void NetGameClient::DoObjDamage(NetMsg* msg) { if (!msg) return; NetObjDamage obj_damage; obj_damage.Unpack(msg->Data()); Ship* ship = FindShipByObjID(obj_damage.GetObjID()); if (ship) { Sim* sim = Sim::GetSim(); Shot* shot = FindShotByObjID(obj_damage.GetShotID()); const Ship* owner = 0; const char* owner_name = "[NET]"; ship->InflictNetDamage(obj_damage.GetDamage(), shot); if (shot && sim) { if (shot->Owner()) { owner = shot->Owner(); owner_name = owner->Name(); } if (shot->IsMissile()) { SimRegion* region = ship->GetRegion(); float scale = ship->Design()->explosion_scale; if (scale <= 0) scale = ship->Design()->scale; if (owner) { const ShipDesign* owner_design = owner->Design(); if (owner_design && owner_design->scale < scale) scale = (float) owner_design->scale; } sim->CreateExplosion(shot->Location(), Point(), Explosion::SHOT_BLAST, 20.0f * scale, scale, region); } if (!shot->IsBeam()) { if (owner) { ShipStats* stats = ShipStats::Find(owner_name); if (stats) { if (shot->IsPrimary()) stats->AddGunHit(); else if (shot->Damage() > 0) stats->AddMissileHit(); } } shot->Destroy(); } } } }
void CombatSetupWnd::HandleMouseMoves(const GG::Pt& pt) { if (Ogre::SceneNode* node = PlaceableShipNode()) { std::pair<bool, Ogre::Vector3> intersection = m_intersect_mouse_with_ecliptic(pt); if (intersection.first) { Ship* ship = *Ogre::any_cast<Ship*>(&node->getUserAny()); bool valid_location = ValidPlacement(ship, intersection.second); node->setVisible(true); node->setPosition(intersection.second); node->setOrientation(StarwardOrientationForPosition(intersection.second)); if (valid_location) { Ogre::SceneNode::ObjectIterator iterator = node->getAttachedObjectIterator(); assert(iterator.hasMoreElements()); Ogre::Entity* entity = boost::polymorphic_downcast<Ogre::Entity*>(iterator.getNext()); entity->setMaterialName(ShipMaterialName(*ship->Design(), ship->Owner())); entity->setRenderQueueGroup(Ogre::RENDER_QUEUE_MAIN); } else { std::string base_material_name = ShipMaterialName(*ship->Design(), ship->Owner()); std::string material_name = UNPLACEABLE_MATERIAL_PREFIX + base_material_name; if (!Ogre::MaterialManager::getSingleton().resourceExists(material_name)) { Ogre::MaterialPtr unmodified_material = Ogre::MaterialManager::getSingleton().getByName(base_material_name); Ogre::MaterialPtr material = unmodified_material->clone(material_name); Ogre::Pass* pass = material->getTechnique(0)->getPass(1); assert(pass->hasFragmentProgram()); pass->getFragmentProgramParameters()->setNamedConstant("alpha", 0.25f); } Ogre::SceneNode::ObjectIterator iterator = node->getAttachedObjectIterator(); assert(iterator.hasMoreElements()); Ogre::Entity* entity = boost::polymorphic_downcast<Ogre::Entity*>(iterator.getNext()); entity->setMaterialName(material_name); entity->setRenderQueueGroup(ALPHA_OBJECTS_QUEUE); } } else { node->setVisible(false); } } }
void TacticalAI::CheckTarget() { SimObject* tgt = ship_ai->GetTarget(); if (!tgt) return; if (tgt->GetRegion() != ship->GetRegion()) { ship_ai->DropTarget(); return; } if (tgt->Type() == SimObject::SIM_SHIP) { Ship* target = (Ship*) tgt; // has the target joined our side? if (target->GetIFF() == ship->GetIFF() && !target->IsRogue()) { ship_ai->DropTarget(); return; } // is the target already jumping/breaking/dying? if (target->InTransition()) { ship_ai->DropTarget(); return; } // have we been ordered to pursue the target? if (directed_tgtid) { if (directed_tgtid != target->Identity()) { ship_ai->DropTarget(); } return; } // can we catch the target? if (target->Design()->vlimit <= ship->Design()->vlimit || ship->Velocity().length() <= ship->Design()->vlimit) return; // is the target now out of range? WeaponDesign* wep_dsn = ship->GetPrimaryDesign(); if (!wep_dsn) return; // compute the "give up" range: double drop_range = 3 * wep_dsn->max_range; if (drop_range > 0.75 * ship->Design()->commit_range) drop_range = 0.75 * ship->Design()->commit_range; double range = Point(target->Location() - ship->Location()).length(); if (range < drop_range) return; // is the target closing or separating? Point delta = (target->Location() + target->Velocity()) - (ship->Location() + ship->Velocity()); if (delta.length() < range) return; ship_ai->DropTarget(); } else if (tgt->Type() == SimObject::SIM_DRONE) { Drone* drone = (Drone*) tgt; // is the target still a threat? if (drone->GetEta() < 1 || drone->GetTarget() == 0) ship_ai->DropTarget(); } }
bool MissionEvent::CheckTrigger() { Sim* sim = Sim::GetSim(); if (time > 0 && time > sim->MissionClock()) return false; switch (trigger) { case TRIGGER_TIME: { if (time <= sim->MissionClock()) Activate(); } break; case TRIGGER_DAMAGE: { Ship* ship = sim->FindShip(trigger_ship); if (ship) { double damage = 100.0 * (ship->Design()->integrity - ship->Integrity()) / (ship->Design()->integrity); if (damage >= trigger_param[0]) Activate(); } } break; case TRIGGER_DETECT: { Ship* ship = sim->FindShip(trigger_ship); Ship* tgt = sim->FindShip(trigger_target); if (ship && tgt) { if (ship->FindContact(tgt)) Activate(); } else { Skip(); } } break; case TRIGGER_RANGE: { Ship* ship = sim->FindShip(trigger_ship); Ship* tgt = sim->FindShip(trigger_target); if (ship && tgt) { double range = (ship->Location() - tgt->Location()).length(); double min_range = 0; double max_range = 1e12; if (trigger_param[0] > 0) min_range = trigger_param[0]; else max_range = -trigger_param[0]; if (range < min_range || range > max_range) Activate(); } else { Skip(); } } break; case TRIGGER_SHIPS_LEFT: { int alive = 0; int count = 0; int iff = -1; int nparams = NumTriggerParams(); if (nparams > 0) count = TriggerParam(0); if (nparams > 1) iff = TriggerParam(1); ListIter<SimRegion> iter = sim->GetRegions(); while (++iter) { SimRegion* rgn = iter.value(); ListIter<Ship> s_iter = rgn->Ships(); while (++s_iter) { Ship* ship = s_iter.value(); if (ship->Type() >= Ship::STATION) continue; if (ship->Life() == 0 && ship->RespawnCount() < 1) continue; if (iff < 0 || ship->GetIFF() == iff) alive++; } } if (alive <= count) Activate(); } break; case TRIGGER_EVENT_ALL: { bool all = true; int nparams = NumTriggerParams(); for (int i = 0; all && i < nparams; i++) { int trigger_id = TriggerParam(i); ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == trigger_id) { if (e->Status() != COMPLETE) all = false; break; } else if (e->EventID() == -trigger_id) { if (e->Status() == COMPLETE) all = false; break; } } } if (all) Activate(); } break; case TRIGGER_EVENT_ANY: { bool any = false; int nparams = NumTriggerParams(); for (int i = 0; !any && i < nparams; i++) { int trigger_id = TriggerParam(i); ListIter<MissionEvent> iter = sim->GetEvents(); while (++iter) { MissionEvent* e = iter.value(); if (e->EventID() == trigger_id) { if (e->Status() == COMPLETE) any = true; break; } } } if (any) Activate(); } break; } return status == ACTIVE; }