::player->GetVelocity());
							ship->m_equipment.Add(Equip::DRIVE_CLASS2);
							ship->m_equipment.Add(Equip::RADAR_MAPPER);
							ship->m_equipment.Add(Equip::SCANNER);
							ship->m_equipment.Add(Equip::SHIELD_GENERATOR);
							ship->m_equipment.Add(Equip::HYDROGEN, 10);
							Space::AddBody(ship);
						}
					}
#endif /* DEBUG */
					// XXX only works on X11
					//if (event.key.keysym.sym == SDLK_F11) SDL_WM_ToggleFullScreen(Pi::scrSurface);
					if (event.key.keysym.sym == SDLK_F10) Pi::SetView(Pi::objectViewerView);
					if (event.key.keysym.sym == SDLK_F9) {
						std::string name = join_path(GetFullSavefileDirPath().c_str(), "_quicksave", 0);
						Serializer::SaveGame(name.c_str());
						Pi::cpan->MsgLog()->Message("", "Game saved to "+name);
					}
				}
				Pi::keyState[event.key.keysym.sym] = 1;
				Pi::keyModState = event.key.keysym.mod;
				Pi::onKeyPress.emit(&event.key.keysym);
				break;
			case SDL_KEYUP:
				Pi::keyState[event.key.keysym.sym] = 0;
				Pi::keyModState = event.key.keysym.mod;
				Pi::onKeyRelease.emit(&event.key.keysym);
				break;
			case SDL_MOUSEBUTTONDOWN:
				Pi::mouseButton[event.button.button] = 1;
				Pi::onMouseButtonDown.emit(event.button.button,
						event.button.x, event.button.y);
				break;
			case SDL_MOUSEBUTTONUP:
				Pi::mouseButton[event.button.button] = 0;
				Pi::onMouseButtonUp.emit(event.button.button,
						event.button.x, event.button.y);
				break;
			case SDL_MOUSEMOTION:
				Pi::mouseMotion[0] += event.motion.xrel;
				Pi::mouseMotion[1] += event.motion.yrel;
		//		SDL_GetRelativeMouseState(&Pi::mouseMotion[0], &Pi::mouseMotion[1]);
				break;
			case SDL_JOYAXISMOTION:
				if (joysticks[event.jaxis.which].joystick == NULL)
					break;
				if (event.jaxis.value == -32768)
					joysticks[event.jaxis.which].axes[event.jaxis.axis] = 1.f;
				else
					joysticks[event.jaxis.which].axes[event.jaxis.axis] = -event.jaxis.value / 32767.f;
				break;
			case SDL_JOYBUTTONUP:
			case SDL_JOYBUTTONDOWN:
				if (joysticks[event.jaxis.which].joystick == NULL)
					break;
				joysticks[event.jbutton.which].buttons[event.jbutton.button] = event.jbutton.state != 0;
				break;
			case SDL_JOYHATMOTION:
				if (joysticks[event.jaxis.which].joystick == NULL)
					break;
				joysticks[event.jhat.which].hats[event.jhat.hat] = event.jhat.value;
				break;
			case SDL_QUIT:
				Pi::Quit();
				break;
		}
	}
}
Ejemplo n.º 3
0
bool Game::UpdateTimeAccel()
{
	// don't modify the timeaccel if the game is paused
	if (m_requestedTimeAccel == Game::TIMEACCEL_PAUSED) {
		SetTimeAccel(Game::TIMEACCEL_PAUSED);
		return false;
	}

	TimeAccel newTimeAccel = m_requestedTimeAccel;

	// ludicrous speed
	if (m_player->GetFlightState() == Ship::HYPERSPACE) {
		newTimeAccel = Game::TIMEACCEL_HYPERSPACE;
		RequestTimeAccel(newTimeAccel);
	}

	// force down to timeaccel 1 during the docking sequence
	else if (m_player->GetFlightState() == Ship::DOCKING) {
		newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_10X);
		RequestTimeAccel(newTimeAccel);
	}

	// normal flight
	else if (m_player->GetFlightState() == Ship::FLYING) {

		// special timeaccel lock rules while in alert
		if (m_player->GetAlertState() == Ship::ALERT_SHIP_NEARBY)
			newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_10X);
		else if (m_player->GetAlertState() == Ship::ALERT_SHIP_FIRING)
			newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_1X);

		else if (!m_forceTimeAccel) {
			// check we aren't too near to objects for timeaccel //
			for (Space::BodyIterator i = m_space->BodiesBegin(); i != m_space->BodiesEnd(); ++i) {
				if ((*i) == m_player) continue;
				if ((*i)->IsType(Object::HYPERSPACECLOUD)) continue;

				vector3d toBody = m_player->GetPosition() - (*i)->GetPositionRelTo(m_player->GetFrame());
				double dist = toBody.Length();
				double rad = (*i)->GetBoundingRadius();

				if (dist < 1000.0) {
					newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_1X);
				} else if (dist < std::min(rad+0.0001*AU, rad*1.1)) {
					newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_10X);
				} else if (dist < std::min(rad+0.001*AU, rad*5.0)) {
					newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_100X);
				} else if (dist < std::min(rad+0.01*AU,rad*10.0)) {
					newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_1000X);
				} else if (dist < std::min(rad+0.1*AU, rad*1000.0)) {
					newTimeAccel = std::min(newTimeAccel, Game::TIMEACCEL_10000X);
				}
			}
		}
	}

	// no change
	if (newTimeAccel == m_timeAccel)
		return false;

	SetTimeAccel(newTimeAccel);
	return true;
}