Esempio n. 1
0
bool TeamZone::isInside(SpaceObject const& toBeChecked) const {
    switch(homeSide_) {
        case 0:
            return(toBeChecked.location().x_ < SPACE_X_RESOLUTION*0.5f);
        case 1:
            return(toBeChecked.location().x_ > SPACE_X_RESOLUTION*0.5f);
        default :
            return false;
    }
}
Esempio n. 2
0
void EarthlingCruiserMk3Beam::calculate()
{
	STACKTRACE;
	if (!(lpos && lpos->exists())) {
		lpos = 0;
		state = 0;
	}

	if ((frame < frame_count) && (lpos && lpos->exists())) {
		pos = lpos->normal_pos() + rotate(rel_pos, lpos->get_angle() - PI/2);
		vel = lpos->get_vel();
		SpaceLine::calculate();
		frame += frame_time;
	}
	else
		state = 0;

	if ((!target) && (switch_counter <= 0)) {
		SpaceObject *o;
		double rng = 1e40;
		SpaceObject *tgt = NULL;
		Query a;
		for (a.begin(this, bit(LAYER_SHIPS) + bit(LAYER_SHOTS) + bit(LAYER_SPECIAL) +
		bit(LAYER_CBODIES), base_length); a.current; a.next()) {
			o = a.currento;
			if (!o->isInvisible() && !o->sameTeam(this) && (o->collide_flag_anyone&bit(LAYER_LINES))
			&& (distance(o) < rng)) {
				tgt = o;
				rng = distance(o);
			}
		}
		if (tgt) {
			target = tgt;
			//			switch_counter = 55;
			got_spark = false;
		}
	}

	if (target && (distance(target) <= base_length)) {
		length = base_length;
		if (target->exists() && canCollide(target) && target->canCollide(this)) {
			angle = trajectory_angle(target);
		}
		if (!target->exists()) target = NULL;
	} else {
		target = NULL;
		if (switch_counter <= 0)
			//			die();
			length = 0;
		else
			switch_counter -= frame_time;
	}

	color = tw_makecol(100+tw_random()%105,100+tw_random()%105,255);
}
Esempio n. 3
0
void KoloryFlamer :: calculate ()
{

    // check if the weapons exist
    weapon1 = flamer1 && flamer1->exists();
    weapon2 = flamer2 && flamer2->exists();

    // update the flamer pointers
    if (!weapon1)   flamer1 = 0;
    if (!weapon2)   flamer2 = 0;

    flame_active = weapon1 | weapon2;

    Ship::calculate();

    // regardless of whether the flames are activated or not:
    if ( this->fire_special ) {	 // DEFENSIVE MODE

        //		double HalfTime = 1000.0 * 0.5;	// 0.5 second to half the speed.
        // is nearly 1
        slowdownfactor = exp(-frame_time*1E-3 / specialHalfTime);

    } else {
        slowdownfactor = 1.0;
    }

    int layers = bit(LAYER_SHIPS) + bit(LAYER_SHOTS) + bit(LAYER_SPECIAL) +
                 bit(LAYER_CBODIES);
    double passiveRange = 1000.0;// outside this area, gravity doesn't do anything

    Query a;
    for (a.begin(this, layers, passiveRange); a.current; a.next()) {
        if (!a.current->isObject())
            continue;
        SpaceObject *o = a.currento;
        if (!(o->isPlanet()) && o != ship ) {

            // the special introduces drag around the ship, depending on distance

            o->vel *= slowdownfactor;

            if ( o->isShot() ) { // shot/missiles/homing-missiles have a different existtime/physics
                Shot *s = ((Shot*)o);
                double timeleft = (s->range - s->d) / s->v;
                s->v *= slowdownfactor;
                // express in lifetime instead of range
                s->range = s->d + s->v * timeleft;
            }

        }
    }

}
Esempio n. 4
0
void AndrosynthBubble::calculate()
{
	STACKTRACE;
	if (!(ship && ship->exists())) {
		state = 0;
		return;
	}

	double newAngle;

	AnimatedShot::calculate();
	courseFrames += frame_time;
	if (courseFrames >= 150) {
		courseFrames -= 150;

		newAngle = random(PI2);
		vel = v * unit_vector(newAngle);

		int i;
		double r = 99999;
		newAngle = 99999;

		// ship->control->ship == 0 (can happen ?!)
		// ... yeah ... look at control->select_ship. There you can see
		// that control->ship=0 if the ship does not exist. Perhaps there's
		// a de-synch between the two calculations (!exists() lags the control->ship) ?

		if (ship && ship->exists() && ship->control && ship->control->ship) {
			for (i = 0; i < targets->N; i += 1) {
				SpaceObject *s = targets->item[i];
				if (ship->control->valid_target(s) && (distance(s) < r) && !s->isInvisible()) {
					r = distance(s);
					newAngle = trajectory_angle(s);
				}
			}
		} else {
			for (i = 0; i < targets->N; i += 1) {
				SpaceObject *s = targets->item[i];
				if (s->sameTeam(this) && (distance(s) < r) && !s->isInvisible()) {
					r = distance(s);
					newAngle = trajectory_angle(s);
				}
			}
		}
		if (newAngle < PI * 4) {
			vel += unit_vector(newAngle) * v / 2;
		}
	}
	return;
}
Esempio n. 5
0
void EarthlingCruiserMk3::calculate()
{
	STACKTRACE;
	Ship::calculate();

	double track_angle = 0;
	double track_min = PI2;
	double d_a;
	SpaceObject *tgt = 0;

								 //!!!
	pos += unit_vector(angle) * 28;
	int i;
	for (i=0; i < targets->N; i++) {
		tgt = targets->item[i];
		if ((tgt != this) && (!tgt->sameShip(this)) && (!tgt->sameTeam(this))
		&& (!tgt->isInvisible()) && (distance(tgt) <= 1.2*(weaponRange + abs(vel)*game->shot_relativity))) {

			d_a = trajectory_angle(tgt);
			double s = unit_vector(d_a + PI/2).dot(tgt->get_vel() - vel * game->shot_relativity) / weaponVelocity;
			if (fabs(s) > 0.99)
				track_angle = 0;
			else {
				s = atan(s/sqrt(1-s*s));
				s = normalize(s + d_a - angle - turn_step, PI2);
				if (s > PI) s -= PI2;
				if (fabs(s) <= weaponTrackingAngle) {
					d_a = s - launch_angle;
					if (tgt == target) {
						track_angle = s;
						break;
					}
					if (fabs(d_a) < track_min) {
						track_angle = s;
						track_min = fabs(d_a);
					}
				}
			}
		}
	}
								 //!!!
	pos -= unit_vector(angle) * 28;

	d_a = track_angle - launch_angle;
	double ta = weaponTrackingRate * frame_time;
	if (fabs(d_a) < ta) ta = fabs(d_a);
	if (d_a > 0) launch_angle += ta;
	else launch_angle -= ta;

}
Esempio n. 6
0
void Scene::OnDeleteObject(IScript::Object* p) {
	SpaceObject* object = static_cast<SpaceObject*>(p);
	DeallocateID(object);

	// test if it's a light
	if (UniqueType<Light>::Get() == object->QueryUnique()) {
		DoLock();
		lightList.erase(static_cast<Light*>(object));
		lightModified = true;
		UnLock();
	}

	// fire destroy event
	EventDestroy destroy;
	onObjectEvent(object, destroy);
}
Esempio n. 7
0
void SpaceStation::calculate()
{
	STACKTRACE;

	//Healing beam code

	Query a;
	SpaceObject *o;
	for (a.begin(this, bit(LAYER_SHIPS), 200.); a.current; a.next()) {
		o = a.currento;
		if (!o->isInvisible()) {
			game->add(new PointLaser(this, 0x0000ffff, -1,
				10, this, o, Vector2(0.0, 10.0)));
		}
	}
}
Esempio n. 8
0
int TeronTurret::handle_damage(SpaceLocation *source, double normal, double direct)
{
	STACKTRACE;
	Ship::handle_damage( source, normal, direct );
	if ( !exists() ) base->die();
	return 0;
}
Esempio n. 9
0
void TeronTurret::materialize()
{
	STACKTRACE;
	Ship::materialize();
	base = new TeronTurretBase( this, pos, 0, data->TERON_TURRET_BASE_SPRITE );
	game->add( base );
	base->calculate();			 // or else maybe collision variables won't be set before too late
}
Esempio n. 10
0
void MelnormeTrader::calculate()
{
	STACKTRACE;
	Ship::calculate();
	if (weaponObject) {
		if (!weaponObject->exists()) weaponObject = NULL;
		if (fire_weapon) recharge_step += frame_time; else weaponObject = NULL;
	}
}
Esempio n. 11
0
//------------------------------------------------------------------------------
bool Formation::SetRefObject(GmatBase *obj, const Gmat::ObjectType type,
                             const std::string &name)
{
   SpaceObject *so;
   
   if (type == Gmat::SPACECRAFT)
   {
      so = ((SpaceObject*)(obj));
      if (find(components.begin(), components.end(), so) == components.end())
      {
         GmatState *ps = &(so->GetState());
         Integer size = ps->GetSize();
         dimension += size;
         Real newepoch = so->GetEpoch();
         if (components.size() == 0)
            state.SetEpoch(newepoch);
         else
            if (state.GetEpoch() != newepoch)
            {
               char errorMsg[256];
               sprintf(errorMsg, "Epochs (%lf) and (%lf) are not synchronized "
                       "in the formation %s", newepoch, state.GetEpoch(),
                       instanceName.c_str());
              
               throw SpaceObjectException(errorMsg);
            }
         components.push_back(so);
      }
      if (type == Gmat::FORMATION)
      {
         throw SpaceObjectException("GMAT does not allow Formations of "
               "Formations, so the Formation \"" + name + "\" cannot be added "
               "to the Formation \"" + instanceName + "\".");
      }
      
      return true;
   }
   
   return FormationInterface::SetRefObject(obj, type, name);
}
Esempio n. 12
0
void Sun::calculate()
{
	STACKTRACE;

	SpaceObject::calculate();
	SpaceObject *o;
	Query a;
	a.begin(this, OBJECT_LAYERS, gravity_range);
	for (;a.currento;a.next()) {
		o = a.currento;
		if (o->mass > 0) {
			double r = distance(o);
			if (r < gravity_mindist) r = gravity_mindist;
			double sr = 1;
			//gravity_power truncated here
			if (gravity_power > 0) {
				r /= 40 * 4;
				for (int i = 0; i < gravity_power; i += 1) sr *= r;
				o->accelerate(this, trajectory_angle(o) + PI, frame_time * gravity_force / sr, MAX_SPEED);
			} else {
				r = 1 - r/gravity_range;
				for (int i = 0; i < -gravity_power; i += 1) sr *= r;
				o->accelerate(this, trajectory_angle(o) + PI, frame_time * gravity_force * sr, MAX_SPEED);
			}
		}
	}
	/*for (;a.currento;a.next()) {
		o = a.currento;
		if (o->mass > 0) {
			double r = distance(o);
			if (r < gravity_mindist) r = gravity_mindist;
			r = 1 - r / gravity_range;
			o->accelerate(this, trajectory_angle(o) + PI, frame_time * gravity_force * r / 40000., GLOBAL_MAXSPEED);
			}
		}*/
	//	return;

}
Esempio n. 13
0
void TeronDroneLaser::calculate()
{
	STACKTRACE;
	if ( collecting ) {
		if ( !collecting->exists() ) {
			if ( ship ) {
				//ship->fuel_sap -= drone->asteroid_value;
				//ship->handle_damage( ship );
				ship->handle_fuel_sap(this, -drone->asteroid_value);
			} else {
				drone->resource += drone->asteroid_value;
			}
		}
		collecting = NULL;
	}
	Laser::calculate();
}
Esempio n. 14
0
void TeronBuilder::calculate()
{
	STACKTRACE;
	if ( selection_sprite_step < 0 ) {
		selection_sprite_step += TERON_SELECTION_ANIM_RATE;
		selection_sprite_index++;
		if ( selection_sprite_index == data->TERON_SELECTION_SPRITE->frames() )
			selection_sprite_index = 0;
	}else selection_sprite_step -= frame_time;
	if ( collecting ) {
		if ( !collecting->exists() ) {
			//fuel_sap -= asteroid_value;
			//handle_damage( this );
			handle_fuel_sap(this, -asteroid_value);
		}
		collecting = NULL;
	} else {
		if ( collect_step <= 0 && collectRange ) {
			Query q;
			for( q.begin( this, bit(LAYER_CBODIES), collectRange ); q.currento; q.next() ) {
				if ( q.currento->isAsteroid() ) {
					collecting = q.currento;
					game->add( new Laser( this, trajectory_angle( collecting ),
						pallete_color[TERON_COLLECT_BEAM_COLOR], distance( collecting ),
						TERON_COLLECT_BEAM_DAMAGE, time_ratio, this, 0, false ));
					collect_step = TERON_BUILDER_COLLECT_RATE;
					break;
				}
			}
			q.end();
		} else {
			collect_step -= frame_time;
		}
	}
	if ( !(current_drone && current_drone->exists()) )
		current_drone = NULL;
	Ship::calculate();
}
Esempio n. 15
0
bool TacticalZone::isInside(SpaceObject const& toBeChecked) const {
    return((toBeChecked.location()-location_).lengthSquare() <= radius_*radius_);
}
Esempio n. 16
0
void AutoGun::calculate()
{
	STACKTRACE;
	BigShipPartDevice::calculate();

	if (!(ownerpart && !ownerpart->isdisabled()))
		return;

	// find the closest target
	Query a;
	SpaceObject *oclosest;
	double R;

	oclosest = 0;
	R = 1E99;

	double da_track;
	da_track = -a_track;		 // forces to go back into default position

	for (a.begin(this, OBJECT_LAYERS, 0.75*shotrange); a.current != 0; a.next()) {
		SpaceObject *o;
		o = a.currento;

		if (!o->isObject())
			continue;

		if (o->sameShip(this) || o->sameTeam(this))
			continue;

		if (o->isPlanet())
			continue;

		if (o->isInvisible())
			continue;

		double L = 0;
		L = distance(o);

		if (!oclosest || L < R) {
			// this is a possible candidate but, is it also within the view angle ?

			double a, b, da;
			a = trajectory_angle(o);
			// check relative to the gun's neutral position
			b = ownerpart->get_angle() + a_center;

			da = a - b;
			while (da < -PI)    da += PI2;
			while (da >  PI)    da -= PI2;

			if (da > -a_view && da < a_view) {
				// okay! it's close, within dist-range, and it's within angle-range
				oclosest = o;
				R = L;

				// required movement is relative to the gun's current position
				// note that at this moment, you cannot use the value of "angle"
				// which is overridden by the call to AyronShipPart::calculate; so,
				// use "b" instead.
				b += a_track;
				da_track = a - b;
				while (da_track < -PI)  da_track += PI2;
				while (da_track >  PI)  da_track -= PI2;
			}

		}

	}

	// track the target (or go back to neutral position)
	// max tracking speed per second (0.1 circles / second).
	// this tracking angle is relative to the neutral angle of the gun.

	double da;
	da = 100 * PI2 * frame_time * 1E-3;
	if (da_track > da)
		da_track = da;
	if (da_track < -da)
		da_track = -da;

	a_track += da_track;

	if (a_track < -a_view)
		a_track = -a_view;
	if (a_track > a_view)
		a_track = a_view;

	// absolute angle of the gun
	angle = ownerpart->get_angle() + a_center + a_track;
	sprite_index = get_index(angle);

	// fire the weapon ?
	if (oclosest && ownerpart->ship && ownerpart->ship->batt > shotdrain && !shotbusy) {

		Shot *s;
		s = new Shot(this, Vector2(0,0), angle, shotvel,
			shotdamage, shotrange, shotarmour, this,
			sprshot, 0);

		s->set_depth(DEPTH_SHIPS + 0.1);
		game->add( s );

		shotbusy = shotperiod;

		ownerpart->ship->handle_fuel_sap(this, shotdrain);
	}

	if (shotbusy > 0)
		shotbusy -= frame_time * 1E-3;
	else
		shotbusy = 0;

}
Esempio n. 17
0
void AstromorphBasilisk::calculate()
{
	STACKTRACE;

	// firing the weapon

	//	vel*=0.99;
	if (aimline && !fire_weapon && batt - weapon_drain >= 0 && weapon_recharge <= 0) {
		play_sound2(data->sampleWeapon[1]);

		batt -= weapon_drain;
		if (recharge_amount > 1)
			recharge_step = recharge_rate;
		weapon_recharge += weapon_rate;

		regrow_delay = regrowTime;

		double a;

		if (aimline->target != NULL) {
			SpaceObject* targ = aimline->target;

			a = intercept_angle2(pos, vel * game->shot_relativity, weaponVelocity*aimBonus,
				targ->normal_pos(), targ->get_vel());
		}
		else
			a = angle;

		add(new BasiliskGas(0.0, 0.0,
			a, (aimline->target != NULL) ? weaponVelocity*aimBonus : weaponVelocity,
			weaponDamage, weaponLife, weaponRange, iround(weaponArmour),
			poison, this, data->spriteWeapon, 1.0));

		aimline->target = NULL;
		aimline = NULL;
	}

	// slithering
	//if (!(turn_left || turn_right || !thrust))
	{
		//double frac = float(numSegs)/float(specialSegs);
		//double frac2 = numSegs/specialSegs;
		//double frac2 = magnitude(this->vel)/speed_max;
		double frac2 = 1.0;

		Vector2 normal;
		normal = Vector2(-vel.y, vel.x);
		normalize(normal);

		slitherFrame += frame_time * 1E-3;

		double a;
		//a = sin(PI * (frac2)*slitherFrame / 1.0 + (PI/2) ) *( (frac)*slitherAmount);

		// needs some work!
		a = (slitherAmount)*sin(slitherFrame * (frac2*slitherTime)/(PI/2) );

		vel += (accel_rate*frame_time) * a * normal;
		/*

		slitherFrame -= frame_time;

		slitherTick += frame_time * slitherAmount;

		frac2 = sin(slitherTick);

		slitherFrame *= frac;*/

		//if (slitherFrame < 0)
		//{
		//	slitherFrame = slitherTime;
		//	bOtherWay = !bOtherWay;
		//}
		//angle -= (bOtherWay) ? (PI2/64) : -(PI2/64);

		/*accelerate(this,
			//normalize(angle - ((bOtherWay) ? (PI/4) : -(PI/4)), PI2),
			normalize(angle -  (frac2*(PI/4))),
			slitherAccel*frac*frame_time, speed_max);*/
	}
	//	else
	{
		//slitherFrame = slitherTime/2;
		//bOtherWay = turn_right;
	}

	Ship::calculate();

	// ouchification tickdown

	if (hurty_time <= 0)
		vel *= 1 - slitherFriction * frame_time;

	if (hurty_time >= 0)
		hurty_time -= frame_time * 1E-3;
	if (hurty_time < 0)
		hurty_time = 0;

	// regrowth
	if (batt == batt_max && regrowTime > 0) {
		regrow_delay -= frame_time * 1E-3;
		if (regrow_delay <= 0)
			if (Head)
			if (Head->regrow(specialSegs)) {
				batt -= regrowDrain;
			regrow_delay = regrowTime;
		}
	}
}
Esempio n. 18
0
bool RasterZone::isInside(SpaceObject const& toBeChecked) const {
    return    toBeChecked.location().x_ > bottomLeft_.x_
              && toBeChecked.location().y_ > bottomLeft_.y_
              && toBeChecked.location().x_ < topRight_.x_
              && toBeChecked.location().y_ < topRight_.y_;
}
Esempio n. 19
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void MapLoader::addChild(SpaceObject* parent, pugi::xml_node parentnode)
{
  for (pugi::xml_node node = parentnode.first_child(); node != 0; node = node.next_sibling())
  {
    SpaceObject* newObj = 0;
    if(strcmp(node.name(),"star") == 0)
    {
      newObj = new Sun(
            node.attribute("type").as_int(),
            node.attribute("scale").as_float(),
            vector3df(node.attribute("x").as_float(),
                      node.attribute("y").as_float(),
                      node.attribute("z").as_float()
                      ),
            vector3df(node.attribute("rotx").as_float(),
                      node.attribute("roty").as_float(),
                      node.attribute("rotz").as_float()
                      ),
            SColorf(node.attribute("colR").as_float(),
                    node.attribute("colG").as_float(),
                    node.attribute("colB").as_float()),
            node.attribute("lightrange").as_float());

    }
    else if(strcmp(node.name(),"planet") == 0)
    {
      newObj = new Planet(
            node.attribute("type").as_int(),
            node.attribute("scale").as_float(),
            vector3df(node.attribute("x").as_float(),
                      node.attribute("y").as_float(),
                      node.attribute("z").as_float()),
            vector3df(node.attribute("rotx").as_float(),
                      node.attribute("roty").as_float(),
                      node.attribute("rotz").as_float()));
    }
    else if(strcmp(node.name(),"moon") == 0)
    {
      newObj = new Moon(
            node.attribute("type").as_int(),
            node.attribute("scale").as_float(),
            vector3df(node.attribute("x").as_float(),
                      node.attribute("y").as_float(),
                      node.attribute("z").as_float()),
            vector3df(node.attribute("rotx").as_float(),
                      node.attribute("roty").as_float(),
                      node.attribute("rotz").as_float()));
    }
    else if(strcmp(node.name(),"asteroid") == 0)
    {
      newObj = new Asteroid(
            node.attribute("type").as_int(),
            node.attribute("scale").as_float(),
            vector3df(node.attribute("x").as_float(),
                      node.attribute("y").as_float(),
                      node.attribute("z").as_float()),
            vector3df(node.attribute("rotx").as_float(),
                      node.attribute("roty").as_float(),
                      node.attribute("rotz").as_float()));
    }
    if(newObj){
      if(node.attribute("orbit").as_bool() == true)
      {
        newObj->setOrbit(parent,
                         node.attribute("maja").as_float(),
                         vector3df(node.attribute ("centerx").as_float (),
                                   node.attribute ("centery").as_float (),
                                   node.attribute ("centerz").as_float ()),
                         node.attribute("phase").as_float());
      }
      newObj->setRotationSpeed(
            vector3df(node.attribute("rotspx").as_float(),
                      node.attribute("rotspy").as_float(),
                      node.attribute("rotspz").as_float()));
      newObj->setMass(node.attribute("mass").as_float());
      map_->addObject (newObj);
    }
    addChild(newObj, node);
  }
}