Esempio n. 1
0
void Player::SetAlertState(Ship::AlertState as)
{
	Ship::AlertState prev = GetAlertState();

	switch (as) {
		case ALERT_NONE:
			if (prev != ALERT_NONE)
				Pi::cpan->MsgLog()->Message("", Lang::ALERT_CANCELLED);
			break;

		case ALERT_SHIP_NEARBY:
			if (prev == ALERT_NONE)
				Pi::cpan->MsgLog()->ImportantMessage("", Lang::SHIP_DETECTED_NEARBY);
			else
				Pi::cpan->MsgLog()->ImportantMessage("", Lang::DOWNGRADING_ALERT_STATUS);
			Sound::PlaySfx("OK");
			break;

		case ALERT_SHIP_FIRING:
			Pi::cpan->MsgLog()->ImportantMessage("", Lang::LASER_FIRE_DETECTED);
			Sound::PlaySfx("warning", 0.2f, 0.2f, 0);
			break;
	}

	Pi::cpan->SetAlertState(as);

	Ship::SetAlertState(as);
}
Esempio n. 2
0
//XXX do in lua, or use the alert concept for all ships
void Player::SetAlertState(Ship::AlertState as)
{
	Ship::AlertState prev = GetAlertState();

	switch (as) {
		case ALERT_NONE:
			if (prev != ALERT_NONE)
				Pi::game->log->Add(Lang::ALERT_CANCELLED);
			break;

		case ALERT_SHIP_NEARBY:
			if (prev == ALERT_NONE)
				Pi::game->log->Add(Lang::SHIP_DETECTED_NEARBY);
			else
				Pi::game->log->Add(Lang::DOWNGRADING_ALERT_STATUS);
			Sound::PlaySfx("OK");
			break;

		case ALERT_SHIP_FIRING:
			Pi::game->log->Add(Lang::LASER_FIRE_DETECTED);
			Sound::PlaySfx("warning", 0.2f, 0.2f, 0);
			break;
	}

	Pi::game->GetCpan()->SetAlertState(as);

	Ship::SetAlertState(as);
}
Esempio n. 3
0
void Player::SetAlertState(Ship::AlertState as)
{
	Ship::AlertState prev = GetAlertState();

	switch (as) {
		case ALERT_NONE:
			if (prev != ALERT_NONE)
				Pi::cpan->MsgLog()->Message("", "Alert cancelled.");
			break;

		case ALERT_SHIP_NEARBY:
			if (prev == ALERT_NONE)
				Pi::cpan->MsgLog()->ImportantMessage("", "Ship detected nearby.");
			else
				Pi::cpan->MsgLog()->ImportantMessage("", "No fire detected for 60 seconds, downgrading alert status.");
			Sound::PlaySfx("OK");
			break;

		case ALERT_SHIP_FIRING:
			Pi::cpan->MsgLog()->ImportantMessage("", "Laser fire detected.");
			Sound::PlaySfx("warning", 0.2f, 0.2f, 0);
			break;
	}

	Pi::cpan->SetAlertState(as);

	Ship::SetAlertState(as);
}
Esempio n. 4
0
void Ship::UpdateAlertState()
{
	// no alerts if no radar
	int radar_cap = 0;
	Properties().Get("radar_cap", radar_cap);
	if (radar_cap <= 0) {
		// clear existing alert state if there was one
		if (GetAlertState() != ALERT_NONE) {
			SetAlertState(ALERT_NONE);
			LuaEvent::Queue("onShipAlertChanged", this, EnumStrings::GetString("ShipAlertStatus", ALERT_NONE));
		}
		return;
	}

	bool ship_is_near = false, ship_is_firing = false;
	if (m_lastAlertUpdate + 1.0 <= Pi::game->GetTime())
	{
		// time to update the list again, once per second should suffice
		m_lastAlertUpdate = Pi::game->GetTime();

		// refresh the list
		m_nearbyBodies.clear();
		static const double ALERT_DISTANCE = 100000.0; // 100km
		Pi::game->GetSpace()->GetBodiesMaybeNear(this, ALERT_DISTANCE, m_nearbyBodies);

		// handle the results
		for (auto i : m_nearbyBodies)
		{
			if ((i) == this) continue;
			if (!(i)->IsType(Object::SHIP) || (i)->IsType(Object::MISSILE)) continue;

			const Ship *ship = static_cast<const Ship*>(i);

			if (ship->GetShipType()->tag == ShipType::TAG_STATIC_SHIP) continue;
			if (ship->GetFlightState() == LANDED || ship->GetFlightState() == DOCKED) continue;

			if (GetPositionRelTo(ship).LengthSqr() < ALERT_DISTANCE*ALERT_DISTANCE) {
				ship_is_near = true;

				Uint32 gunstate = 0;
				for (int j = 0; j < ShipType::GUNMOUNT_MAX; j++)
					gunstate |= ship->m_gun[j].state;

				if (gunstate) {
					ship_is_firing = true;
					break;
				}
			}
		}

		// store
		m_shipNear = ship_is_near;
		m_shipFiring = ship_is_firing;
	}
	else
	{
		ship_is_near = m_shipNear;
		ship_is_firing = m_shipFiring;
	}

	bool changed = false;
	switch (m_alertState) {
		case ALERT_NONE:
			if (ship_is_near) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
			}
			if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_NEARBY:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_FIRING:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
			}
			else if (m_lastFiringAlert + 60.0 <= Pi::game->GetTime()) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
			}
			break;
	}

	if (changed)
		LuaEvent::Queue("onShipAlertChanged", this, EnumStrings::GetString("ShipAlertStatus", GetAlertState()));
}
Esempio n. 5
0
void Ship::UpdateAlertState()
{
	// no alerts if no scanner
	if (m_equipment.Get(Equip::SLOT_SCANNER) == Equip::NONE) {
		// clear existing alert state if there was one
		if (GetAlertState() != ALERT_NONE) {
			SetAlertState(ALERT_NONE);
			Pi::luaOnShipAlertChanged->Queue(this, LuaConstants::GetConstantString(Pi::luaManager->GetLuaState(), "ShipAlertStatus", ALERT_NONE));
		}
		return;
	}

	bool ship_is_near = false, ship_is_firing = false;
	for (Space::bodiesIter_t i = Space::bodies.begin(); i != Space::bodies.end(); i++)
	{
		if ((*i) == this) continue;
		if (!(*i)->IsType(Object::SHIP) || (*i)->IsType(Object::MISSILE)) continue;

		Ship *ship = static_cast<Ship*>(*i);

		if (ship->GetFlightState() == LANDED || ship->GetFlightState() == DOCKED) continue;

		if (GetPositionRelTo(ship).LengthSqr() < 100000.0*100000.0) {
			ship_is_near = true;

			Uint32 gunstate = 0;
			for (int j = 0; j < ShipType::GUNMOUNT_MAX; j++)
				gunstate |= ship->m_gunState[j];

			if (gunstate) {
				ship_is_firing = true;
				break;
			}
		}
	}

	bool changed = false;
	switch (m_alertState) {
		case ALERT_NONE:
			if (ship_is_near) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
            }
			if (ship_is_firing) {
				m_lastFiringAlert = Pi::GetGameTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_NEARBY:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::GetGameTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_FIRING:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::GetGameTime();
			}
			else if (m_lastFiringAlert + 60.0 <= Pi::GetGameTime()) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
			}
			break;
	}

	if (changed)
		Pi::luaOnShipAlertChanged->Queue(this, LuaConstants::GetConstantString(Pi::luaManager->GetLuaState(), "ShipAlertStatus", GetAlertState()));
}
Esempio n. 6
0
void Ship::UpdateAlertState()
{
	// no alerts if no scanner
	if (m_equipment.Get(Equip::SLOT_SCANNER) == Equip::NONE) {
		// clear existing alert state if there was one
		if (GetAlertState() != ALERT_NONE) {
			SetAlertState(ALERT_NONE);
			LuaEvent::Queue("onShipAlertChanged", this, EnumStrings::GetString("ShipAlertStatus", ALERT_NONE));
		}
		return;
	}

	static const double ALERT_DISTANCE = 100000.0; // 100km

	Space::BodyNearList nearby;
	Pi::game->GetSpace()->GetBodiesMaybeNear(this, ALERT_DISTANCE, nearby);

	bool ship_is_near = false, ship_is_firing = false;
	for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i)
	{
		if ((*i) == this) continue;
		if (!(*i)->IsType(Object::SHIP) || (*i)->IsType(Object::MISSILE)) continue;

		const Ship *ship = static_cast<const Ship*>(*i);

		if (ship->GetShipType().tag == ShipType::TAG_STATIC_SHIP) continue;
		if (ship->GetFlightState() == LANDED || ship->GetFlightState() == DOCKED) continue;

		if (GetPositionRelTo(ship).LengthSqr() < ALERT_DISTANCE*ALERT_DISTANCE) {
			ship_is_near = true;

			Uint32 gunstate = 0;
			for (int j = 0; j < ShipType::GUNMOUNT_MAX; j++)
				gunstate |= ship->m_gunState[j];

			if (gunstate) {
				ship_is_firing = true;
				break;
			}
		}
	}

	bool changed = false;
	switch (m_alertState) {
		case ALERT_NONE:
			if (ship_is_near) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
            }
			if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_NEARBY:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_FIRING:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
			}
			else if (m_lastFiringAlert + 60.0 <= Pi::game->GetTime()) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
			}
			break;
	}

	if (changed)
		LuaEvent::Queue("onShipAlertChanged", this, EnumStrings::GetString("ShipAlertStatus", GetAlertState()));
}