コード例 #1
0
ファイル: ShopPanel.cpp プロジェクト: AMDmi3/endless-sky
void ShopPanel::DrawShip(const Ship &ship, const Point &center, bool isSelected) const
{
	const Sprite *sprite = ship.GetSprite().GetSprite();
	const Sprite *back = SpriteSet::Get(
		isSelected ? "ui/shipyard selected" : "ui/shipyard unselected");
	SpriteShader::Draw(back, center);
	// Make sure the ship sprite leaves 10 pixels padding all around.
	float zoomSize = SHIP_SIZE - 60.f;
	
	// Draw the ship name.
	const string &name = ship.Name().empty() ? ship.ModelName() : ship.Name();
	const Font &font = FontSet::Get(14);
	Point offset(-.5f * font.Width(name), -.5f * SHIP_SIZE + 10.f);
	font.Draw(name, center + offset, *GameData::Colors().Get("bright"));
	
	float zoom = min(1.f, zoomSize / max(sprite->Width(), sprite->Height()));
	int swizzle = GameData::PlayerGovernment()->GetSwizzle();
	
	SpriteShader::Draw(sprite, center, zoom, swizzle);
}
コード例 #2
0
void ShipInfoDisplay::UpdateAttributes(const Ship &ship)
{
	bool isGeneric = ship.Name().empty() || ship.GetPlanet();
	
	attributeLabels.clear();
	attributeValues.clear();
	attributesHeight = 20;
	
	const Outfit &attributes = ship.Attributes();
	
	attributeLabels.push_back("cost:");
	attributeValues.push_back(Format::Number(ship.Cost()));
	attributesHeight += 20;
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	if(attributes.Get("shield generation"))
	{
		attributeLabels.push_back("shields charge / max:");
		attributeValues.push_back(Format::Number(60. * attributes.Get("shield generation"))
			+ " / " + Format::Number(attributes.Get("shields")));
	}
	else
	{
		attributeLabels.push_back("shields:");
		attributeValues.push_back(Format::Number(attributes.Get("shields")));
	}
	attributesHeight += 20;
	if(attributes.Get("hull repair rate"))
	{
		attributeLabels.push_back("hull repair / max:");
		attributeValues.push_back(Format::Number(60. * attributes.Get("hull repair rate"))
			+ " / " + Format::Number(attributes.Get("hull")));
	}
	else
	{
		attributeLabels.push_back("hull:");
		attributeValues.push_back(Format::Number(attributes.Get("hull")));
	}
	attributesHeight += 20;
	double emptyMass = ship.Mass();
	attributeLabels.push_back(isGeneric ? "mass with no cargo:" : "mass:");
	attributeValues.push_back(Format::Number(emptyMass));
	attributesHeight += 20;
	attributeLabels.push_back(isGeneric ? "cargo space:" : "cargo:");
	if(isGeneric)
		attributeValues.push_back(Format::Number(attributes.Get("cargo space")));
	else
		attributeValues.push_back(Format::Number(ship.Cargo().Used())
			+ " / " + Format::Number(attributes.Get("cargo space")));
	attributesHeight += 20;
	attributeLabels.push_back("required crew / bunks:");
	attributeValues.push_back(Format::Number(ship.RequiredCrew())
		+ " / " + Format::Number(attributes.Get("bunks")));
	attributesHeight += 20;
	attributeLabels.push_back(isGeneric ? "fuel capacity:" : "fuel:");
	double fuelCapacity = attributes.Get("fuel capacity");
	if(isGeneric)
		attributeValues.push_back(Format::Number(fuelCapacity));
	else
		attributeValues.push_back(Format::Number(ship.Fuel() * fuelCapacity)
			+ " / " + Format::Number(fuelCapacity));
	attributesHeight += 20;
	
	double fullMass = emptyMass + (isGeneric ? attributes.Get("cargo space") : ship.Cargo().Used());
	isGeneric &= (fullMass != emptyMass);
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	attributeLabels.push_back(isGeneric ? "movement, full / no cargo:" : "movement:");
	attributeValues.push_back(string());
	attributesHeight += 20;
	attributeLabels.push_back("max speed:");
	attributeValues.push_back(Format::Number(60. * attributes.Get("thrust") / attributes.Get("drag")));
	attributesHeight += 20;
	
	attributeLabels.push_back("acceleration:");
	if(!isGeneric)
		attributeValues.push_back(Format::Number(3600. * attributes.Get("thrust") / fullMass));
	else
		attributeValues.push_back(Format::Number(3600. * attributes.Get("thrust") / fullMass)
			+ " / " + Format::Number(3600. * attributes.Get("thrust") / emptyMass));
	attributesHeight += 20;
	
	attributeLabels.push_back("turning:");
	if(!isGeneric)
		attributeValues.push_back(Format::Number(60. * attributes.Get("turn") / fullMass));
	else
		attributeValues.push_back(Format::Number(60. * attributes.Get("turn") / fullMass)
			+ " / " + Format::Number(60. * attributes.Get("turn") / emptyMass));
	attributesHeight += 20;
	
	// Find out how much outfit, engine, and weapon space the chassis has.
	map<string, double> chassis;
	static const string names[] = {
		"outfit space free:", "outfit space",
		"    weapon capacity:", "weapon capacity",
		"    engine capacity:", "engine capacity",
		"gun ports free:", "gun ports",
		"turret mounts free:", "turret mounts"
	};
	static const int NAMES =  sizeof(names) / sizeof(names[0]);
	for(int i = 1; i < NAMES; i += 2)
		chassis[names[i]] = attributes.Get(names[i]);
	for(const auto &it : ship.Outfits())
		for(auto &cit : chassis)
			cit.second -= it.second * it.first->Get(cit.first);
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	for(int i = 0; i < NAMES; i += 2)
	{
		attributeLabels.push_back(names[i]);
		attributeValues.push_back(Format::Number(attributes.Get(names[i + 1]))
			+ " / " + Format::Number(chassis[names[i + 1]]));
		attributesHeight += 20;
	}
	
	if(ship.BaysFree(false))
	{
		attributeLabels.push_back("drone bays:");
		attributeValues.push_back(to_string(ship.BaysFree(false)));
		attributesHeight += 20;
	}
	if(ship.BaysFree(true))
	{
		attributeLabels.push_back("fighter bays:");
		attributeValues.push_back(to_string(ship.BaysFree(true)));
		attributesHeight += 20;
	}
	
	tableLabels.clear();
	energyTable.clear();
	heatTable.clear();
	// Skip a spacer and the table header.
	attributesHeight += 30;
	
	tableLabels.push_back("idle:");
	energyTable.push_back(Format::Number(
		60. * (attributes.Get("energy generation")
			+ attributes.Get("solar collection"))));
	heatTable.push_back(Format::Number(
		60. * (attributes.Get("heat generation") - attributes.Get("cooling"))));
	attributesHeight += 20;
	tableLabels.push_back("moving:");
	energyTable.push_back(Format::Number(
		-60. * (attributes.Get("thrusting energy")
			+ attributes.Get("reverse thrusting energy")
			+ attributes.Get("turning energy"))));
	heatTable.push_back(Format::Number(
		60. * (attributes.Get("thrusting heat")
			+ attributes.Get("reverse thrusting heat")
			+ attributes.Get("turning heat"))));
	attributesHeight += 20;
	double firingEnergy = 0.;
	double firingHeat = 0.;
	for(const auto &it : ship.Outfits())
		if(it.first->IsWeapon() && it.first->Reload())
		{
			firingEnergy += it.second * it.first->FiringEnergy() / it.first->Reload();
			firingHeat += it.second * it.first->FiringHeat() / it.first->Reload();
		}
	tableLabels.push_back("firing:");
	energyTable.push_back(Format::Number(-60. * firingEnergy));
	heatTable.push_back(Format::Number(60. * firingHeat));
	attributesHeight += 20;
	double shieldEnergy = attributes.Get("shield energy");
	double hullEnergy = attributes.Get("hull energy");
	tableLabels.push_back((shieldEnergy && hullEnergy) ? "shields / hull:" :
		hullEnergy ? "repairing hull:" : "charging shields:");
	energyTable.push_back(Format::Number(-60. * (shieldEnergy + hullEnergy)));
	double shieldHeat = attributes.Get("shield heat");
	double hullHeat = attributes.Get("hull heat");
	heatTable.push_back(Format::Number(60. * (shieldHeat + hullHeat)));
	attributesHeight += 20;
	tableLabels.push_back("max:");
	energyTable.push_back(Format::Number(attributes.Get("energy capacity")));
	heatTable.push_back(Format::Number(60. * emptyMass * .1 * attributes.Get("heat dissipation")));
	// Pad by 10 pixels on the top and bottom.
	attributesHeight += 30;
}
コード例 #3
0
void
NetGameClient::DoObjKill(NetMsg* msg)
{
	if (!msg) return;

	NetObjKill obj_kill;
	obj_kill.Unpack(msg->Data());

	Ship* ship = FindShipByObjID(obj_kill.GetObjID());
	if (ship) {
		Ship* killer = FindShipByObjID(obj_kill.GetKillerID());
		Text  killer_name = Game::GetText("NetGameClient.unknown");

		if (killer)
		killer_name = killer->Name();

		// log the kill:
		switch (obj_kill.GetKillType()) {
		default:
		case NetObjKill::KILL_MISC:
			Print("Ship '%s' destroyed (misc) (%s)\n", ship->Name(), FormatGameTime());
			break;

		case NetObjKill::KILL_PRIMARY:
		case NetObjKill::KILL_SECONDARY:
			Print("Ship '%s' killed by '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
			break;

		case NetObjKill::KILL_COLLISION:
			Print("Ship '%s' killed in collision with '%s' (%s)\n", ship->Name(), killer_name.data(), FormatGameTime());
			break;

		case NetObjKill::KILL_CRASH:
			Print("Ship '%s' destroyed (crash) (%s)\n", ship->Name(), FormatGameTime());

		case NetObjKill::KILL_DOCK:
			Print("Ship '%s' docked (%s)\n", ship->Name(), FormatGameTime());
		}

		// record the kill in the stats:
		if (killer && obj_kill.GetKillType() != NetObjKill::KILL_DOCK) {
			ShipStats* kstats = ShipStats::Find(killer->Name());
			if (kstats) {
				if (obj_kill.GetKillType() == NetObjKill::KILL_PRIMARY)
				kstats->AddEvent(SimEvent::GUNS_KILL, ship->Name());
				
				else if (obj_kill.GetKillType() == NetObjKill::KILL_SECONDARY)
				kstats->AddEvent(SimEvent::MISSILE_KILL, ship->Name());
			}

			if (killer && killer->GetIFF() != ship->GetIFF()) {
				if (ship->GetIFF() > 0 || killer->GetIFF() > 1)
				kstats->AddPoints(ship->Value());
			}
		}

		ShipStats* killee = ShipStats::Find(ship->Name());
		if (killee) {
			if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK)
			killee->AddEvent(SimEvent::DOCK, killer_name);
			else 
			killee->AddEvent(SimEvent::DESTROYED, killer_name);
		}

		if (obj_kill.GetKillType() == NetObjKill::KILL_DOCK) {
			FlightDeck* deck = killer->GetFlightDeck(obj_kill.GetFlightDeck());
			sim->NetDockShip(ship, killer, deck);
		}
		else {
			ship->InflictNetDamage(ship->Integrity());
			ship->DeathSpiral();

			if (!obj_kill.GetRespawn())
			ship->SetRespawnCount(0);
			else
			ship->SetRespawnLoc(obj_kill.GetRespawnLoc());
		}
	}

	// this shouldn't happen in practice, 
	// but if it does, this is what should be done:
	else {
		Shot* shot = FindShotByObjID(obj_kill.GetObjID());

		if (shot) {
			::Print("NetGameClient::DoObjKill destroying shot '%s'\n", shot->Name());
			shot->Destroy();
		}
	}
}
コード例 #4
0
void
MissionEvent::Execute(bool silent)
{
	Starshatter*   stars    = Starshatter::GetInstance();
	HUDView*       hud      = HUDView::GetInstance();
	Sim*           sim      = Sim::GetSim();
	Ship*          player   = sim->GetPlayerShip();
	Ship*          ship     = 0;
	Ship*          src      = 0;
	Ship*          tgt      = 0;
	Element*       elem     = 0;
	int            pan      = 0;
	bool           end_mission = false;

	if (event_ship.length())
	ship = sim->FindShip(event_ship);
	else
	ship = player;

	if (event_source.length())
	src = sim->FindShip(event_source);

	if (event_target.length())
	tgt = sim->FindShip(event_target);

	if (ship)
	elem = ship->GetElement();

	else if (event_ship.length()) {
		elem = sim->FindElement(event_ship);

		if (elem)
		ship = elem->GetShip(1);
	}

	// expire the delay, if any remains
	delay = 0;

	// fire the event action
	switch (event) {
	case MESSAGE:
		if (event_message.length() > 0) {
			if (ship) {
				RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(ship, src, event_param[0]);
				msg->SetInfo(event_message);
				msg->SetChannel(ship->GetIFF());
				if (tgt)
				msg->AddTarget(tgt);
				RadioTraffic::Transmit(msg);
			}

			else if (elem) {
				RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(elem, src, event_param[0]);
				msg->SetInfo(event_message);
				msg->SetChannel(elem->GetIFF());
				if (tgt)
				msg->AddTarget(tgt);
				RadioTraffic::Transmit(msg);
			}
		}

		if (event_sound.length() > 0) {
			pan = event_param[0];
		}
		break;

	case OBJECTIVE: 
		if (elem) {
			if (event_param[0]) {
				elem->ClearInstructions();
				elem->ClearObjectives();
			}

			Instruction* obj = new(__FILE__,__LINE__) Instruction(event_param[0], 0);
			obj->SetTarget(event_target);
			elem->AddObjective(obj);

			if (elem->Contains(player)) {
				HUDView* hud = HUDView::GetInstance();

				if (hud)
				hud->ShowHUDInst();
			}
		}
		break;

	case INSTRUCTION:
		if (elem) {
			if (event_param[0])
			elem->ClearInstructions();

			elem->AddInstruction(event_message);

			if (elem->Contains(player) && event_message.length() > 0) {
				HUDView* hud = HUDView::GetInstance();

				if (hud)
				hud->ShowHUDInst();
			}
		}
		break;

	case IFF:
		if (elem) {
			elem->SetIFF(event_param[0]);
		}

		else if (ship) {
			ship->SetIFF(event_param[0]);
		}
		break;

	case DAMAGE:
		if (ship) {
			ship->InflictDamage(event_param[0]);

			if (ship->Integrity() < 1) {
				NetUtil::SendObjKill(ship, 0, NetObjKill::KILL_MISC);
				ship->DeathSpiral();
				Print("    %s Killed By Scripted Event %d (%s)\n", (const char*) ship->Name(), id, FormatGameTime());
			}
		}
		else {
			Print("   EVENT %d: Could not apply damage to ship '%s' (not found).\n", id, (const char*) event_ship);
		}
		break;

	case JUMP:
		if (ship) {
			SimRegion* rgn = sim->FindRegion(event_target);

			if (rgn && ship->GetRegion() != rgn) {
				if (rgn->IsOrbital()) {
					QuantumDrive* quantum_drive = ship->GetQuantumDrive();
					if (quantum_drive) {
						quantum_drive->SetDestination(rgn, Point(0,0,0));
						quantum_drive->Engage(true); // request immediate jump
					}

					else if (ship->IsAirborne()) {
						ship->MakeOrbit();
					}
				}

				else {
					ship->DropOrbit();
				}
			}

		}
		break;

	case HOLD:
		if (elem)
		elem->SetHoldTime(event_param[0]);
		break;

	case SKIP: {
			for (int i = 0; i < event_nparams; i++) {
				int skip_id = event_param[i];

				ListIter<MissionEvent> iter = sim->GetEvents();
				while (++iter) {
					MissionEvent* e = iter.value();
					if (e->EventID() == skip_id) {
						if (e->status != COMPLETE)
						e->status = SKIPPED;
					}
				}
			}
		}
		break;

	case END_MISSION:
		Print("    END MISSION By Scripted Event %d (%s)\n", id, FormatGameTime());
		end_mission = true;
		break;

		//
		// NOTE: CUTSCENE EVENTS DO NOT APPLY IN MULTIPLAYER
		//
	case BEGIN_SCENE:
		Print("    ------------------------------------\n");
		Print("    Begin Cutscene '%s'\n", event_message.data());
		stars->BeginCutscene();
		break;

	case END_SCENE:
		Print("    End Cutscene '%s'\n", event_message.data());
		Print("    ------------------------------------\n");
		stars->EndCutscene();
		break;

	case CAMERA:
		if (stars->InCutscene()) {
			CameraDirector* cam_dir = CameraDirector::GetInstance();

			if (!cam_dir->GetShip())
			cam_dir->SetShip(player);

			switch (event_param[0]) {
			case 1:  
				if (cam_dir->GetMode() != CameraDirector::MODE_COCKPIT)
				cam_dir->SetMode(CameraDirector::MODE_COCKPIT, event_rect.x);
				break;

			case 2:
				if (cam_dir->GetMode() != CameraDirector::MODE_CHASE)
				cam_dir->SetMode(CameraDirector::MODE_CHASE, event_rect.x);
				break;

			case 3:
				if (cam_dir->GetMode() != CameraDirector::MODE_ORBIT)
				cam_dir->SetMode(CameraDirector::MODE_ORBIT, event_rect.x);
				break;

			case 4:
				if (cam_dir->GetMode() != CameraDirector::MODE_TARGET)
				cam_dir->SetMode(CameraDirector::MODE_TARGET, event_rect.x);
				break;
			}

			if (event_target.length()) {
				::Print("Mission Event %d: setting camera target to %s\n", id, (const char*) event_target);
				Ship* s_tgt = 0;
				
				if (event_target.indexOf("body:") < 0)
				s_tgt = sim->FindShip(event_target);

				if (s_tgt) {
					::Print("   found ship %s\n", s_tgt->Name());
					cam_dir->SetViewOrbital(0);

					if (cam_dir->GetViewObject() != s_tgt) {

						if (event_param[0] == 6) {
							s_tgt->DropCam(event_param[1], event_param[2]);
							cam_dir->SetShip(s_tgt);
							cam_dir->SetMode(CameraDirector::MODE_DROP, 0);
						}
						else {
							Ship* cam_ship = cam_dir->GetShip();

							if (cam_ship && cam_ship->IsDropCam()) {
								cam_ship->CompleteTransition();
							}

							if (cam_dir->GetShip() != sim->GetPlayerShip())
							cam_dir->SetShip(sim->GetPlayerShip());
							cam_dir->SetViewObject(s_tgt, true); // immediate, no transition
						}
					}
				}

				else {
					const char* body_name = event_target.data();

					if (!strncmp(body_name, "body:", 5))
					body_name += 5;

					Orbital* orb = sim->FindOrbitalBody(body_name);

					if (orb) {
						::Print("   found body %s\n", orb->Name());
						cam_dir->SetViewOrbital(orb);
					}
				}
			}

			if (event_param[0] == 3) {
				cam_dir->SetOrbitPoint(event_point.x, event_point.y, event_point.z);
			}

			else if (event_param[0] == 5) {
				cam_dir->SetOrbitRates(event_point.x, event_point.y, event_point.z);
			}
		}
		break;

	case VOLUME:
		if (stars->InCutscene()) {
			AudioConfig* audio_cfg = AudioConfig::GetInstance();

			audio_cfg->SetEfxVolume(event_param[0]);
			audio_cfg->SetWrnVolume(event_param[0]);
		}
		break;

	case DISPLAY:
		if (stars->InCutscene()) {
			DisplayView* disp_view = DisplayView::GetInstance();

			if (disp_view) {
				Color color;
				color.Set(event_param[0]);

				if (event_message.length() && event_source.length()) {

					if (event_message.contains('$')) {
						Campaign*      campaign = Campaign::GetCampaign();
						Player*        user     = Player::GetCurrentPlayer();
						CombatGroup*   group    = campaign->GetPlayerGroup();

						if (user) {
							event_message = FormatTextReplace(event_message, "$NAME",  user->Name().data());
							event_message = FormatTextReplace(event_message, "$RANK",  Player::RankName(user->Rank()));
						}

						if (group) {
							event_message = FormatTextReplace(event_message, "$GROUP", group->GetDescription());
						}

						if (event_message.contains("$TIME")) {
							char timestr[32];
							FormatDayTime(timestr, campaign->GetTime(), true);
							event_message = FormatTextReplace(event_message, "$TIME", timestr);
						}
					}

					disp_view->AddText(  event_message,
					FontMgr::Find(event_source),
					color,
					event_rect,
					event_point.y,
					event_point.x,
					event_point.z);

				}

				else if (event_target.length()) {
					DataLoader* loader = DataLoader::GetLoader();

					if (loader) {
						loader->SetDataPath(0);
						loader->LoadBitmap(event_target, image, 0, true);
					}

					if (image.Width() && image.Height())
					disp_view->AddImage( &image,
					color,
					Video::BLEND_ALPHA,
					event_rect,
					event_point.y,
					event_point.x,
					event_point.z);
				}
			}
		}
		break;

	case FIRE_WEAPON:
		if (ship) {
			// fire single weapon:
			if (event_param[0] >= 0) {
				ship->FireWeapon(event_param[0]);
			}

			// fire all weapons:
			else {
				ListIter<WeaponGroup> g_iter = ship->Weapons();
				while (++g_iter) {
					ListIter<Weapon> w_iter = g_iter->GetWeapons();
					while (++w_iter) {
						Weapon* w = w_iter.value();
						w->Fire();
					}
				}
			}
		}
		break;

	default:
		break;
	}

	sim->ProcessEventTrigger(TRIGGER_EVENT, id);

	if (!silent && !sound && event_sound.length()) {
		DataLoader* loader = DataLoader::GetLoader();
		bool        use_fs = loader->IsFileSystemEnabled();
		DWORD       flags  = pan ? Sound::LOCKED|Sound::LOCALIZED : 
		Sound::LOCKED|Sound::AMBIENT;

		loader->UseFileSystem(true);
		loader->SetDataPath("Sounds/");
		loader->LoadSound(event_sound, sound, flags);
		loader->SetDataPath(0);

		if (!sound) {
			loader->SetDataPath("Mods/Sounds/");
			loader->LoadSound(event_sound, sound, flags);
			loader->SetDataPath(0);
		}

		if (!sound) {
			loader->LoadSound(event_sound, sound, flags);
		}

		loader->UseFileSystem(use_fs);

		// fire and forget:
		if (sound) {
			if (sound->GetFlags() & Sound::STREAMED) {
				sound->SetFlags(flags | sound->GetFlags());
				sound->SetVolume(AudioConfig::VoxVolume());
				sound->Play();
			}
			else {
				sound->SetFlags(flags);
				sound->SetVolume(AudioConfig::VoxVolume());
				sound->SetPan(pan);
				sound->SetFilename(event_sound);
				sound->AddToSoundCard();
				sound->Play();
			}
		}
	}

	status = COMPLETE;

	if (end_mission) {
		StarServer*  server = StarServer::GetInstance();

		if (stars) {
			stars->EndMission();
		}

		else if (server) {
			// end mission event uses event_target member
			// to forward server to next mission in the chain:
			if (event_target.length())
			server->SetNextMission(event_target);

			server->SetGameMode(StarServer::MENU_MODE);
		}
	}
}
コード例 #5
0
bool
NetGameClient::DoJoinBacklog(NetJoinAnnounce* join_ann)
{
	bool finished = false;

	if (!join_ann)
	return finished;

	Sim* sim = Sim::GetSim();
	if (!sim)
	return finished;

	DWORD nid       = join_ann->GetNetID();
	DWORD oid       = join_ann->GetObjID();
	Text  name      = join_ann->GetName();
	Text  elem_name = join_ann->GetElement();
	Text  region    = join_ann->GetRegion();
	Point loc       = join_ann->GetLocation();
	Point velocity  = join_ann->GetVelocity();
	int   index     = join_ann->GetIndex();
	int   shld_lvl  = join_ann->GetShield();
	Ship* ship      = 0;
	char  ship_name[128];

	strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data());

	if (nid && oid) {
		NetPlayer* remote_player = FindPlayerByObjID(oid);
		if (remote_player) {
			remote_player->SetName(name);
			remote_player->SetObjID(oid);

			if (index > 0)
			sprintf_s(ship_name, "%s %d", elem_name.data(), index);
			else
			sprintf_s(ship_name, "%s", elem_name.data());
		}
		else {
			Element* element = sim->FindElement(elem_name);

			if (element) {
				ship = element->GetShip(index);
			}

			if (ship) {
				strcpy_s(ship_name, ship->Name());

				SimRegion* rgn = ship->GetRegion();
				if (rgn && region != rgn->Name()) {
					SimRegion* dst = sim->FindRegion(region);
					if (dst) dst->InsertObject(ship);
				}

				ship->MoveTo(loc);
				ship->SetVelocity(velocity);

				Shield* shield = ship->GetShield();
				if (shield)
				shield->SetNetShieldLevel(shld_lvl);

				NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid);
				remote_player->SetName(name);
				remote_player->SetObjID(oid);
				remote_player->SetShip(ship);

				players.append(remote_player);
				finished = true;

				if (name == "Server A.I. Ship") {
					Print("NetGameClient::DoJoinBacklog() Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid);
				}
				else {
					HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name);
				}
			}
		}
	}

	return finished;
}
コード例 #6
0
void
NetGameClient::DoJoinAnnounce(NetMsg* msg)
{
	if (!msg) return;

	Sim* sim = Sim::GetSim();
	if (!sim) return;

	NetJoinAnnounce*  join_ann = new(__FILE__,__LINE__) NetJoinAnnounce;
	bool              saved    = false;

	if (join_ann->Unpack(msg->Data())) {
		DWORD nid       = msg->NetID();
		DWORD oid       = join_ann->GetObjID();
		Text  name      = join_ann->GetName();
		Text  elem_name = join_ann->GetElement();
		Text  region    = join_ann->GetRegion();
		Point loc       = join_ann->GetLocation();
		Point velocity  = join_ann->GetVelocity();
		int   index     = join_ann->GetIndex();
		int   shld_lvl  = join_ann->GetShield();
		join_ann->SetNetID(nid);
		Ship* ship      = 0;
		char  ship_name[128];

		strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data());

		if (local_player && player_name == name) {
			HUDView::Message(Game::GetText("NetGameClient.local-accept"), name.data(), local_player->Name());

			objid = oid;
			netid = nid;
			local_player->SetObjID(oid);
			local_player->SetNetObserver(false);
			Observe(local_player);

			SimRegion* rgn = local_player->GetRegion();
			if (rgn && region != rgn->Name()) {
				SimRegion* dst = sim->FindRegion(region);
				if (dst) dst->InsertObject(local_player);
			}

			local_player->MoveTo(loc);
			local_player->SetVelocity(velocity);

			Shield* shield = local_player->GetShield();
			if (shield)
			shield->SetNetShieldLevel(shld_lvl);
		}
		else {
			NetPlayer* remote_player = FindPlayerByObjID(oid);
			if (remote_player) {
				remote_player->SetName(name);
				remote_player->SetObjID(oid);

				if (index > 0)
				sprintf_s(ship_name, "%s %d", elem_name.data(), index);
				else
				sprintf_s(ship_name, "%s", elem_name.data());
			}
			else {
				Element* element = sim->FindElement(elem_name);

				if (element) {
					ship = element->GetShip(index);
				}
				else {
					Print("NetGameClient::DoJoinAnnounce() could not find elem %s for player '%s' objid %d\n",
					elem_name.data(), name.data(), oid);

					NetUtil::SendElemRequest(elem_name.data());
				}

				if (!ship) {
					// save it for later:
					join_backlog.append(join_ann);
					saved = true;
				}
				else {
					strcpy_s(ship_name, ship->Name());

					SimRegion* rgn = ship->GetRegion();
					if (rgn && region != rgn->Name()) {
						SimRegion* dst = sim->FindRegion(region);
						if (dst) dst->InsertObject(ship);
					}

					ship->MoveTo(loc);
					ship->SetVelocity(velocity);

					Shield* shield = ship->GetShield();
					if (shield)
					shield->SetNetShieldLevel(shld_lvl);

					NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid);
					remote_player->SetName(name);
					remote_player->SetObjID(oid);
					remote_player->SetShip(ship);

					players.append(remote_player);

					if (name == "Server A.I. Ship") {
						Print("Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid);
					}
					else {
						HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name);
					}
				}
			}
		}
	}

	if (!saved)
	delete join_ann;
}
コード例 #7
0
void Engine::CalculateStep()
{
	FrameTimer loadTimer;
	
	// Clear the list of objects to draw.
	draw[calcTickTock].Clear(step);
	radar[calcTickTock].Clear();
	
	if(!player.GetSystem())
		return;
	
	// Now, all the ships must decide what they are doing next.
	ai.Step(ships, player);
	const Ship *flagship = player.Flagship();
	bool wasHyperspacing = (flagship && flagship->IsEnteringHyperspace());
	
	// Now, move all the ships. We must finish moving all of them before any of
	// them fire, or their turrets will be targeting where a given ship was
	// instead of where it is now. This is also where ships get deleted, and
	// where they may create explosions if they are dying.
	for(auto it = ships.begin(); it != ships.end(); )
	{
		int hyperspaceType = (*it)->HyperspaceType();
		bool wasHere = (flagship && (*it)->GetSystem() == flagship->GetSystem());
		bool wasHyperspacing = (*it)->IsHyperspacing();
		// Give the ship the list of effects so that it can draw explosions,
		// ion sparks, jump drive flashes, etc.
		if(!(*it)->Move(effects, flotsam))
		{
			// If Move() returns false, it means the ship should be removed from
			// play. That may be because it was destroyed, because it is an
			// ordinary ship that has been out of system for long enough to be
			// "forgotten," or because it is a fighter that just docked with its
			// mothership. Report it destroyed if that's really what happened:
			if((*it)->IsDestroyed())
				eventQueue.emplace_back(nullptr, *it, ShipEvent::DESTROY);
			it = ships.erase(it);
		}
		else
		{
			if(&**it != flagship)
			{
				// Did this ship just begin hyperspacing?
				if(wasHere && !wasHyperspacing && (*it)->IsHyperspacing())
					Audio::Play(
						Audio::Get(hyperspaceType >= 200 ? "jump out" : "hyperdrive out"),
						(*it)->Position());
				
				// Did this ship just jump into the player's system?
				if(!wasHere && flagship && (*it)->GetSystem() == flagship->GetSystem())
					Audio::Play(
						Audio::Get(hyperspaceType >= 200 ? "jump in" : "hyperdrive in"),
						(*it)->Position());
			}
			
			// Boarding:
			bool autoPlunder = !(*it)->GetGovernment()->IsPlayer();
			shared_ptr<Ship> victim = (*it)->Board(autoPlunder);
			if(victim)
				eventQueue.emplace_back(*it, victim,
					(*it)->GetGovernment()->IsEnemy(victim->GetGovernment()) ?
						ShipEvent::BOARD : ShipEvent::ASSIST);
			++it;
		}
	}
	
	if(!wasHyperspacing && flagship && flagship->IsEnteringHyperspace())
		Audio::Play(Audio::Get(flagship->HyperspaceType() >= 200 ? "jump drive" : "hyperdrive"));
	
	if(flagship && player.GetSystem() != flagship->GetSystem())
	{
		// Wormhole travel:
		if(!wasHyperspacing)
			for(const auto &it : player.GetSystem()->Objects())
				if(it.GetPlanet() && it.GetPlanet()->IsWormhole() &&
						it.GetPlanet()->WormholeDestination(player.GetSystem()) == flagship->GetSystem())
					player.Visit(it.GetPlanet());
		
		doFlash = Preferences::Has("Show hyperspace flash");
		player.SetSystem(flagship->GetSystem());
		EnterSystem();
	}
	
	// Draw the planets.
	Point newCenter = center;
	Point newCenterVelocity;
	if(flagship)
	{
		newCenter = flagship->Position();
		newCenterVelocity = flagship->Velocity();
	}
	else
		doClick = false;
	draw[calcTickTock].SetCenter(newCenter, newCenterVelocity);
	radar[calcTickTock].SetCenter(newCenter);
	
	for(const StellarObject &object : player.GetSystem()->Objects())
		if(object.HasSprite())
		{
			// Don't apply motion blur to very large planets and stars.
			if(object.Width() >= 280.)
				draw[calcTickTock].AddUnblurred(object);
			else
				draw[calcTickTock].Add(object);
			
			double r = max(2., object.Radius() * .03 + .5);
			radar[calcTickTock].Add(RadarType(object), object.Position(), r, r - 1.);
			
			if(object.GetPlanet())
				object.GetPlanet()->DeployDefense(ships);
			
			Point position = object.Position() - newCenter;
			if(doClick && object.GetPlanet() && (clickPoint - position).Length() < object.Radius())
			{
				if(&object == player.Flagship()->GetTargetPlanet())
				{
					if(!object.GetPlanet()->CanLand())
						Messages::Add("The authorities on " + object.GetPlanet()->Name() +
							" refuse to let you land.");
					else
					{
						clickCommands |= Command::LAND;
						Messages::Add("Landing on " + object.GetPlanet()->Name() + ".");
					}
				}
				else
					player.Flagship()->SetTargetPlanet(&object);
			}
		}
	
	// Add all neighboring systems to the radar.
	const System *targetSystem = flagship ? flagship->GetTargetSystem() : nullptr;
	const vector<const System *> &links = (flagship && flagship->Attributes().Get("jump drive")) ?
		player.GetSystem()->Neighbors() : player.GetSystem()->Links();
	for(const System *system : links)
		radar[calcTickTock].AddPointer(
			(system == targetSystem) ? Radar::SPECIAL : Radar::INACTIVE,
			system->Position() - player.GetSystem()->Position());
	
	// Now that the planets have been drawn, we can draw the asteroids on top
	// of them. This could be done later, as long as it is done before the
	// collision detection.
	asteroids.Step();
	asteroids.Draw(draw[calcTickTock], newCenter);
	
	// Move existing projectiles. Do this before ships fire, which will create
	// new projectiles, since those should just stay where they are created for
	// this turn. This is also where projectiles get deleted, which may also
	// result in a "die" effect or a sub-munition being created. We could not
	// move the projectiles before this because some of them are homing and need
	// to know the current positions of the ships.
	list<Projectile> newProjectiles;
	for(auto it = projectiles.begin(); it != projectiles.end(); )
	{
		if(!it->Move(effects))
		{
			it->MakeSubmunitions(newProjectiles);
			it = projectiles.erase(it);
		}
		else
			++it;
	}
	projectiles.splice(projectiles.end(), newProjectiles);
	
	// Move the flotsam, which should be drawn underneath the ships.
	for(auto it = flotsam.begin(); it != flotsam.end(); )
	{
		if(!it->Move(effects))
		{
			it = flotsam.erase(it);
			continue;
		}
		
		Ship *collector = nullptr;
		for(const shared_ptr<Ship> &ship : ships)
		{
			if(ship->GetSystem() != player.GetSystem() || ship->CannotAct())
				continue;
			if(ship.get() == it->Source() || ship->Cargo().Free() < it->UnitSize())
				continue;
			
			const Mask &mask = ship->GetMask(step);
			if(mask.Contains(it->Position() - ship->Position(), ship->Facing()))
			{
				collector = ship.get();
				break;
			}
		}
		if(collector)
		{
			string name;
			if(collector->IsYours())
			{
				if(collector->GetParent())
					name = "Your ship \"" + collector->Name() + "\" picked up ";
				else
					name = "You picked up ";
			}
			string commodity;
			int amount = 0;
			if(it->OutfitType())
			{
				amount = collector->Cargo().Add(it->OutfitType(), it->Count());
				if(!name.empty())
				{
					if(it->OutfitType()->Get("installable") < 0.)
						commodity = it->OutfitType()->Name();
					else
						Messages::Add(name + Format::Number(amount) + " " + it->OutfitType()->Name()
							+ (amount == 1 ? "." : "s."));
				}
			}
			else
			{
				amount = collector->Cargo().Add(it->CommodityType(), it->Count());
				if(!name.empty())
					commodity = it->CommodityType();
					
			}
			if(!commodity.empty())
				Messages::Add(name + (amount == 1 ? "a ton" : Format::Number(amount) + " tons")
					+ " of " + Format::LowerCase(commodity) + ".");
			
			it = flotsam.erase(it);
			continue;
		}
		
		// Draw this flotsam.
		draw[calcTickTock].Add(*it);
		++it;
	}
	
	// Keep track of the relative strength of each government in this system. Do
	// not add more ships to make a winning team even stronger. This is mostly
	// to avoid having the player get mobbed by pirates, say, if they hang out
	// in one system for too long.
	map<const Government *, int64_t> strength;
	// Now, ships fire new projectiles, which includes launching fighters. If an
	// anti-missile system is ready to fire, it does not actually fire unless a
	// missile is detected in range during collision detection, below.
	vector<Ship *> hasAntiMissile;
	double clickRange = 50.;
	const Ship *previousTarget = nullptr;
	const Ship *clickTarget = nullptr;
	if(player.Flagship() && player.Flagship()->GetTargetShip())
		previousTarget = &*player.Flagship()->GetTargetShip();
	
	bool showFlagship = false;
	bool hasHostiles = false;
	for(shared_ptr<Ship> &ship : ships)
		if(ship->GetSystem() == player.GetSystem())
		{
			strength[ship->GetGovernment()] += ship->Cost();
			
			// Note: if a ship "fires" a fighter, that fighter was already in
			// existence and under the control of the same AI as the ship, but
			// its system was null to mark that it was not active.
			ship->Launch(ships);
			if(ship->Fire(projectiles, effects))
				hasAntiMissile.push_back(ship.get());
			
			int scan = ship->Scan();
			if(scan)
			{
				shared_ptr<Ship> target = ship->GetTargetShip();
				if(target && target->IsTargetable())
					eventQueue.emplace_back(ship, target, scan);
			}
			
			// This is a good opportunity to draw all the ships in system.
			if(!ship->HasSprite())
				continue;
			
			// Draw the flagship separately, on top of everything else.
			if(ship.get() != flagship)
			{
				AddSprites(*ship);
				if(ship->IsThrusting())
				{
					for(const auto &it : ship->Attributes().FlareSounds())
						if(it.second > 0)
							Audio::Play(it.first, ship->Position());
				}
			}
			else
				showFlagship = true;
			
			// Do not show cloaked ships on the radar, except the player's ships.
			bool isPlayer = ship->GetGovernment()->IsPlayer();
			if(ship->Cloaking() == 1. && !isPlayer)
				continue;
			
			if(doClick && &*ship != player.Flagship() && ship->IsTargetable())
			{
				Point position = ship->Position() - newCenter;
				const Mask &mask = ship->GetMask(step);
				double range = mask.Range(clickPoint - position, ship->Facing());
				if(range <= clickRange)
				{
					clickRange = range;
					clickTarget = ship.get();
					player.Flagship()->SetTargetShip(ship);
					// If we've found an enemy within the click zone, favor
					// targeting it rather than any other ship. Otherwise, keep
					// checking for hits because another ship might be an enemy.
					if(!range && ship->GetGovernment()->IsEnemy())
						doClick = false;
				}
			}
			
			double size = sqrt(ship->Width() + ship->Height()) * .14 + .5;
			bool isYourTarget = (flagship && ship == flagship->GetTargetShip());
			int type = RadarType(*ship);
			hasHostiles |= (type == Radar::HOSTILE);
			radar[calcTickTock].Add(isYourTarget ? Radar::SPECIAL : type, ship->Position(), size);
		}
	if(flagship && showFlagship)
	{
		AddSprites(*flagship);
		if(flagship->IsThrusting())
		{
			for(const auto &it : flagship->Attributes().FlareSounds())
				if(it.second > 0)
					Audio::Play(it.first);
		}
	}
	if(clickTarget && clickTarget == previousTarget)
		clickCommands |= Command::BOARD;
	if(alarmTime)
		--alarmTime;
	else if(hasHostiles && !hadHostiles)
	{
		if(Preferences::Has("Warning siren"))
			Audio::Play(Audio::Get("alarm"));
		alarmTime = 180;
		hadHostiles = true;
	}
	else if(!hasHostiles)
		hadHostiles = false;
	
	// Collision detection:
	if(grudgeTime)
		--grudgeTime;
	for(Projectile &projectile : projectiles)
	{
		// The asteroids can collide with projectiles, the same as any other
		// object. If the asteroid turns out to be closer than the ship, it
		// shields the ship (unless the projectile has a blast radius).
		Point hitVelocity;
		double closestHit = 0.;
		shared_ptr<Ship> hit;
		const Government *gov = projectile.GetGovernment();
		
		// If this "projectile" is a ship explosion, it always explodes.
		if(gov)
		{
			closestHit = asteroids.Collide(projectile, step, &hitVelocity);
			// Projectiles can only collide with ships that are in the current
			// system and are not landing, and that are hostile to this projectile.
			for(shared_ptr<Ship> &ship : ships)
				if(ship->GetSystem() == player.GetSystem() && !ship->IsLanding() && ship->Cloaking() < 1.)
				{
					if(ship.get() != projectile.Target() && !gov->IsEnemy(ship->GetGovernment()))
						continue;
					
					// This returns a value of 0 if the projectile has a trigger
					// radius and the ship is within it.
					double range = projectile.CheckCollision(*ship, step);
					if(range < closestHit)
					{
						closestHit = range;
						hit = ship;
						hitVelocity = ship->Velocity();
					}
				}
		}
		
		if(closestHit < 1.)
		{
			// Create the explosion the given distance along the projectile's
			// motion path for this step.
			projectile.Explode(effects, closestHit, hitVelocity);
			
			// If this projectile has a blast radius, find all ships within its
			// radius. Otherwise, only one is damaged.
			if(projectile.HasBlastRadius())
			{
				// Even friendly ships can be hit by the blast.
				for(shared_ptr<Ship> &ship : ships)
					if(ship->GetSystem() == player.GetSystem() && ship->Zoom() == 1.)
						if(projectile.InBlastRadius(*ship, step, closestHit))
						{
							int eventType = ship->TakeDamage(projectile, ship != hit);
							if(eventType)
								eventQueue.emplace_back(
									projectile.GetGovernment(), ship, eventType);
						}
			}
			else if(hit)
			{
				int eventType = hit->TakeDamage(projectile);
				if(eventType)
					eventQueue.emplace_back(
						projectile.GetGovernment(), hit, eventType);
			}
			
			if(hit)
				DoGrudge(hit, projectile.GetGovernment());
		}
		else if(projectile.MissileStrength())
		{
			bool isEnemy = projectile.GetGovernment() && projectile.GetGovernment()->IsEnemy();
			radar[calcTickTock].Add(
				isEnemy ? Radar::SPECIAL : Radar::INACTIVE, projectile.Position(), 1.);
			
			// If the projectile did not hit anything, give the anti-missile
			// systems a chance to shoot it down.
			for(Ship *ship : hasAntiMissile)
				if(ship == projectile.Target()
						|| gov->IsEnemy(ship->GetGovernment())
						|| ship->GetGovernment()->IsEnemy(gov))
					if(ship->FireAntiMissile(projectile, effects))
					{
						projectile.Kill();
						break;
					}
		}
		else if(projectile.HasBlastRadius())
			radar[calcTickTock].Add(Radar::SPECIAL, projectile.Position(), 1.8);
		
		// Now, we can draw the projectile. The motion blur should be reduced
		// depending on how much motion blur is in the sprite itself:
		double innateVelocity = 2. * projectile.GetWeapon().Velocity();
		Point relativeVelocity = projectile.Velocity() - projectile.Unit() * innateVelocity;
		draw[calcTickTock].AddProjectile(projectile, relativeVelocity, closestHit);
	}
	
	// Finally, draw all the effects, and then move them (because their motion
	// is not dependent on anything else, and this way we do all the work on
	// them in a single place.
	for(auto it = effects.begin(); it != effects.end(); )
	{
		draw[calcTickTock].AddUnblurred(*it);
		
		if(!it->Move())
			it = effects.erase(it);
		else
			++it;
	}
	
	// Add incoming ships.
	for(const System::FleetProbability &fleet : player.GetSystem()->Fleets())
		if(!Random::Int(fleet.Period()))
		{
			const Government *gov = fleet.Get()->GetGovernment();
			if(!gov)
				continue;
			
			int64_t enemyStrength = 0;
			for(const auto &it : strength)
				if(gov->IsEnemy(it.first))
					enemyStrength += it.second;
			if(enemyStrength && strength[gov] > 2 * enemyStrength)
				continue;
			
			fleet.Get()->Enter(*player.GetSystem(), ships);
		}
	if(!Random::Int(36000) && !player.GetSystem()->Links().empty())
	{
		// Loop through all persons once to see if there are any who can enter
		// this system.
		int sum = 0;
		for(const auto &it : GameData::Persons())
			sum += it.second.Frequency(player.GetSystem());
		
		if(sum)
		{
			// Adjustment factor: special persons will appear once every ten
			// minutes, but much less frequently if the game only specifies a
			// few of them. This way, they will become more common as I add
			// more, without needing to change the 10-minute constant above.
			sum = Random::Int(sum + 1000);
			for(const auto &it : GameData::Persons())
			{
				const Person &person = it.second;
				sum -= person.Frequency(player.GetSystem());
				if(sum < 0)
				{
					shared_ptr<Ship> ship = person.GetShip();
					ship->Recharge();
					ship->SetName(it.first);
					ship->SetGovernment(person.GetGovernment());
					ship->SetPersonality(person.GetPersonality());
					ship->SetHail(person.GetHail());
					Fleet::Enter(*player.GetSystem(), *ship);
					
					ships.push_front(ship);
					
					break;
				}
			}
		}
	}
	
	// Occasionally have some ship hail you.
	if(!Random::Int(600) && !ships.empty())
	{
		shared_ptr<Ship> source;
		unsigned i = Random::Int(ships.size());
		for(const shared_ptr<Ship> &it : ships)
			if(!i--)
			{
				source = it;
				break;
			}
		if(source->GetGovernment() && !source->GetGovernment()->IsPlayer()
				&& !source->IsDisabled() && source->Crew())
		{
			string message = source->GetHail();
			if(!message.empty() && source->GetSystem() == player.GetSystem())
				Messages::Add(source->GetGovernment()->GetName() + " ship \""
					+ source->Name() + "\": " + message);
		}
	}
	
	// A mouse click should only be active for a single step.
	doClick = false;
	
	// Keep track of how much of the CPU time we are using.
	loadSum += loadTimer.Time();
	if(++loadCount == 60)
	{
		load = loadSum;
		loadSum = 0.;
		loadCount = 0;
	}
}
コード例 #8
0
void
FltDlg::OnFilter(AWEvent* event)
{
	if (!filter_list || !hangar_list) return;

	int seln = filter_list->GetSelectedIndex();

	hangar_list->ClearItems();

	if (!ship) return;

	Hangar* hangar = ship->GetHangar();

	// selected squadron:
	if (seln < hangar->NumSquadrons()) {
		int         nslots   = hangar->SquadronSize(seln);

		for (int i = 0; i < nslots; i++) {
			char txt[32];
			sprintf_s(txt, " %2d    ", i+1);

			const HangarSlot* s = hangar->GetSlot(seln, i);
			hangar_list->AddItemWithData(txt, i);

			hangar_list->SetItemText(i, 1, "--");
			hangar_list->SetItemText(i, 2, hangar->StatusName(s));

			FormatTime(txt, hangar->TimeRemaining(s));
			hangar_list->SetItemText(i, 4, txt);
		}
	}

	// selected pending filter:
	else if (seln == hangar->NumSquadrons()) {
		int item = 0;

		for (int f = 0; f < ship->NumFlightDecks(); f++) {
			FlightDeck* deck = ship->GetFlightDeck(f);

			if (deck->IsLaunchDeck()) {
				for (int i = 0; i < deck->NumSlots(); i++) {
					int      state    = deck->State(i);
					int      seq      = deck->Sequence(i);
					double   time     = deck->TimeRemaining(i);
					Ship*    deckship = deck->GetShip(i);

					int      squadron = -1;
					int      slot     = -1;

					char txt[32];
					sprintf_s(txt, "%d-%d    ", f+1, i+1);

					hangar_list->AddItemWithData(txt, item); // use data for sort

					if (deckship) {
						hangar_list->SetItemText(item, 1, deckship->Name());

						const HangarSlot* s = 0;

						for (int a = 0; !s && a < hangar->NumSquadrons(); a++) {
							for (int b = 0; !s && b < hangar->SquadronSize(a); b++) {
								const HangarSlot* test = hangar->GetSlot(a, b);
								if (hangar->GetShip(test) == deckship) {
									s          = test;
									squadron   = a;
									slot       = b;
								}
							}
						}

						if (s) {
							hangar_list->SetItemText(item, 2, hangar->StatusName(s));
							if (hangar->GetPackageElement(s))
							hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type()));
						}
					}
					else {
						hangar_list->SetItemText(item, 1, "--");
						hangar_list->SetItemText(item, 2, Game::GetText("FltDlg.Open"));
					}


					FormatTime(txt, time);
					hangar_list->SetItemText(item, 4, txt);

					hangar_list->SetItemData(item, 1, f);
					hangar_list->SetItemData(item, 2, i);
					hangar_list->SetItemData(item, 3, squadron);
					hangar_list->SetItemData(item, 4, slot);

					item++;
				}
			}
		}
	}

	// selected active filter:
	else if (seln == hangar->NumSquadrons()+1) {
		int item = 0;

		for (int i = 0; i < hangar->NumSquadrons(); i++) {
			int         nslots   = hangar->SquadronSize(i);

			for (int j = 0; j < nslots; j++) {
				const HangarSlot* s = hangar->GetSlot(i,j);

				if (hangar->GetState(s) >= Hangar::ACTIVE) {
					char txt[32];
					sprintf_s(txt, " %2d    ", item+1);

					hangar_list->AddItemWithData(txt, item); // use data for sort

					if (hangar->GetShip(s))
					hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name());

					hangar_list->SetItemText(item, 2, hangar->StatusName(s));

					if (hangar->GetPackageElement(s))
					hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type()));

					FormatTime(txt, hangar->TimeRemaining(s));
					hangar_list->SetItemText(item, 4, txt);

					hangar_list->SetItemData(item, 1, i);
					hangar_list->SetItemData(item, 2, j);

					item++;
				}
			}
		}
	}
}
コード例 #9
0
void
FltDlg::UpdateSelection()
{
	if (!filter_list || !hangar_list || !ship) return;

	design   = 0;

	bool        package  = false;
	bool        alert    = false;
	bool        launch   = false;
	bool        stand    = false;
	bool        recall   = false;

	Hangar*     hangar   = ship->GetHangar();
	int         seln     = filter_list->GetSelectedIndex();
	char        txt[32];
	int item;

	// selected squadron:
	if (seln < hangar->NumSquadrons()) {
		int         nslots   = hangar->SquadronSize(seln);

		for (item = 0; item < hangar_list->NumItems(); item++) {
			int i = hangar_list->GetItemData(item);
			const HangarSlot* s = hangar->GetSlot(seln, i);

			if (hangar->GetState(s) == Hangar::UNAVAIL)
			hangar_list->SetItemColor(item, Color::DarkGray);
			else if (hangar->GetState(s) == Hangar::MAINT)
			hangar_list->SetItemColor(item, Color::Gray);
			else
			hangar_list->SetItemColor(item, Color::White);

			if (hangar->GetState(s) > Hangar::STORAGE) {
				if (hangar->GetShip(s))
				hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name());
				else if (hangar->GetPackageElement(s))
				hangar_list->SetItemText(item, 1, hangar->GetPackageElement(s)->Name());
				else
				hangar_list->SetItemText(item, 1, hangar->SquadronName(seln));

				if (hangar->GetPackageElement(s))
				hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type()));
				else
				hangar_list->SetItemText(item, 3, "--");

			}
			else {
				hangar_list->SetItemText(item, 1, "--");
				hangar_list->SetItemText(item, 3, "--");
			}

			hangar_list->SetItemText(item, 2, hangar->StatusName(s));

			if (hangar->GetState(s) >= Hangar::ACTIVE) {
				FormatTime(txt, hangar->GetShip(s)->MissionClock() / 1000);
				hangar_list->SetItemText(item, 4, txt);
			}

			else if (hangar->GetState(s) == Hangar::MAINT ||
					hangar->GetState(s) >  Hangar::STORAGE) {
				FormatTime(txt, hangar->TimeRemaining(s));
				hangar_list->SetItemText(item, 4, txt);
			}

			else {
				hangar_list->SetItemText(item, 4, "");
			}

			if (hangar_list->IsSelected(item)) {
				if (!design) design = hangar->GetDesign(s);

				switch (hangar->GetState(s)) {
				case Hangar::STORAGE:      alert  = true; break;
				case Hangar::ALERT:        launch = true; 
					stand  = true; break;
				case Hangar::QUEUED:       stand  = true; break;
				case Hangar::ACTIVE:       recall = true; break;
				}
			}
		}
	}

	// selected pending filter:
	else if (seln == hangar->NumSquadrons()) {
		for (item = 0; item < hangar_list->NumItems(); item++) {
			int f = hangar_list->GetItemData(item, 1);
			int i = hangar_list->GetItemData(item, 2);

			int squadron = -1;
			int slot     = -1;
			const HangarSlot* s = 0;

			FlightDeck* deck        = ship->GetFlightDeck(f);

			if (deck->IsLaunchDeck()) {
				int      state    = deck->State(i);
				int      seq      = deck->Sequence(i);
				double   time     = deck->TimeRemaining(i);
				Ship*    deckship = deck->GetShip(i);

				if (deckship) {
					hangar_list->SetItemText(item, 1, deckship->Name());

					for (int a = 0; !s && a < hangar->NumSquadrons(); a++) {
						for (int b = 0; !s && b < hangar->SquadronSize(a); b++) {
							const HangarSlot* test = hangar->GetSlot(a,b);
							if (hangar->GetShip(test) == deckship) {
								s           = test;
								squadron    = a;
								slot        = b;
							}
						}
					}

					if (s) {
						hangar_list->SetItemText(item, 2, hangar->StatusName(s));
						if (hangar->GetPackageElement(s))
						hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type()));
					}
				}
				else {
					hangar_list->SetItemText(item, 1, "--");
					hangar_list->SetItemText(item, 2, Game::GetText("FltDlg.Open"));
				}

				FormatTime(txt, time);
				hangar_list->SetItemText(item, 4, txt);
				hangar_list->SetItemData(item, 3, squadron);
				hangar_list->SetItemData(item, 4, slot);

				if (hangar_list->IsSelected(item) && s) {
					if (!design) design = hangar->GetDesign(s);

					switch (hangar->GetState(s)) {
					case Hangar::ALERT:        launch = true; 
						stand  = true; break;
					case Hangar::QUEUED:       stand  = true; break;
					}
				}
			}
		}
	}

	// selected active filter:
	else if (seln == hangar->NumSquadrons()+1) {
		int last_index = -1;

		for (item = 0; item < hangar_list->NumItems(); item++) {
			int squadron = hangar_list->GetItemData(item, 1);
			int slot     = hangar_list->GetItemData(item, 2);

			int         nslots   = hangar->SquadronSize(squadron);

			if (slot >= 0 && slot < nslots) {
				const HangarSlot* s = hangar->GetSlot(squadron, slot);

				if (hangar->GetState(s) > Hangar::STORAGE) {
					if (hangar->GetShip(s))
					hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name());
					else if (hangar->GetPackageElement(s))
					hangar_list->SetItemText(item, 1, hangar->GetPackageElement(s)->Name());
					else
					hangar_list->SetItemText(item, 1, hangar->SquadronName(squadron));

					if (hangar->GetPackageElement(s))
					hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type()));
					else
					hangar_list->SetItemText(item, 3, "--");

					hangar_list->SetItemText(item, 2, hangar->StatusName(s));

					FormatTime(txt, hangar->GetShip(s)->MissionClock() / 1000);
					hangar_list->SetItemText(item, 4, txt);

					if (last_index < (int) hangar_list->GetItemData(item))
					last_index = (int) hangar_list->GetItemData(item);
				}
				else {
					hangar_list->RemoveItem(item);
					item--;
				}
			}
			else {
				hangar_list->RemoveItem(item);
				item--;
			}
		}

		for (int i = 0; i < hangar->NumSquadrons(); i++) {
			int         nslots   = hangar->SquadronSize(i);

			for (int j = 0; j < nslots; j++) {
				const HangarSlot* s = hangar->GetSlot(i, j);

				if (hangar->GetState(s) >= Hangar::ACTIVE) {
					bool found = false;

					for (int n = 0; !found && n < hangar_list->NumItems(); n++) {
						if (hangar_list->GetItemData(n, 1) == (DWORD) i &&
								hangar_list->GetItemData(n, 2) == (DWORD) j)
						found = true;
					}

					if (!found) {
						last_index++;

						char txt[32];
						sprintf_s(txt, "%2d    ", last_index+1);
						hangar_list->AddItemWithData(txt, last_index); // use data for sort

						if (hangar->GetShip(s))
						hangar_list->SetItemText(item, 1, hangar->GetShip(s)->Name());

						hangar_list->SetItemText(item, 2, hangar->StatusName(s));

						if (hangar->GetPackageElement(s))
						hangar_list->SetItemText(item, 3, Mission::RoleName(hangar->GetPackageElement(s)->Type()));

						FormatTime(txt, hangar->GetShip(s)->MissionClock() / 1000);
						hangar_list->SetItemText(item, 4, txt);

						hangar_list->SetItemData(item, 1, i);
						hangar_list->SetItemData(item, 2, j);

						item++;
					}
				}
			}
		}

		if (hangar_list->GetSelCount() > 0)
		recall = true;
	}

	if (package_btn) {
		bool pkg_ok = alert && mission_type > -1;

		if (pkg_ok && mission_type > 0) {
			pkg_ok = objective_list    && 
			objective_list->GetSelCount() > 0;

			if (pkg_ok) {
				int   obj_index = objective_list->GetSelection();
				DWORD obj_data  = objective_list->GetItemData(obj_index, 2);

				if (obj_data > 1e9)
				pkg_ok = false;
			}
		}

		package_btn->SetEnabled(pkg_ok);
	}

	if (alert_btn) {
		alert_btn->SetEnabled(alert);

		for (int i = 0; i < 6; i++)
		if (mission_btn[i])
		mission_btn[i]->SetEnabled(alert);
	}

	if (launch_btn)
	launch_btn->SetEnabled(launch);

	if (stand_btn)
	stand_btn->SetEnabled(stand);

	if (recall_btn)
	recall_btn->SetEnabled(recall);
}