bool CDockingPorts::ShipsNearPort (CSpaceObject *pOwner, CSpaceObject *pRequestingObj, const CVector &vPortPos) // ShipsNearPort // // Returns TRUE if there are ships near the given port { int i; CSystem *pSystem = pOwner->GetSystem(); for (i = 0; i < pSystem->GetObjectCount(); i++) { CSpaceObject *pObj = pSystem->GetObject(i); if (pObj && pObj->GetCategory() == CSpaceObject::catShip && !pObj->IsInactive() && pObj != pRequestingObj) { Metric rDist2 = (pObj->GetPos() - vPortPos).Length2(); if (rDist2 < MIN_PORT_DISTANCE2 && !IsDockedOrDocking(pObj)) return true; } } return false; }
void CTranscendenceWnd::DestroyIntroShips (void) // DestroyIntroShips // // Destroys all ships of the same class as the POV { int i; CShip *pShip = g_pUniverse->GetPOV()->AsShip(); if (pShip == NULL) return; // Destroy all ships of the current class CSystem *pSystem = pShip->GetSystem(); CShipClass *pClassToDestroy = pShip->GetClass(); TArray<CSpaceObject *> ShipsToDestroy; CSpaceObject *pOtherShip = NULL; for (i = 0; i < pSystem->GetObjectCount(); i++) { CSpaceObject *pObj = pSystem->GetObject(i); CShip *pShip; if (pObj && !pObj->IsInactive() && !pObj->IsVirtual() && (pShip = pObj->AsShip())) { if (pShip->GetClass() == pClassToDestroy) ShipsToDestroy.Insert(pObj); else if (pOtherShip == NULL) pOtherShip = pObj; } } // Destroy ships for (i = 0; i < ShipsToDestroy.GetCount(); i++) ShipsToDestroy[i]->Destroy(removedFromSystem, CDamageSource()); }
void CParticleEffect::OnUpdate (SUpdateCtx &Ctx, Metric rSecondsPerTick) // OnUpdate // // Update the effect { int iTick = GetSystem()->GetTick() + GetDestiny(); // Do not bother updating everything if we are far from the POV bool bFarAway = false; if (g_pUniverse->GetPOV() && g_pUniverse->GetCurrentSystem() == GetSystem()) { Metric rPOVDist2 = (GetPos() - g_pUniverse->GetPOV()->GetPos()).Length2(); Metric rMaxUpdateDist2 = LIGHT_SECOND * LIGHT_SECOND * 3600; bFarAway = (rPOVDist2 > rMaxUpdateDist2); } // Update the particles SParticleArray *pGroup = m_pFirstGroup; while (pGroup) { SParticleType *pType = pGroup->pType; // Max distance for a particle in this group Metric rMaxDist2 = pType->rRadius * pType->rRadius; Metric rMinDist2 = pType->rHoleRadius * pType->rHoleRadius; // If the particle field causes damage then we need to // compute its average density int iDensity = 0; if (pType->pDamageDesc) { Metric rRadius2 = pType->rRadius * pType->rRadius; Metric rArea = rRadius2 / (LIGHT_SECOND * LIGHT_SECOND); iDensity = (int)(4 * pGroup->iCount / rArea); } // Get an array of objects in the particle field that // may influence the particles CSpaceObject *Objects[ctMaxObjsInField]; int iObjCount = 0; if (!bFarAway && (pType->m_fWake || pType->pDamageDesc)) { Metric rMaxInfluenceDist2 = rMaxDist2; for (int i = 0; i < GetSystem()->GetObjectCount(); i++) { CSpaceObject *pObj = GetSystem()->GetObject(i); if (pObj && pObj->GetCategory() == catShip && !pObj->IsInactive() && pObj->CanBeHit() && !pObj->IsDestroyed() && pObj != this) { CVector vDist = GetPos() - pObj->GetPos(); Metric rDist2 = vDist.Length2(); if (rDist2 < rMaxInfluenceDist2 && (pObj->GetVel().Length2() > g_KlicksPerPixel) && iObjCount < ctMaxObjsInField) { Objects[iObjCount++] = pObj; // See if the object should take damage if (pType->pDamageDesc) { CVector vDeltaV = pObj->GetVel() - GetVel(); int iSpeed = (int)(vDeltaV.Length() / g_KlicksPerPixel); if (iSpeed == 0) iSpeed = 1; if (mathRandom(1, 1000) < (iDensity * iSpeed)) { SDamageCtx Ctx; Ctx.pObj = pObj; Ctx.pDesc = pType->pDamageDesc; Ctx.Damage = pType->pDamageDesc->m_Damage; if (IsAutomatedWeapon()) Ctx.Damage.SetAutomatedWeapon(); Ctx.iDirection = VectorToPolar(vDeltaV); Ctx.vHitPos = pObj->GetPos(); Ctx.pCause = this; Ctx.Attacker = CDamageSource(this, killedByDamage); pObj->Damage(Ctx); } } } } } } // If we're computing drag then we need to compute the new velocity // of the whole particle system CVector vNewVel; if (pType->m_fDrag) vNewVel = GetVel() * g_SpaceDragFactor; // Iterate over all particles SParticle *pParticle = pGroup->pParticles; SParticle *pEnd = pParticle + pGroup->iCount; while (pParticle < pEnd) { if (pParticle->IsValid()) { // Lifespan. If we're far away and we're regenerating, // then don't bother to compute lifespan. if (pType->m_fLifespan && !(bFarAway && (pType->m_fRegenerate && pType->iRegenerationTimer))) { if (--pParticle->iLifeLeft == 0) { // Do we regenerate? if (pType->m_fRegenerate && pType->iRegenerationTimer) { pParticle->iLifeLeft = pType->iLifespan; pParticle->vPos = NullVector; // Speed Metric rSpeed = mathRandom(1, 100) * (pType->rAveSpeed / 100.0); if (pType->iDirection == -1) pParticle->vVel = PolarToVector(mathRandom(0, 359), rSpeed); else { int iAngle = (pType->iDirection + 360 + mathRandom(0, 2 * pType->iDirRange) - pType->iDirRange) % 360; pParticle->vVel = PolarToVector(iAngle, rSpeed); } } // Otherwise we die else { pParticle->iLifeLeft = -1; pGroup->iAlive--; pParticle++; continue; } } } // Update the position if (!bFarAway) { pParticle->vPos = pParticle->vPos + pParticle->vVel; // Change the velocity to keep the particles within // the radius if (pType->m_fMaxRadius) { Metric rDist2 = pParticle->vPos.Length2(); if (pType->m_fMaxRadius && rDist2 > rMaxDist2) { CVector vChange = pParticle->vPos + g_KlicksPerPixel * pParticle->vPos.Perpendicular().Normal(); pParticle->vVel = pParticle->vVel - (0.00005 * vChange); } else if (rDist2 < rMinDist2) { CVector vNormal = pParticle->vPos.Normal(); CVector vChange = g_KlicksPerPixel * (400 * vNormal - 50 * vNormal.Perpendicular()); pParticle->vVel = pParticle->vVel + (0.00005 * vChange); } else pParticle->vVel = pParticle->vVel * pType->rDampening; } if (pType->m_fDrag) { // Compute the new absolute velocity (after drag) CVector vAbsolute = pType->rDampening * (pParticle->vVel + GetVel()); // The particle velocity is the absolute vel minus the // system velocity. pParticle->vVel = vAbsolute - vNewVel; } // Change the velocity based on influences from other objects if (pType->m_fWake && (iTick % 4) == 0) { for (int i = 0; i < iObjCount; i++) { Metric rDist2 = (Objects[i]->GetPos() - (pParticle->vPos + GetPos())).Length2(); if (rDist2 < g_KlicksPerPixel * g_KlicksPerPixel * 1000) { if (Objects[i]->GetVel().Dot(pParticle->vVel) < Objects[i]->GetVel().Length2()) pParticle->vVel = pParticle->vVel + 0.2 * Objects[i]->GetVel(); } } } } } pParticle++; } // Regeneration timer if (pType->m_fRegenerate && pType->iRegenerationTimer) pType->iRegenerationTimer--; // If there are no more particles left alive in this group then kill // the group if (pGroup->iAlive == 0) { SParticleArray *pNext = pGroup->pNext; SParticleArray *pPrev = NULL; // Find the previous group SParticleArray *pFind = m_pFirstGroup; while (pFind != pGroup) { if (pPrev) pPrev = pPrev->pNext; else pPrev = m_pFirstGroup; pFind = pFind->pNext; } // Fix up the linked list if (pPrev) pPrev->pNext = pNext; else m_pFirstGroup = pNext; // Delete the group delete pGroup; pGroup = pNext; } // Otherwise, next group else pGroup = pGroup->pNext; } // If we have no more groups then we destroy ourselves if (m_pFirstGroup == NULL) { Destroy(removedFromSystem, CDamageSource()); return; } // If we're moving, slow down SetVel(CVector(GetVel().GetX() * g_SpaceDragFactor, GetVel().GetY() * g_SpaceDragFactor)); }