示例#1
0
Missile::Missile(const ShipType::Id &shipId, Body *owner, int power)//: Ship(shipId)
{
	if (power < 0) {
		m_power = 0;
		if (shipId == ShipType::MISSILE_GUIDED) m_power = 1;
		if (shipId == ShipType::MISSILE_SMART) m_power = 2;
		if (shipId == ShipType::MISSILE_NAVAL) m_power = 3;
	} else
		m_power = power;

	m_owner = owner;
	m_type = &ShipType::types[shipId];

	SetMass(m_type->hullMass*1000);

	SetModel(m_type->modelName.c_str());
	SetMassDistributionFromModel();

	SetLabel(Lang::MISSILE);

	Disarm();

	SetFuel(1.0);
	SetFuelReserve(0.0);

	m_curAICmd = 0;
	m_aiMessage = AIERROR_NONE;
	m_decelerating = false;

	Propulsion::Init( this, GetModel(), m_type->fuelTankMass, m_type->effectiveExhaustVelocity, m_type->linThrust, m_type->angThrust );

}
示例#2
0
void Ship::Load(Serializer::Reader &rd, Space *space)
{
	DynamicBody::Load(rd, space);
	// needs fixups
	m_angThrusters = rd.Vector3d();
	m_thrusters = rd.Vector3d();
	m_wheelTransition = rd.Int32();
	m_wheelState = rd.Float();
	m_launchLockTimeout = rd.Float();
	m_testLanded = rd.Bool();
	m_flightState = FlightState(rd.Int32());
	m_alertState = AlertState(rd.Int32());
	m_lastFiringAlert = rd.Double();

	m_hyperspace.dest = SystemPath::Unserialize(rd);
	m_hyperspace.countdown = rd.Float();

	for (int i=0; i<ShipType::GUNMOUNT_MAX; i++) {
		m_gunState[i] = rd.Int32();
		m_gunRecharge[i] = rd.Float();
		m_gunTemperature[i] = rd.Float();
	}
	m_ecmRecharge = rd.Float();
	m_shipFlavour.Load(rd);
	m_type = &ShipType::types[m_shipFlavour.id];
	m_dockedWithPort = rd.Int32();
	m_dockedWithIndex = rd.Int32();
	m_equipment.InitSlotSizes(m_shipFlavour.id);
	m_equipment.Load(rd);
	Init();
	m_stats.hull_mass_left = rd.Float(); // must be after Init()...
	m_stats.shield_mass_left = rd.Float();
	if(rd.Int32()) m_curAICmd = AICommand::Load(rd);
	else m_curAICmd = 0;
	m_aiMessage = AIError(rd.Int32());
	SetFuel(rd.Double());
	m_stats.fuel_tank_mass_left = GetShipType().fuelTankMass * GetFuel();
	m_reserveFuel = rd.Double();
	UpdateStats(); // this is necessary, UpdateStats() in Ship::Init has wrong values of m_thrusterFuel after Load

	m_controller = 0;
	const ShipController::Type ctype = static_cast<ShipController::Type>(rd.Int32());
	if (ctype == ShipController::PLAYER)
		SetController(new PlayerShipController());
	else
		SetController(new ShipController());
	m_controller->Load(rd);

	m_equipment.onChange.connect(sigc::mem_fun(this, &Ship::OnEquipmentChange));
}
示例#3
0
文件: Ship.cpp 项目: tomm/pioneer
void Ship::UpdateFuel(const float timeStep, const vector3d &thrust)
{
	const double fuelUseRate = GetShipType()->GetFuelUseRate() * 0.01;
	double totalThrust = (fabs(thrust.x) + fabs(thrust.y) + fabs(thrust.z))
		/ -GetShipType()->linThrust[ShipType::THRUSTER_FORWARD];

	FuelState lastState = GetFuelState();
	SetFuel(GetFuel() - timeStep * (totalThrust * fuelUseRate));
	FuelState currentState = GetFuelState();

	UpdateFuelStats();

	if (currentState != lastState)
		LuaEvent::Queue("onShipFuelChanged", this, EnumStrings::GetString("ShipFuelStatus", currentState));
}
示例#4
0
文件: Ship.cpp 项目: tomm/pioneer
void Ship::LoadFromJson(const Json::Value &jsonObj, Space *space)
{
	DynamicBody::LoadFromJson(jsonObj, space);

	if (!jsonObj.isMember("ship")) throw SavedGameCorruptException();
	Json::Value shipObj = jsonObj["ship"];

	if (!shipObj.isMember("ang_thrusters")) throw SavedGameCorruptException();
	if (!shipObj.isMember("thrusters")) throw SavedGameCorruptException();
	if (!shipObj.isMember("wheel_transition")) throw SavedGameCorruptException();
	if (!shipObj.isMember("wheel_state")) throw SavedGameCorruptException();
	if (!shipObj.isMember("launch_lock_timeout")) throw SavedGameCorruptException();
	if (!shipObj.isMember("test_landed")) throw SavedGameCorruptException();
	if (!shipObj.isMember("flight_state")) throw SavedGameCorruptException();
	if (!shipObj.isMember("alert_state")) throw SavedGameCorruptException();
	if (!shipObj.isMember("last_firing_alert")) throw SavedGameCorruptException();
	if (!shipObj.isMember("hyperspace_destination")) throw SavedGameCorruptException();
	if (!shipObj.isMember("hyperspace_countdown")) throw SavedGameCorruptException();
	if (!shipObj.isMember("guns")) throw SavedGameCorruptException();
	if (!shipObj.isMember("ecm_recharge")) throw SavedGameCorruptException();
	if (!shipObj.isMember("ship_type_id")) throw SavedGameCorruptException();
	if (!shipObj.isMember("docked_with_port")) throw SavedGameCorruptException();
	if (!shipObj.isMember("index_for_body_docked_with")) throw SavedGameCorruptException();
	if (!shipObj.isMember("hull_mass_left")) throw SavedGameCorruptException();
	if (!shipObj.isMember("shield_mass_left")) throw SavedGameCorruptException();
	if (!shipObj.isMember("shield_cooldown")) throw SavedGameCorruptException();
	if (!shipObj.isMember("ai_message")) throw SavedGameCorruptException();
	if (!shipObj.isMember("thruster_fuel")) throw SavedGameCorruptException();
	if (!shipObj.isMember("reserve_fuel")) throw SavedGameCorruptException();
	if (!shipObj.isMember("controller_type")) throw SavedGameCorruptException();
	if (!shipObj.isMember("name")) throw SavedGameCorruptException();

	m_skin.LoadFromJson(shipObj);
	m_skin.Apply(GetModel());
	// needs fixups
	JsonToVector(&m_angThrusters, shipObj, "ang_thrusters");
	JsonToVector(&m_thrusters, shipObj, "thrusters");
	m_wheelTransition = shipObj["wheel_transition"].asInt();
	m_wheelState = StrToFloat(shipObj["wheel_state"].asString());
	m_launchLockTimeout = StrToFloat(shipObj["launch_lock_timeout"].asString());
	m_testLanded = shipObj["test_landed"].asBool();
	m_flightState = static_cast<FlightState>(shipObj["flight_state"].asInt());
	m_alertState = static_cast<AlertState>(shipObj["alert_state"].asInt());
	Properties().Set("flightState", EnumStrings::GetString("ShipFlightState", m_flightState));
	Properties().Set("alertStatus", EnumStrings::GetString("ShipAlertStatus", m_alertState));
	m_lastFiringAlert = StrToDouble(shipObj["last_firing_alert"].asString());

	Json::Value hyperspaceDestObj = shipObj["hyperspace_destination"];
	m_hyperspace.dest = SystemPath::FromJson(hyperspaceDestObj);
	m_hyperspace.countdown = StrToFloat(shipObj["hyperspace_countdown"].asString());
	m_hyperspace.duration = 0;

	Json::Value gunArray = shipObj["guns"];
	if (!gunArray.isArray()) throw SavedGameCorruptException();
	assert(ShipType::GUNMOUNT_MAX == gunArray.size());
	for (unsigned int i = 0; i < ShipType::GUNMOUNT_MAX; i++)
	{
		Json::Value gunArrayEl = gunArray[i];
		if (!gunArrayEl.isMember("state")) throw SavedGameCorruptException();
		if (!gunArrayEl.isMember("recharge")) throw SavedGameCorruptException();
		if (!gunArrayEl.isMember("temperature")) throw SavedGameCorruptException();

		m_gun[i].state = gunArrayEl["state"].asUInt();
		m_gun[i].recharge = StrToFloat(gunArrayEl["recharge"].asString());
		m_gun[i].temperature = StrToFloat(gunArrayEl["temperature"].asString());
	}
	m_ecmRecharge = StrToFloat(shipObj["ecm_recharge"].asString());
	SetShipId(shipObj["ship_type_id"].asString()); // XXX handle missing thirdparty ship
	m_dockedWithPort = shipObj["docked_with_port"].asInt();
	m_dockedWithIndex = shipObj["index_for_body_docked_with"].asUInt();
	Init();
	m_stats.hull_mass_left = StrToFloat(shipObj["hull_mass_left"].asString()); // must be after Init()...
	m_stats.shield_mass_left = StrToFloat(shipObj["shield_mass_left"].asString());
	m_shieldCooldown = StrToFloat(shipObj["shield_cooldown"].asString());
	m_curAICmd = 0;
	m_curAICmd = AICommand::LoadFromJson(shipObj);
	m_aiMessage = AIError(shipObj["ai_message"].asInt());
	SetFuel(StrToDouble(shipObj["thruster_fuel"].asString()));
	m_stats.fuel_tank_mass_left = GetShipType()->fuelTankMass * GetFuel();
	m_reserveFuel = StrToDouble(shipObj["reserve_fuel"].asString());

	PropertyMap &p = Properties();
	p.Set("hullMassLeft", m_stats.hull_mass_left);
	p.Set("hullPercent", 100.0f * (m_stats.hull_mass_left / float(m_type->hullMass)));
	p.Set("shieldMassLeft", m_stats.shield_mass_left);
	p.Set("fuelMassLeft", m_stats.fuel_tank_mass_left);
	p.PushLuaTable();
	lua_State *l = Lua::manager->GetLuaState();
	lua_getfield(l, -1, "equipSet");
	m_equipSet = LuaRef(l, -1);
	lua_pop(l, 2);

	UpdateLuaStats();

	m_controller = 0;
	const ShipController::Type ctype = static_cast<ShipController::Type>(shipObj["controller_type"].asInt());
	if (ctype == ShipController::PLAYER)
		SetController(new PlayerShipController());
	else
		SetController(new ShipController());
	m_controller->LoadFromJson(shipObj);

	m_navLights->LoadFromJson(shipObj);

	m_shipName = shipObj["name"].asString();
	Properties().Set("shipName", m_shipName);
}