bool CclusterIGC::IsFriendlyCluster(IsideIGC* pside, ClusterQuality cqlty) //Spunky #288 { int balanceOfPower = 0; //carrier or ASS in sector = not friendly - Spunky #290 ShipLinkIGC* pshipl = GetShips()->first(); if (pshipl) { do { IshipIGC* pship = pshipl->data(); if (pship->GetParentShip() == NULL) if (pship->GetSide() != pside && pship->SeenBySide(pside) && !IsideIGC::AlliedSides(pside, pship->GetSide())) { if (pship->GetHullType()->HasCapability(c_habmIsRipcordTarget | c_habmIsLtRipcordTarget)) return false; if (pship->GetBaseHullType()->GetScannerRange() > 800 && cqlty & cqNoEye) return false; balanceOfPower--; } else if (pship->GetSide() == pside || IsideIGC::AlliedSides(pside, pship->GetSide())) balanceOfPower++; pshipl = pshipl->next(); } while (pshipl); } if (balanceOfPower < 0 && cqlty & cqPositiveBOP) return false; //Spunky #333 StationLinkIGC* psl = GetStations()->first(); bool ourBaseInCluster = false; if (psl) { do { IstationIGC* ps = psl->data(); if (!ps->GetStationType()->HasCapability(c_sabmPedestal) && ps->SeenBySide(pside)) { if (pside != ps->GetSide() && !IsideIGC::AlliedSides(pside, ps->GetSide())) // #ALLY FIXED 7/10/09 imago return false; else ourBaseInCluster = true; } psl = psl->next(); } while (psl != NULL); } if (cqlty & cqIncludeNeutral || ourBaseInCluster) return true; else return false; }
//------------------------------------------------------------------------------ void RepairRearmAction::Execute (void) { IshipIGC* pShip = trekClient.GetShip (); // heal the ship entirely IshieldIGC* pShield = static_cast<IshieldIGC*> (pShip->GetMountedPart (ET_Shield, 0)); if (pShield) pShield->SetFraction (1.0f); pShip->SetFraction (1.0f); // reload the ammunition, energy, and fuel pShip->SetEnergy (pShip->GetHullType ()->GetMaxEnergy ()); pShip->SetAmmo (pShip->GetHullType ()->GetMaxAmmo ()); pShip->SetFuel (pShip->GetHullType ()->GetMaxFuel ()); // mdvalley: i needs defining outside the fors int i; // fill the first empty cargo slot with missiles for (i = -1; i > -c_maxCargo; i--) if (pShip->GetMountedPart (NA, i) == 0) { g_pMission->AddPartToShip (150, i, 0x7fff); break; } // fill the second empty cargo slot with ammo for (; i > -c_maxCargo; i--) if (pShip->GetMountedPart (NA, i) == 0) g_pMission->AddPartToShip (24, i, 0x7fff); // fill all subsequent slots with missiles for (; i > -c_maxCargo; i--) if (pShip->GetMountedPart (NA, i) == 0) g_pMission->AddPartToShip (150, i, 0x7fff); }
void CclusterIGC::Update(Time now) { if (now > m_lastUpdate) { float dt = now - m_lastUpdate; bool bStarted = m_pMission->GetMissionStage() == STAGE_STARTED; if (bStarted) { { //Have any stations launch docked drones for (StationLinkIGC* l = m_stations.first(); (l != NULL); l = l->next()) { IstationIGC* pstation = l->data(); ShipLinkIGC* pslNext; for (ShipLinkIGC* psl = pstation->GetShips()->first(); (psl != NULL); psl = pslNext) { IshipIGC* pship = psl->data(); pslNext = psl->next(); //Get the next link now since the ship may launch // const MissionParams* pmp = m_pMission->GetMissionParams(); 04/08 commented out as not needed // mmf 10/07 added so we can get at bExperimental game type if (pship->GetAutopilot() && (pship->GetPilotType() < c_ptPlayer)) { //Docked non-players on autopilot never are observers/parents assert (pship->GetParentShip() == NULL); assert (pship->GetChildShips()->n() == 0); // mmf/yp 10/07 added this so drones launch when ordered to even if OkToLaunch might be false // intentionally left c_cidMine out of the list otherwise miners would launch with their AI // 'order' to mine if (pship->OkToLaunch(now) || (pship->GetCommandID(c_cmdAccepted) == c_cidGoto) || (pship->GetCommandID(c_cmdAccepted) == c_cidBuild) ) pship->SetStation(NULL); // if (pship->OkToLaunch(now)) // mmf orig code // pship->SetStation(NULL); } } //Are any ships buzzing around the stations that a side has yet to eye? #121 #120 Imago 8/10 if (GetShips()->n() > 0 && pstation->GetRoidID() != NA) { Vector pos = pstation->GetRoidPos(); float Sig = pstation->GetRoidSig(); float Radius = pstation->GetRoidRadius(); if (Sig != 0.0f && Radius != 0.0f) { //check if they have a ship eying where the rock would be for (ShipLinkIGC* psl1 = GetShips()->first(); (psl1 != NULL); psl1 = psl1->next()) { IshipIGC* pship = psl1->data(); if (pship->GetParentShip() || pship->GetSide()->GetObjectID() == pstation->GetSide()->GetObjectID() || pstation->SeenBySide(pship->GetSide()) || !pstation->GetRoidSide(pship->GetSide()->GetObjectID())) continue; bool bEye = bSimpleEye(pship->GetHullType()->GetScannerRange(),GetMission()->GetModel(OT_ship,pship->GetObjectID()),Sig,pstation->GetSide()->GetGlobalAttributeSet().GetAttribute(c_gaSignature),Radius,pos); if (bEye) { //Turkey 3/13 #353: kill asteroids for all sides in that alliance. IsideIGC* pside1 = pship->GetSide(); for (SideLinkIGC* sl = m_pMission->GetSides()->first(); sl != NULL; sl = sl->next()) { IsideIGC* pside2 = sl->data(); if (pside1->AlliedSides(pside1, pside2)) { pstation->SetRoidSide(pside2->GetObjectID(),false); GetMission()->GetIgcSite()->KillAsteroidEvent(pstation->GetRoidID(),GetObjectID(),pside2); } } } } } } } } { m_fCost = m_pMission->GetFloatConstant(c_fcidBaseClusterCost); float costLifepod = m_pMission->GetFloatConstant(c_fcidLifepodCost); float costTurret = m_pMission->GetFloatConstant(c_fcidTurretCost); float costPlayer = m_pMission->GetFloatConstant(c_fcidPlayerCost); float costDrone = m_pMission->GetFloatConstant(c_fcidDroneCost); //Have miners and builders do any pre-plotted moves. Allow ships to suicide. ShipLinkIGC* lNext; for (ShipLinkIGC* l = m_ships.first(); (l != NULL); l = lNext) { IshipIGC* s = l->data(); lNext = l->next(); if (s->GetPilotType() < c_ptPlayer) m_fCost += costDrone; else if (s->GetParentShip() != NULL) m_fCost += costTurret; else { IhullTypeIGC* pht = s->GetBaseHullType(); assert (pht); m_fCost += pht->HasCapability(c_habmLifepod) ? costLifepod : costPlayer; } s->PreplotShipMove(now); } if (m_fCost > 0.0f) { m_fCost *= dt / m_pMission->GetFloatConstant(c_fcidClusterDivisor); } { //Have all ships on autopilot plot their moves. Allow ships to suicide. ShipLinkIGC* lNext; for (ShipLinkIGC* l = m_ships.first(); (l != NULL); l = lNext) { IshipIGC* s = l->data(); lNext = l->next(); s->PlotShipMove(now); } } } { //Have all ships execute their moves for (ShipLinkIGC* l = m_ships.first(); (l != NULL); l = l->next()) { IshipIGC* s = l->data(); if (s->GetParentShip() == NULL) { s->ExecuteShipMove(now); } } } } else m_fCost = 0.0f; { //Call the update method on all the contained models //models might self-terminate in the update and nuke earlier models in the update loop //NYI debugging variables //ObjectType oldObjectType = NA; //ObjectType newObjectType = NA; ModelLinkIGC* lNext; for (ModelLinkIGC* l = m_models.first(); (l != NULL); l = lNext) { //oldObjectType = newObjectType; //newObjectType = l->data()->GetObjectType(); lNext = l->next(); l->data()->Update(now); } } if (m_data.activeF && bStarted) { { //Update the bounding boxes for all moving objects & projectiles for (ModelLinkIGC* l = m_models.first(); (l != NULL); l = l->next()) { l->data()->SetBB(m_lastUpdate, now, dt); } m_tMax = dt; } m_kdrStatic.update(); m_kdrMoving.update(); { //Cast rays through the KD tree for each object for (ModelLinkIGC* l = m_modelsCastRay.first(); (l != NULL); l = l->next()) { ImodelIGC* m = l->data(); HitTest* ht = m->GetHitTest(); if (!ht->GetDeadF()) { m_kdrStatic.test(ht, &m_collisions); m_kdrMoving.test(ht, &m_collisions); } } } //Sort the collisions by the time they occur m_collisions.sort(0); //Process each collision (in order) { m_tOffset = 0.0f; for (m_collisionID = 0; (m_collisionID < m_collisions.n()); m_collisionID++) { const CollisionEntry& entry = m_collisions[m_collisionID]; if (!(entry.m_pHitTest1->GetDeadF() || entry.m_pHitTest2->GetDeadF())) { Time timeCollision = m_lastUpdate + (m_tOffset + entry.m_tCollision); ImodelIGC* pModelHitTest1 = (ImodelIGC*)(entry.m_pHitTest1->GetData()); assert (pModelHitTest1); ImodelIGC* pModelHitTest2 = (ImodelIGC*)(entry.m_pHitTest2->GetData()); assert (pModelHitTest2); //Give each participant in the collision a chance to handle the collision //but give the "1st" model first dibs. if ((pModelHitTest1->GetCluster() == this) && (pModelHitTest2->GetCluster() == this)) { pModelHitTest1->HandleCollision(timeCollision, entry.m_tCollision, entry, pModelHitTest2); } } } m_collisions.purge(); } { //Apply any damage from mines //Kids always follow parents in the ship list, so go from back to front //so that the killing a parent doesn't mean hitting dead elements in the list ShipLinkIGC* lTxen; for (ShipLinkIGC* l = m_ships.last(); (l != NULL); l = lTxen) { IshipIGC* s = l->data(); lTxen = l->txen(); s->ApplyMineDamage(); } } //Move each object & projectile { for (ModelLinkIGC* l = m_models.first(); (l != NULL); l = l->next()) { l->data()->Move(); } } if ((m_nPass++) % c_nPassesPerUpdate == 0) { for (ModelLinkIGC* l = m_models.first(); (l != NULL); l = l->next()) { l->data()->UpdateSeenBySide(); } m_pMission->GetIgcSite()->ClusterUpdateEvent(this); } } //Draw and resolve any explosions if (m_nExplosions != 0) { const int c_maxDmgs = 500; IdamageIGC* pdmgs[c_maxDmgs]; int nDmgs = 0; //Copy the list of models in the sector that can be damaged into for (ModelLinkIGC* l = m_modelsPickable.first(); (l != NULL); l = l->next()) { ImodelIGC* pmodel = l->data(); ObjectType type = pmodel->GetObjectType(); //Not everything that can take damage can be affected by an explosion. if ((type == OT_ship) || (type == OT_asteroid) || (type == OT_station) || (type == OT_missile) || (type == OT_probe)) { pmodel->AddRef(); pdmgs[nDmgs++] = (IdamageIGC*)pmodel; if (nDmgs == c_maxDmgs) break; } } ImineIGC* pmines[c_maxDmgs]; int nMines = 0; { for (MineLinkIGC* l = m_mines.first(); (l != NULL); l = l->next()) { ImineIGC* pm = l->data(); pm->AddRef(); pmines[nMines++] = pm; if (nMines == c_maxDmgs) break; } } int i = 0; do { ExplosionData& e = m_explosions[i]; m_pClusterSite->AddExplosion(e.position, e.radius, e.explosionType); float dt = (e.time - m_lastUpdate) - m_tOffset; //Now, the painful part: applying damage to everything in the sector that could be hit { for (int j = 0; (j < nDmgs); j++) { IdamageIGC* pTarget = pdmgs[j]; if (pTarget->GetCluster() == this) //Make sure it wasn't already destroyed { //The target is still around Vector p = pTarget->GetPosition() + dt * pTarget->GetVelocity(); float d = (e.position - p).Length() - pTarget->GetRadius(); if (d < e.radius) { float amount = e.amount; if (d > 0.0f) { float f = 1.0f - (d / e.radius); amount *= f * f; } pTarget->ReceiveDamage(e.damageType | c_dmgidNoWarn | c_dmgidNoDebris, amount, e.time, p, e.position, e.launcher); } } } } { for (int j = 0; (j < nMines); j++) { ImineIGC* pTarget = pmines[j]; if (pTarget->GetCluster() == this) //Make sure it wasn't already destroyed { //The target is still around const Vector& p = pTarget->GetPosition(); float d = (e.position - p).Length() - pTarget->GetRadius(); if (d < e.radius) { float amount = e.amount; if (d > 0.0f) { float f = 1.0f - (d / e.radius); amount *= f * f; } pTarget->ReduceStrength(amount); } } } } if (e.launcher) e.launcher->Release(); } while (++i < m_nExplosions); //Release all the cached pointers { while (--nDmgs >= 0) pdmgs[nDmgs]->Release(); } { while (--nMines >= 0) pmines[nMines]->Release(); } m_nExplosions = 0; } m_lastUpdate = now; } }