コード例 #1
0
void
CameraDirector::SetViewObjectGroup(ListIter<Ship> group, bool quick)
{
    if (!ship) return;

    Starshatter* stars = Starshatter::GetInstance();

    if (!stars->InCutscene()) {
        // only view solid contacts:
        while (++group) {
            Ship* s = group.value();

            if (s->GetIFF() != ship->GetIFF()) {
                Contact* c = ship->FindContact(s);
                if (!c || !c->ActLock())
                return;
            }

            if (s->Life() == 0 || s->IsDying() || s->IsDead())
            return;
        }
    }

    group.reset();

    if (external_group.size() > 1 &&
            external_group.size() == group.size()) {

        bool same = true;

        for (int i = 0; same && i < external_group.size(); i++) {
            if (external_group[i] != group.container()[i])
            same = false;
        }

        if (same) {
            SetMode(MODE_ZOOM);
            return;
        }
    }

    ClearGroup();

    if (quick) {
        mode = MODE_ORBIT;
        transition = 0;
    }
    else {
        SetMode(MODE_TRANSLATE);
    }

    external_group.append(group.container());

    ListIter<Ship> iter = external_group;
    while (++iter) {
        Ship* s = iter.value();
        region = s->GetRegion();
        Observe(s);
    }
}
コード例 #2
0
bool
Element::IsActive() const
{
	bool active = false;

	for (int i = 0; i < ships.size() && !active; i++) {
		Ship* s = ships[i];
		if (s->Life() && s->MissionClock())
		active = true;
	}

	return active;
}
コード例 #3
0
bool
Element::IsFinished() const
{
	bool finished = false;

	if (launch_time > 0 && respawns < 1) {
		finished = true;

		if (ships.size() > 0) {
			for (int i = 0; i < ships.size() && finished; i++) {
				Ship* s = ships[i];
				if (s->RespawnCount() >  0 ||
						s->MissionClock() == 0 ||
						s->Life() && !s->GetInbound())
				finished = false;
			}
		}
	}

	return finished;
}
コード例 #4
0
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;
}