Exemplo n.º 1
0
void InitTrig (void)

//	InitTrig
//
//	Initializes sine and cosine tables

	{
	if (!g_bTrigInit)
		{
		for (int i = 0; i < 360; i++)
			{
			Metric rRadian = 2 * g_Pi * i / 360;

			g_Sine[i] = sin(rRadian);
			g_Cosine[i] = cos(rRadian);
			}

		g_bTrigInit = true;
		}

#if 0
	for (int i = 0; i < 360; i++)
		{
		CVector vTest = PolarToVector(i, 100);

		kernelDebugLogMessage("Angle %d = (%d,%d) = %d", 
				i,
				(int)vTest.GetX(), (int)vTest.GetY(),
				VectorToPolar(vTest, NULL));
		}
#endif
	}
Exemplo n.º 2
0
bool CCyberDeckClass::IsWeaponAligned (CSpaceObject *pShip, 
									   CInstalledDevice *pDevice, 
									   CSpaceObject *pTarget, 
									   int *retiAimAngle, 
									   int *retiFireAngle)

//	IsWeaponAligned
//
//	Return TRUE if weapon is aligned on target.
//
//	Note: If the weapon is invalid, we return an aim angle of -1

	{
	//	We must return an aim angle, if we are asked for it.

	int iAim = VectorToPolar(pTarget->GetPos() - pDevice->GetPos(pShip));

	if (retiAimAngle)
		*retiAimAngle = iAim;

	if (retiFireAngle)
		*retiFireAngle = iAim;

	//	CyberDecks are always aligned

	return true;
	}
Exemplo n.º 3
0
void CDockingPorts::ReadFromStream (CSpaceObject *pOwner, SLoadCtx &Ctx)

//	ReadFromStream
//
//	ReadFromStream 

	{
	Ctx.pStream->Read((char *)&m_iPortCount, sizeof(DWORD));
	if (m_iPortCount > 0)
		{
		m_pPort = new DockingPort[m_iPortCount];
		for (int i = 0; i < m_iPortCount; i++)
			{
			Ctx.pStream->Read((char *)&m_pPort[i].iStatus, sizeof(DWORD));
			Ctx.pSystem->ReadObjRefFromStream(Ctx, &m_pPort[i].pObj);
			Ctx.pStream->Read((char *)&m_pPort[i].vPos, sizeof(CVector));
			if (Ctx.dwVersion >= 24)
				Ctx.pStream->Read((char *)&m_pPort[i].iRotation, sizeof(DWORD));

			//	In previous versions we did not set rotation, so set it now

			if (m_pPort[i].iRotation == -1)
				m_pPort[i].iRotation = (VectorToPolar(m_pPort[i].vPos) + 180) % 360;
			}
		}

	if (Ctx.dwVersion >= 81)
		Ctx.pStream->Read((char *)&m_iMaxDist, sizeof(DWORD));
	else
		m_iMaxDist = DEFAULT_DOCK_DISTANCE_LS;
	}
Exemplo n.º 4
0
void CDockingPorts::InitPorts (CSpaceObject *pOwner, int iCount, CVector *pPos)

//	InitPorts
//
//	Initialize from count and array

	{
	ASSERT(m_pPort == NULL);

	if (iCount > 0)
		{
		m_iPortCount = iCount;
		m_pPort = new DockingPort[iCount];

		for (int i = 0; i < iCount; i++)
			{
			m_pPort[i].iStatus = psEmpty;
			m_pPort[i].pObj = NULL;
			m_pPort[i].vPos = pPos[i];
			m_pPort[i].iRotation = (VectorToPolar(pPos[i]) + 180) % 360;
			}
		}

	m_iMaxDist = DEFAULT_DOCK_DISTANCE_LS;
	}
Exemplo n.º 5
0
void CParticleDamage::InitParticles (int iCount, const CVector &vSource, const CVector &vInitVel, int iDirection)

//	InitParticles
//
//	Initialize particles

	{
	int i;

	//	Generate the number of particles

	if (iCount > 0)
		{
		//	Calculate a few temporaries

		Metric rRadius = (6.0 * m_pDesc->GetRatedSpeed());

		int iSpreadAngle = m_pDesc->GetParticleSpreadAngle();
		if (iSpreadAngle > 0)
			iSpreadAngle = (iSpreadAngle / 2) + 1;
		bool bSpreadAngle = (iSpreadAngle > 0);

		CVector vTemp = PolarToVector(iSpreadAngle, m_pDesc->GetRatedSpeed());
		Metric rTangentV = (3.0 * vTemp.GetY());
		int iTangentAngle = (iDirection + 90) % 360;

		int iSpreadWidth = m_pDesc->GetParticleSpreadWidth();
		Metric rSpreadWidth = iSpreadWidth * g_KlicksPerPixel;
		bool bSpreadWidth = (iSpreadWidth > 0);

		//	Create the particles with appropriate velocity

		for (i = 0; i < iCount; i++)
			{
			Metric rPlace = ((mathRandom(0, 25) + mathRandom(0, 25) + mathRandom(0, 25) + mathRandom(0, 25)) - 50.0) / 100.0;
			Metric rTangentPlace = ((mathRandom(0, 25) + mathRandom(0, 25) + mathRandom(0, 25) + mathRandom(0, 25)) - 50.0) / 100.0;
	
			CVector vPlace = PolarToVector(iDirection, rRadius * rPlace);
			CVector vVel = vInitVel
					+ (0.05 * vPlace)
					+ PolarToVector(iTangentAngle, rTangentV * rTangentPlace);

			//	Compute the spread width

			CVector vPos = vSource + vPlace;
			if (bSpreadWidth)
				vPos = vPos + PolarToVector(iTangentAngle, rSpreadWidth * rTangentPlace);

			//	Compute the travel rotation for these particles

			int iRotation = (bSpreadAngle ? VectorToPolar(GetVel() + vVel) : iDirection);

			//	Create the particle

			m_Particles.AddParticle(vPos, vVel, m_pDesc->GetLifetime(), iRotation);
			}
		}
	}
Exemplo n.º 6
0
void CBeamEffectCreator::DrawBeamHeavyBlaster (CG16bitImage &Dest, SLineDesc &Line, SViewportPaintCtx &Ctx)

//	DrawBeamHeavyBlaster
//
//	Draws the appropriate beam

	{
	//	Convert to an angle relative to xTo, yTo

	CVector vVec(Line.xFrom - Line.xTo, Line.yFrom - Line.yTo);
	Metric rRadius;
	int iAngle = VectorToPolar(vVec, &rRadius);
	int iRadius = (int)rRadius;

	//	Can't deal with 0 sized lines

	if (iRadius == 0)
		return;

	CG16bitRegion Region;
	SPoint Poly[8];

	//	Compute some metrics

	int iLengthUnit = iRadius * (10 + m_iIntensity) / 40;
	int iWidthUnit = Max(1, iRadius * m_iIntensity / 60);

	//	Paint the outer-most glow

	WORD wColor = CG16bitImage::BlendPixel(Ctx.wSpaceColor, m_wSecondaryColor, 100);
	CreateBlasterShape(iAngle, 4 * iLengthUnit, 3 * iWidthUnit / 2, Poly);
	Region.CreateFromConvexPolygon(8, Poly);
	Region.Fill(Dest, Line.xTo, Line.yTo, wColor);

	//	Paint the inner transition

	wColor = CG16bitImage::BlendPixel(m_wSecondaryColor, m_wPrimaryColor, 128);
	wColor = CG16bitImage::BlendPixel(Ctx.wSpaceColor, wColor, 200);
	CreateBlasterShape(iAngle, 3 * iLengthUnit, iWidthUnit, Poly);
	Region.CreateFromConvexPolygon(8, Poly);
	Region.Fill(Dest, Line.xTo, Line.yTo, wColor);

	//	Paint the inner core

	CreateBlasterShape(iAngle, iLengthUnit, iWidthUnit - 1, Poly);
	Region.CreateFromConvexPolygon(8, Poly);
	Region.Fill(Dest, Line.xTo, Line.yTo, m_wPrimaryColor);
	}
Exemplo n.º 7
0
void CDockingPorts::InitPortsFromXML (CSpaceObject *pOwner, CXMLElement *pElement)

//	InitPortsFromXML
//
//	InitPortsFromXML 

	{
	//	See if we've got a special element with docking port geometry

	CXMLElement *pDockingPorts = pElement->GetContentElementByTag(DOCKING_PORTS_TAG);
	if (pDockingPorts)
		{
		m_iPortCount = pDockingPorts->GetContentElementCount();
		if (m_iPortCount > 0)
			{
			m_pPort = new DockingPort[m_iPortCount];

			for (int i = 0; i < m_iPortCount; i++)
				{
				CXMLElement *pPort = pDockingPorts->GetContentElement(i);
				CVector vDockPos((pPort->GetAttributeInteger(X_ATTRIB) * g_KlicksPerPixel),
						(pPort->GetAttributeInteger(Y_ATTRIB) * g_KlicksPerPixel));

				m_pPort[i].iStatus = psEmpty;
				m_pPort[i].pObj = NULL;
				m_pPort[i].vPos = vDockPos;
				m_pPort[i].iRotation = (VectorToPolar(vDockPos) + 180) % 360;
				}
			}
		}

	//	Otherwise, initialize ports based on a count

	else
		InitPorts(pOwner,
				pElement->GetAttributeInteger(DOCKING_PORTS_ATTRIB),
				64 * g_KlicksPerPixel);
	}
Exemplo n.º 8
0
void CDockingPorts::InitPorts (CSpaceObject *pOwner, const TArray<CVector> &Desc)

//	InitPorts
//
//	Initialize from array

	{
	ASSERT(m_pPort == NULL);

	if (Desc.GetCount() > 0)
		{
		m_iPortCount = Desc.GetCount();
		m_pPort = new SDockingPort[m_iPortCount];

		for (int i = 0; i < m_iPortCount; i++)
			{
			m_pPort[i].vPos = Desc[i];
			m_pPort[i].iRotation = (VectorToPolar(Desc[i]) + 180) % 360;
			}
		}

	m_iMaxDist = DEFAULT_DOCK_DISTANCE_LS;
	}
Exemplo n.º 9
0
void CMissile::OnUpdate (SUpdateCtx &Ctx, Metric rSecondsPerTick)

//	OnUpdate
//
//	Update the beam

{
    //	If we're already destroyed, then just update the timer until the
    //	vapor trail fades out

    if (m_fDestroyed)
    {
        //	Update the painter

        if (m_pPainter)
        {
            m_pPainter->OnUpdate();

            //	LATER: We shouldn't have to update bounds here because
            //	it is set in OnMove.

            SetBounds(m_pPainter);
        }

        //	Done?

        if (--m_iLifeLeft <= 0)
        {
            Destroy(removedFromSystem, CDamageSource());
            return;
        }
    }

    //	Otherwise, update

    else
    {
        int i;
        CSystem *pSystem = GetSystem();
        int iTick = m_iTick + GetDestiny();
        bool bDestroy = false;

        //	Accelerate, if necessary

        if (m_pDesc->m_iAccelerationFactor > 0
                && (iTick % 10 ) == 0)
        {
            if (m_pDesc->m_iAccelerationFactor < 100
                    || GetVel().Length() < m_pDesc->m_rMaxMissileSpeed)
                SetVel(GetVel() * (Metric)(m_pDesc->m_iAccelerationFactor / 100.0));
        }

        //	If we can choose new targets, see if we need one now

        if (m_pDesc->CanAutoTarget() && m_pTarget == NULL)
            m_pTarget = GetNearestEnemy(MAX_TARGET_RANGE, false);

        //	If this is a tracking missile, change direction to face the target

        if (m_pDesc->IsTrackingTime(iTick)
                && m_pTarget)
        {
            //	Get the position and velocity of the target

            CVector vTarget = m_pTarget->GetPos() - GetPos();
            CVector vTargetVel = m_pTarget->GetVel() - GetVel();

            //	Figure out which direction to move in

            int iFireAngle;
            Metric rCurrentSpeed = GetVel().Length();
            Metric rTimeToIntercept = CalcInterceptTime(vTarget, vTargetVel, rCurrentSpeed);
            if (rTimeToIntercept > 0.0)
            {
                CVector vInterceptPoint = vTarget + vTargetVel * rTimeToIntercept;
                iFireAngle = VectorToPolar(vInterceptPoint, NULL);
            }
            else
                iFireAngle = VectorToPolar(vTarget);

            //	Turn to desired direction.

            if (!AreAnglesAligned(iFireAngle, m_iRotation, 1))
            {
                int iTurn = (iFireAngle + 360 - m_iRotation) % 360;

                if (iTurn >= 180)
                {
                    int iTurnAngle = Min((360 - iTurn), m_pDesc->GetManeuverRate());
                    m_iRotation = (m_iRotation + 360 - iTurnAngle) % 360;
                }
                else
                {
                    int iTurnAngle = Min(iTurn, m_pDesc->GetManeuverRate());
                    m_iRotation = (m_iRotation + iTurnAngle) % 360;
                }
            }

            SetVel(PolarToVector(m_iRotation, rCurrentSpeed));
        }

        //	Update exhaust

        if (m_pExhaust)
        {
            if (iTick % m_pDesc->m_iExhaustRate)
            {
                if (m_pExhaust->GetCount() == m_pExhaust->GetMaxCount())
                    m_pExhaust->Dequeue();

                SExhaustParticle &New = m_pExhaust->GetAt(m_pExhaust->Queue());
                New.vPos = GetPos();
                New.vVel = GetVel();
            }

            for (int i = 0; i < m_pExhaust->GetCount(); i++)
            {
                SExhaustParticle &Particle = m_pExhaust->GetAt(i);
                Particle.vVel = m_pDesc->m_rExhaustDrag * Particle.vVel;
                Particle.vPos = Particle.vPos + Particle.vVel * g_SecondsPerUpdate;
            }
        }

        //	Update the painter

        if (m_pPainter)
        {
            m_pPainter->OnUpdate();

            //	LATER: We shouldn't have to update bounds here because
            //	it is set in OnMove.

            SetBounds(m_pPainter);
        }

        //	If we have a vapor trail and need to save rotation, do it

        if (m_pDesc->GetVaporTrailLength()
                && m_pDesc->IsTracking())
        {
            //	Compute the current rotation

            int iDirection = (m_iRotation + 180) % 360;

            //	Add the current rotation to the list of saved rotations

            if (m_pSavedRotations == NULL)
            {
                m_pSavedRotations = new int [m_pDesc->GetVaporTrailLength()];
                m_iSavedRotationsCount = 0;
            }

            int iStart = Min(m_iSavedRotationsCount, m_pDesc->GetVaporTrailLength() - 1);
            for (i = iStart; i > 0; i--)
                m_pSavedRotations[i] = m_pSavedRotations[i - 1];

            m_pSavedRotations[0] = iDirection;
            if (m_iSavedRotationsCount < m_pDesc->GetVaporTrailLength())
                m_iSavedRotationsCount++;
        }

        //	See if the missile hit anything

        if (m_fDetonate && m_pDesc->ProximityBlast())
        {
            CreateFragments(GetPos());
            bDestroy = true;
        }
        else if (m_pHit)
        {
            //	If we have fragments, then explode now

            if (m_iHitDir == -1
                    && m_pDesc->ProximityBlast()
                    && m_iTick >= m_pDesc->GetProximityFailsafe())
            {
                CreateFragments(m_vHitPos);
                bDestroy = true;
            }

            //	Otherwise, if this was a direct hit, then we do damage

            else if (m_iHitDir != -1)
            {
                SDamageCtx DamageCtx;
                DamageCtx.pObj = m_pHit;
                DamageCtx.pDesc = m_pDesc;
                DamageCtx.Damage = m_pDesc->m_Damage;
                DamageCtx.Damage.AddBonus(m_iBonus);
                DamageCtx.Damage.SetCause(m_iCause);
                if (IsAutomatedWeapon())
                    DamageCtx.Damage.SetAutomatedWeapon();
                DamageCtx.iDirection = (m_iHitDir + 360 + mathRandom(0, 30) - 15) % 360;
                DamageCtx.vHitPos = m_vHitPos;
                DamageCtx.pCause = this;
                DamageCtx.Attacker = m_Source;

                EDamageResults result = m_pHit->Damage(DamageCtx);

                //	If we hit another missile (or some small object) there is a chance
                //	that we continue

                if (result == damagePassthrough || result == damagePassthroughDestroyed)
                {
                    m_iHitPoints = m_iHitPoints / 2;
                    bDestroy = (m_iHitPoints == 0);
                }

                //	Set the missile to destroy itself after a hit, if we did not
                //	pass through

                else if (!m_fPassthrough)
                    bDestroy = true;
            }
        }

        //	See if the missile has faded out

        if (bDestroy || --m_iLifeLeft <= 0)
        {
            //	If this is a fragmentation weapon, then we explode at the end of life

            if (!bDestroy && m_pDesc->ProximityBlast())
                CreateFragments(GetPos());

            //	If we've got a vapor trail effect, then keep the missile object alive
            //	but mark it destroyed

            int iFadeLife;
            if (m_pDesc->GetVaporTrailLength())
            {
                m_fDestroyed = true;
                m_iLifeLeft = m_pDesc->GetVaporTrailLength();
            }

            //	If we've got an effect that needs time to fade out, then keep
            //	the missile object alive

            else if (m_pPainter && (iFadeLife = m_pPainter->GetFadeLifetime()))
            {
                m_pPainter->OnBeginFade();

                m_fDestroyed = true;
                m_iLifeLeft = iFadeLife;
            }

            //	Otherwise, destroy the missile

            else
            {
                Destroy(removedFromSystem, CDamageSource());
                return;
            }
        }
    }

    m_iTick++;
}
Exemplo n.º 10
0
void CParticleEffect::OnUpdate (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->m_fDamage)
			{
			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->m_fDamage))
			{
			Metric rMaxInfluenceDist2 = rMaxDist2;
			for (int i = 0; i < GetSystem()->GetObjectCount(); i++)
				{
				CSpaceObject *pObj = GetSystem()->GetObject(i);

				if (pObj 
						&& pObj->GetCategory() == catShip
						&& 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->m_fDamage)
							{
							CVector vDeltaV = pObj->GetVel() - GetVel();
							int iSpeed = (int)(vDeltaV.Length() / g_KlicksPerPixel);
							if (iSpeed == 0)
								iSpeed = 1;

							if (mathRandom(1, 1000) < (iDensity * iSpeed))
								{
								pObj->Damage(this,
										pObj->GetPos(),
										VectorToPolar(vDeltaV),
										pType->Damage);
								}
							}
						}
					}
				}
			}

		//	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, NULL);
		return;
		}

	//	If we're moving, slow down

	SetVel(CVector(GetVel().GetX() * g_SpaceDragFactor, GetVel().GetY() * g_SpaceDragFactor));
	}
Exemplo n.º 11
0
void CDockingPorts::InitPortsFromXML (CSpaceObject *pOwner, CXMLElement *pElement)

//	InitPortsFromXML
//
//	InitPortsFromXML 

	{
	int i;

	//	See if we've got a special element with docking port geometry

	CXMLElement *pDockingPorts = pElement->GetContentElementByTag(DOCKING_PORTS_TAG);
	if (pDockingPorts)
		{
		//	Initialize max dist
		//	NOTE: pOwner can be NULL because sometimes we init ports from a ship class 
		//	(without an object).

		int iDefaultDist = Max(DEFAULT_DOCK_DISTANCE_LS, (pOwner ? 8 + (int)((pOwner->GetBoundsRadius() / LIGHT_SECOND) + 0.5) : 0));
		m_iMaxDist = pDockingPorts->GetAttributeIntegerBounded(MAX_DIST_ATTRIB, 1, -1, iDefaultDist);


		//	If we have sub-elements then these are port definitions.

		m_iPortCount = pDockingPorts->GetContentElementCount();
		if (m_iPortCount > 0)
			{
			m_pPort = new SDockingPort[m_iPortCount];

			for (i = 0; i < m_iPortCount; i++)
				{
				CXMLElement *pPort = pDockingPorts->GetContentElement(i);
				CVector vDockPos((pPort->GetAttributeInteger(X_ATTRIB) * g_KlicksPerPixel),
						(pPort->GetAttributeInteger(Y_ATTRIB) * g_KlicksPerPixel));

				m_pPort[i].vPos = vDockPos;

				if (pPort->FindAttributeInteger(ROTATION_ATTRIB, &m_pPort[i].iRotation))
					m_pPort[i].iRotation = (m_pPort[i].iRotation % 360);
				else
					m_pPort[i].iRotation = (VectorToPolar(vDockPos) + 180) % 360;

				if (pPort->GetAttributeBool(BRING_TO_FRONT_ATTRIB))
					m_pPort[i].iLayer = plBringToFront;
				else if (pPort->GetAttributeBool(SEND_TO_BACK_ATTRIB))
					m_pPort[i].iLayer = plSendToBack;
				}
			}

		//	Otherwise, we expect a port count and radius

		else if ((m_iPortCount = pDockingPorts->GetAttributeIntegerBounded(PORT_COUNT_ATTRIB, 0, -1, 0)) > 0)
			{
			int iRadius = pDockingPorts->GetAttributeIntegerBounded(PORT_RADIUS_ATTRIB, 0, -1, DEFAULT_PORT_POS_RADIUS);
			int iAngle = 360 / m_iPortCount;

			//	We need the image scale to adjust coordinates

			int iScale = (pOwner ? pOwner->GetImage().GetImageViewportSize() : 512);

			//	Initialize ports

			m_pPort = new SDockingPort[m_iPortCount];
			for (i = 0; i < m_iPortCount; i++)
				{
				C3DConversion::CalcCoord(iScale, i * iAngle, iRadius, 0, &m_pPort[i].vPos);
				m_pPort[i].iRotation = ((i * iAngle) + 180) % 360;
				}
			}

		//	Otherwise, no ports

		else
			{
			m_iPortCount = 0;
			m_pPort = NULL;
			}
		}

	//	Otherwise, initialize ports based on a count

	else
		InitPorts(pOwner,
				pElement->GetAttributeInteger(DOCKING_PORTS_ATTRIB),
				64 * g_KlicksPerPixel);
	}
Exemplo n.º 12
0
void CDockingPorts::UpdateDockingManeuvers (CSpaceObject *pOwner, DockingPort &Port)

//	UpdateDockingManeuvers
//
//	Updates the motion of a ship docking with a port

	{
	CShip *pShip = Port.pObj->AsShip();

	ASSERT(pShip);
	if (pShip == NULL)
		return;

	CVector vDest = pOwner->GetPos() + Port.vPos;
	CVector vDestVel = pOwner->GetVel();

	//	Figure out how far we are from where we want to be

	CVector vDelta = vDest - pShip->GetPos();

	//	Figure out if we're aligned

	int iFinalRotation = pShip->AlignToRotationAngle(Port.iRotation);

	//	If the docking object is within the appropriate threshold 
	//	of the port, then complete the docking sequence.

	Metric rDelta2 = vDelta.Length2();
	if (rDelta2 < DOCKING_THRESHOLD2 
			&& (pShip == g_pUniverse->GetPlayer() || iFinalRotation == pShip->GetRotation()))
		{
		pShip->Place(vDest);
		pShip->UnfreezeControls();
		IShipController *pController = pShip->GetController();
		pController->SetManeuver(IShipController::NoRotation);

		Port.iStatus = psInUse;

		//	Tell the owner that somone has docked with it first
		//	(We do this because sometimes we want to handle stuff
		//	in OnObjDocked before we show the player a dock screen)

		if (pOwner 
				&& pOwner->HasOnObjDockedEvent() 
				&& pOwner != pShip
				&& !pOwner->IsDestroyed()
				&& pShip->IsSubscribedToEvents(pOwner))
			pOwner->FireOnObjDocked(pShip, pOwner);

		//	Set the owner as "explored" (if the ship is the player)

		if (pShip->IsPlayer())
			pOwner->SetExplored();

		//	Dock

		pShip->OnDocked(pOwner);

		//	Notify other subscribers

		pShip->NotifyOnObjDocked(pOwner);
		}

	//	Otherwise accelerate the ship towards the docking port

	else
		{
		Metric rMaxSpeed = pShip->GetMaxSpeed();
		Metric rMinSpeed = rMaxSpeed / 10.0;

		//	We slow down as we get closer

		Metric rSpeed;
		if (rDelta2 < FINAL_DOCKING2)
			rSpeed = rMinSpeed;
		else if (rDelta2 < FINAL_APPROACH2)
			{
			Metric rSpeedRange = rMaxSpeed - rMinSpeed;
			Metric rDelta = sqrt(rDelta2);
			rSpeed = rMinSpeed + (rSpeedRange * (rDelta - FINAL_DOCKING) / (FINAL_APPROACH - FINAL_DOCKING));
			}
		else
			rSpeed = rMaxSpeed;

		//	Figure out the ideal velocity vector that we want to
		//	be following.

		CVector vIdealVel = vDelta.Normal() * rSpeed;

		//	Calculate the delta v that we need

		CVector vDeltaV = vIdealVel - pShip->GetVel();

		//	Rotate

		if (!pShip->IsPlayer())
			{
			IShipController *pController = pShip->GetController();

			//	If we're close enough, align to rotation angle

			if (rDelta2 < FINAL_APPROACH2)
				pController->SetManeuver(CalcTurnManeuver(iFinalRotation, pShip->GetRotation(), pShip->GetRotationAngle()));

			//	Otherwise, align along delta v

			else
				pController->SetManeuver(CalcTurnManeuver(VectorToPolar(vDeltaV), pShip->GetRotation(), pShip->GetRotationAngle()));

			//	Don't let the AI thrust

			pController->SetThrust(false);
			}

		//	Accelerate

		pShip->Accelerate(vDeltaV * pShip->GetMass() / 10000.0, g_SecondsPerUpdate);
		pShip->ClipSpeed(rSpeed);
		}
	}
Exemplo n.º 13
0
void CDockingPorts::InitPortsFromXML (CSpaceObject *pOwner, CXMLElement *pElement)

//	InitPortsFromXML
//
//	InitPortsFromXML 

	{
	int i;

	//	See if we've got a special element with docking port geometry

	CXMLElement *pDockingPorts = pElement->GetContentElementByTag(DOCKING_PORTS_TAG);
	if (pDockingPorts)
		{
		//	Initialize max dist

		m_iMaxDist = pDockingPorts->GetAttributeIntegerBounded(MAX_DIST_ATTRIB, 1, -1, DEFAULT_DOCK_DISTANCE_LS);

		//	If we have sub-elements then these are port definitions.

		m_iPortCount = pDockingPorts->GetContentElementCount();
		if (m_iPortCount > 0)
			{
			m_pPort = new DockingPort[m_iPortCount];

			for (i = 0; i < m_iPortCount; i++)
				{
				CXMLElement *pPort = pDockingPorts->GetContentElement(i);
				CVector vDockPos((pPort->GetAttributeInteger(X_ATTRIB) * g_KlicksPerPixel),
						(pPort->GetAttributeInteger(Y_ATTRIB) * g_KlicksPerPixel));

				m_pPort[i].iStatus = psEmpty;
				m_pPort[i].pObj = NULL;
				m_pPort[i].vPos = vDockPos;

				if (pPort->FindAttributeInteger(ROTATION_ATTRIB, &m_pPort[i].iRotation))
					m_pPort[i].iRotation = (m_pPort[i].iRotation % 360);
				else
					m_pPort[i].iRotation = (VectorToPolar(vDockPos) + 180) % 360;
				}
			}

		//	Otherwise, we expect a port count and radius

		else if ((m_iPortCount = pDockingPorts->GetAttributeIntegerBounded(PORT_COUNT_ATTRIB, 0, -1, 0)) > 0)
			{
			m_pPort = new DockingPort[m_iPortCount];
			
			int iRadius = pDockingPorts->GetAttributeIntegerBounded(PORT_RADIUS_ATTRIB, 0, -1, DEFAULT_PORT_POS_RADIUS);
			Metric rRadius = g_KlicksPerPixel * iRadius;

			int iAngle = 360 / m_iPortCount;
			for (i = 0; i < m_iPortCount; i++)
				{
				m_pPort[i].iStatus = psEmpty;
				m_pPort[i].pObj = NULL;
				m_pPort[i].vPos = PolarToVector(i * iAngle, rRadius);
				m_pPort[i].iRotation = ((i * iAngle) + 180) % 360;
				}
			}

		//	Otherwise, no ports

		else
			{
			m_iPortCount = 0;
			m_pPort = NULL;
			}
		}

	//	Otherwise, initialize ports based on a count

	else
		InitPorts(pOwner,
				pElement->GetAttributeInteger(DOCKING_PORTS_ATTRIB),
				64 * g_KlicksPerPixel);
	}
Exemplo n.º 14
0
void CBeamEffectCreator::DrawBeamLightning (CG16bitImage &Dest, SLineDesc &Line, SViewportPaintCtx &Ctx)

//	DrawBeamLightning
//
//	Draws the appropriate beam

	{
	//	The central part of the beam is different depending on the
	//	intensity.

	if (m_iIntensity < 4)
		{
		WORD wStart = CG16bitImage::BlendPixel(Ctx.wSpaceColor, m_wPrimaryColor, 128);
		Dest.DrawBiColorLine(Line.xFrom, Line.yFrom,
				Line.xTo, Line.yTo,
				3,
				Ctx.wSpaceColor,
				wStart);

		WORD wEnd = CG16bitImage::BlendPixel(Ctx.wSpaceColor, m_wPrimaryColor, 155);
		Dest.DrawBiColorLine(Line.xFrom, Line.yFrom,
				Line.xTo, Line.yTo,
				1,
				wEnd,
				m_wPrimaryColor);
		}
	else if (m_iIntensity < 10)
		{
		WORD wStart = CG16bitImage::BlendPixel(Ctx.wSpaceColor, m_wSecondaryColor, 155);
		Dest.DrawBiColorLine(Line.xFrom, Line.yFrom,
				Line.xTo, Line.yTo,
				5,
				Ctx.wSpaceColor,
				wStart);

		Dest.DrawBiColorLine(Line.xFrom, Line.yFrom,
				Line.xTo, Line.yTo,
				3,
				Ctx.wSpaceColor,
				m_wSecondaryColor);

		WORD wEnd = CG16bitImage::BlendPixel(Ctx.wSpaceColor, m_wPrimaryColor, 155);
		Dest.DrawBiColorLine(Line.xFrom, Line.yFrom,
				Line.xTo, Line.yTo,
				1,
				wEnd,
				m_wPrimaryColor);
		}
	else
		{
		//	Convert to an angle relative to xTo, yTo

		CVector vVec(Line.xFrom - Line.xTo, Line.yFrom - Line.yTo);
		Metric rRadius;
		int iAngle = VectorToPolar(vVec, &rRadius);
		int iRadius = (int)rRadius;

		//	Can't deal with 0 sized lines

		if (iRadius == 0)
			return;

		CG16bitRegion Region;
		SPoint Poly[8];

		//	Paint the outer-most glow

		WORD wColor = CG16bitImage::BlendPixel(Ctx.wSpaceColor, m_wSecondaryColor, 100);
		CreateBlasterShape(iAngle, iRadius, iRadius / 6, Poly);
		Region.CreateFromConvexPolygon(8, Poly);
		Region.Fill(Dest, Line.xTo, Line.yTo, wColor);

		//	Paint the inner transition

		wColor = CG16bitImage::BlendPixel(m_wSecondaryColor, m_wPrimaryColor, 128);
		wColor = CG16bitImage::BlendPixel(Ctx.wSpaceColor, wColor, 200);
		CreateBlasterShape(iAngle, iRadius * 2 / 3, iRadius / 7, Poly);
		Region.CreateFromConvexPolygon(8, Poly);
		Region.Fill(Dest, Line.xTo, Line.yTo, wColor);

		//	Paint the inner core

		CreateBlasterShape(iAngle, iRadius / 2, iRadius / 8, Poly);
		Region.CreateFromConvexPolygon(8, Poly);
		Region.Fill(Dest, Line.xTo, Line.yTo, m_wPrimaryColor);
		}

	//	Compute the half-way point

	int xHalf = (Line.xFrom + Line.xTo) / 2;
	int yHalf = (Line.yFrom + Line.yTo) / 2;

	//	Draw lightning

	int iCount = m_iIntensity + mathRandom(0, 2);
	for (int j = 0; j < iCount; j++)
		if (mathRandom(1, 2) == 1)
			DrawLightning(Dest, 
					xHalf, 
					yHalf, 
					Line.xTo, 
					Line.yTo, 
					m_wPrimaryColor, 
					LIGHTNING_POINT_COUNT, 
					0.5);
		else
			DrawLightning(Dest, 
					Line.xFrom, 
					Line.yFrom, 
					Line.xTo, 
					Line.yTo, 
					m_wSecondaryColor, 
					LIGHTNING_POINT_COUNT, 
					0.3);
	}
Exemplo n.º 15
0
void CDockingPorts::UpdateAll (CSpaceObject *pOwner)

//	UpdateAll
//
//	UpdateAll 

	{
	int i, j;

	for (i = 0; i < m_iPortCount; i++)
		{
		if (m_pPort[i].iStatus == psDocking)
			{
			CShip *pShip = m_pPort[i].pObj->AsShip();

			ASSERT(pShip);
			if (pShip == NULL)
				continue;

			CVector vDest = pOwner->GetPos() + m_pPort[i].vPos;
			CVector vDestVel = pOwner->GetVel();

			//	Figure out how far we are from where we want to be

			CVector vDelta = vDest - pShip->GetPos();

			//	Figure out if we're aligned

			int iFinalRotation = pShip->AlignToRotationAngle(m_pPort[i].iRotation);

			//	If the docking object is within the appropriate threshold 
			//	of the port, then complete the docking sequence.

			Metric rDelta2 = vDelta.Length2();
			if (rDelta2 < DOCKING_THRESHOLD2 
					&& (pShip == g_pUniverse->GetPlayer() || iFinalRotation == pShip->GetRotation()))
				{
				pShip->Place(vDest);
				pShip->UnfreezeControls();
				IShipController *pController = pShip->GetController();
				pController->SetManeuver(IShipController::NoRotation);

				m_pPort[i].iStatus = psInUse;

				//	Tell the owner that somone has docked with it first
				//	(We do this because sometimes we want to handle stuff
				//	in OnObjDocked before we show the player a dock screen)

				if (pOwner && pOwner->HasOnObjDockedEvent() && pOwner != pShip)
					pOwner->OnObjDocked(pShip, pOwner);

				//	Dock

				pShip->OnDocked(pOwner);

				//	Tell all objects in the system that a ship has docked

				CSystem *pSystem = pShip->GetSystem();
				for (j = 0; j < pSystem->GetObjectCount(); j++)
					{
					CSpaceObject *pObj = pSystem->GetObject(j);

					if (pObj && pObj->HasOnObjDockedEvent() && pObj != pShip && pObj != pOwner)
						pObj->OnObjDocked(pShip, pOwner);
					}
				}

			//	Otherwise accelerate the ship towards the docking port

			else
				{
				Metric rMaxSpeed = pShip->GetMaxSpeed();
				Metric rMinSpeed = rMaxSpeed / 10.0;

				//	We slow down as we get closer

				Metric rSpeed;
				if (rDelta2 < FINAL_DOCKING2)
					rSpeed = rMinSpeed;
				else if (rDelta2 < FINAL_APPROACH2)
					{
					Metric rSpeedRange = rMaxSpeed - rMinSpeed;
					Metric rDelta = sqrt(rDelta2);
					rSpeed = rMinSpeed + (rSpeedRange * (rDelta - FINAL_DOCKING) / (FINAL_APPROACH - FINAL_DOCKING));
					}
				else
					rSpeed = rMaxSpeed;

				//	Figure out the ideal velocity vector that we want to
				//	be following.

				CVector vIdealVel = vDelta.Normal() * rSpeed;

				//	Calculate the delta v that we need

				CVector vDeltaV = vIdealVel - pShip->GetVel();

				//	Rotate

				if (pShip != g_pUniverse->GetPlayer())
					{
					IShipController *pController = pShip->GetController();

					//	If we're close enough, align to rotation angle

					if (rDelta2 < FINAL_APPROACH2)
						pController->SetManeuver(CalcTurnManeuver(iFinalRotation, pShip->GetRotation(), pShip->GetRotationAngle()));

					//	Otherwise, align along delta v

					else
						pController->SetManeuver(CalcTurnManeuver(VectorToPolar(vDeltaV), pShip->GetRotation(), pShip->GetRotationAngle()));
					}

				//	Accelerate

				pShip->Accelerate(vDeltaV * pShip->GetMass() / 10000.0, g_SecondsPerUpdate);

				pShip->ClipSpeed(rSpeed);
				}
			}
		}
	}