// Fill the list of starships on sale. Ships that // can't fit atmo shields are only available in // atmosphereless environments void SpaceStation::UpdateShipyard() { bool atmospheric = false; if (IsGroundStation()) { Body *planet = GetFrame()->m_astroBody; atmospheric = planet->GetSystemBody()->HasAtmosphere(); } if (m_shipsOnSale.size() == 0) { // fill shipyard for (int i=Pi::rng.Int32(20); i; i--) { ShipFlavour s; ShipFlavour::MakeTrulyRandom(s, atmospheric); m_shipsOnSale.push_back(s); } } else if (Pi::rng.Int32(2)) { // add one ShipFlavour s; ShipFlavour::MakeTrulyRandom(s, atmospheric); m_shipsOnSale.push_back(s); } else { // remove one int pos = Pi::rng.Int32(m_shipsOnSale.size()); m_shipsOnSale.erase(m_shipsOnSale.begin() + pos); } onShipsForSaleChanged.emit(); }
bool SpaceStation::OnCollision(Object *b, Uint32 flags, double relVel) { if ((flags & 0x10) && (b->IsType(Object::SHIP))) { Ship *s = static_cast<Ship*>(b); int port = -1; for (int i=0; i<MAX_DOCKING_PORTS; i++) { if (m_shipDocking[i].ship == s) { port = i; break; } } if (port == -1) return false; // no permission if (!m_type->dockOneAtATimePlease) { if (port != int(flags & 0xf)) return false; // wrong port } if (m_shipDocking[port].stage != 1) return false; // already docking? SpaceStationType::positionOrient_t dport; // why stage 2? Because stage 1 is permission to dock // granted, stage 2 is start of docking animation. PiVerify(m_type->GetDockAnimPositionOrient(port, 2, 0.0, vector3d(0.0), dport, s)); // must be oriented sensibly and have wheels down if (IsGroundStation()) { vector3d dockingNormal = GetOrient()*dport.yaxis; const double dot = s->GetOrient().VectorY().Dot(dockingNormal); if ((dot < 0.99) || (s->GetWheelState() < 1.0)) return false; // <0.99 harsh? if (s->GetVelocity().Length() > MAX_LANDING_SPEED) return false; } // if there is more docking port anim to do, don't set docked yet if (m_type->numDockingStages >= 2) { shipDocking_t &sd = m_shipDocking[port]; sd.ship = s; sd.stage = 2; sd.stagePos = 0; sd.fromPos = (s->GetPosition() - GetPosition()) * GetOrient(); // station space sd.fromRot = Quaterniond::FromMatrix3x3(GetOrient().Transpose() * s->GetOrient()); if (m_type->dockOneAtATimePlease) m_dockingLock = true; s->SetFlightState(Ship::DOCKING); s->SetVelocity(vector3d(0.0)); s->SetAngVelocity(vector3d(0.0)); s->ClearThrusterState(); } else { s->SetDockedWith(this, port); // bounces back to SS::SetDocked() LuaEvent::Queue("onShipDocked", s, this); } return false; } else { return true; } }
// find an empty position for a static ship and mark it as used. these aren't // saved and are only needed to help modules place bulk ships. this isn't a // great place for this, but its gotta be tracked somewhere bool SpaceStation::AllocateStaticSlot(int& slot) { // no slots at ground stations if (IsGroundStation()) return false; for (int i=0; i<NUM_STATIC_SLOTS; i++) { if (!m_staticSlot[i]) { m_staticSlot[i] = true; slot = i; return true; } } return false; }
// Fill the list of starships on sale. Ships that // can't fit atmo shields are only available in // atmosphereless environments void SpaceStation::UpdateShipyard() { bool atmospheric = false; if (IsGroundStation()) { Body *planet = GetFrame()->GetBody(); atmospheric = planet->GetSystemBody()->HasAtmosphere(); } const std::vector<ShipType::Id> &ships = atmospheric ? ShipType::playable_atmospheric_ships : ShipType::player_ships; unsigned int toAdd = 0, toRemove = 0; if (m_shipsOnSale.size() == 0) // fill shipyard toAdd = Pi::rng.Int32(20); else if (Pi::rng.Int32(2)) // add one toAdd = 1; else if(m_shipsOnSale.size() > 0) // remove one toRemove = 1; else // nothing happens return; for (; toAdd > 0; toAdd--) { ShipType::Id id = ships[Pi::rng.Int32(ships.size())]; std::string regId = Ship::MakeRandomLabel(); SceneGraph::ModelSkin skin; skin.SetRandomColors(Pi::rng); skin.SetPattern(Pi::rng.Int32(0, Pi::FindModel(id)->GetNumPatterns())); skin.SetLabel(regId); ShipOnSale sos(id, regId, skin); m_shipsOnSale.push_back(sos); } for (; toRemove > 0; toRemove--) { int pos = Pi::rng.Int32(m_shipsOnSale.size()); m_shipsOnSale.erase(m_shipsOnSale.begin() + pos); } onShipsForSaleChanged.emit(); }
bool SpaceStation::OnCollision(Object *b, Uint32 flags, double relVel) { if ((flags & 0x10) && (b->IsType(Object::SHIP))) { Ship *s = static_cast<Ship*>(b); matrix4x4d rot; GetRotMatrix(rot); bool canDock = true; int port = -1; for (int i=0; i<MAX_DOCKING_PORTS; i++) { if (m_shipDocking[i].ship == s) { port = i; break; } } if (m_type->dockOneAtATimePlease) { for (int i=0; i<m_type->numDockingPorts; i++) { if (m_shipDocking[i].ship && m_shipDocking[i].stage != 1 && (m_shipDocking[i].stage != m_type->numDockingStages+1)) { canDock = false; break; } } } else { // for non-dockOneAtATimePlease, the ship is expected // to hit the right docking trigger surface for that port if (m_shipDocking[flags&0xf].ship != s) canDock = false; } if (port == -1) canDock = false; // hitting docking area of a station if (canDock) { SpaceStationType::positionOrient_t dport; // why stage 2? Because stage 1 is permission to dock // granted, stage 2 is start of docking animation. PiVerify(m_type->GetDockAnimPositionOrient(port, 2, 0.0f, vector3d(0.0), dport, s)); double speed = s->GetVelocity().Length(); // must be oriented sensibly and have wheels down if (IsGroundStation()) { matrix4x4d shiprot; s->GetRotMatrix(shiprot); matrix4x4d invShipRot = shiprot.InverseOf(); vector3d dockingNormal = rot*dport.yaxis; // check player is sortof sensibly oriented for landing const double dot = vector3d(invShipRot[1], invShipRot[5], invShipRot[9]).Dot(dockingNormal); if ((dot < 0.99) || (s->GetWheelState() < 1.0)) return false; } if ((speed < MAX_LANDING_SPEED) && (!s->GetDockedWith()) && (m_shipDocking[port].stage == 1)) { // if there is more docking port anim to do, // don't set docked yet if (m_type->numDockingStages >= 2) { shipDocking_t &sd = m_shipDocking[port]; sd.ship = s; sd.stage = 2; sd.stagePos = 0; sd.fromPos = rot.InverseOf() * (s->GetPosition() - GetPosition()); matrix4x4d temp; s->GetRotMatrix(temp); sd.fromRot = Quaterniond::FromMatrix4x4(temp); s->Disable(); s->ClearThrusterState(); s->SetFlightState(Ship::DOCKING); } else { s->SetDockedWith(this, port); LuaEvent::Queue("onShipDocked", s, this); } } } return false; } else { return true; } }