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authorFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
committerFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
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+/* Project Starshatter 4.5
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: Stars.exe
+ FILE: Farcaster.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+*/
+
+#include "MemDebug.h"
+#include "Farcaster.h"
+#include "QuantumDrive.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Explosion.h"
+#include "Sim.h"
+#include "Element.h"
+#include "Instruction.h"
+
+#include "Game.h"
+#include "Solid.h"
+#include "Light.h"
+#include "Sound.h"
+#include "DataLoader.h"
+
+// +======================================================================+
+
+Farcaster::Farcaster(double cap, double rate)
+ : System(FARCASTER, 0, "Farcaster", 1, (float) cap, (float) cap, (float) rate),
+ ship(0), dest(0), jumpship(0), cycle_time(10),
+ active_state(QuantumDrive::ACTIVE_READY), warp_fov(1), no_dest(false)
+{
+ name = Game::GetText("sys.farcaster");
+ abrv = Game::GetText("sys.farcaster.abrv");
+}
+
+// +----------------------------------------------------------------------+
+
+Farcaster::Farcaster(const Farcaster& s)
+ : System(s),
+ ship(0), dest(0), start_rel(s.start_rel),
+ end_rel(s.end_rel), jumpship(0), cycle_time(s.cycle_time),
+ active_state(QuantumDrive::ACTIVE_READY), warp_fov(1), no_dest(false)
+{
+ Mount(s);
+ SetAbbreviation(s.Abbreviation());
+
+ for (int i = 0; i < NUM_APPROACH_PTS; i++)
+ approach_rel[i] = s.approach_rel[i];
+}
+
+// +--------------------------------------------------------------------+
+
+Farcaster::~Farcaster()
+{
+}
+
+// +--------------------------------------------------------------------+
+
+void
+Farcaster::ExecFrame(double seconds)
+{
+ System::ExecFrame(seconds);
+
+ if (ship && !no_dest) {
+ if (!dest) {
+ Element* elem = ship->GetElement();
+
+ if (elem->NumObjectives()) {
+ Sim* sim = Sim::GetSim();
+ Instruction* obj = elem->GetObjective(0);
+
+ if (obj)
+ dest = sim->FindShip(obj->TargetName());
+ }
+
+ if (!dest)
+ no_dest = true;
+ }
+ else {
+ if (dest->IsDying() || dest->IsDead()) {
+ dest = 0;
+ no_dest = true;
+ }
+ }
+ }
+
+ // if no destination, show red nav lights:
+ if (no_dest)
+ energy = 0.0f;
+
+ if (active_state == QuantumDrive::ACTIVE_READY && energy >= capacity &&
+ ship && ship->GetRegion() && dest && dest->GetRegion()) {
+ SimRegion* rgn = ship->GetRegion();
+ SimRegion* dst = dest->GetRegion();
+ ListIter<Ship> s_iter = rgn->Ships();
+
+ jumpship = 0;
+
+ while (++s_iter) {
+ Ship* s = s_iter.value();
+
+ if (s == ship || s->IsStatic() || s->WarpFactor() > 1)
+ continue;
+
+ Point delta = s->Location() - ship->Location();
+
+ // activate:
+ if (delta.length() < 1000) {
+ active_state = QuantumDrive::ACTIVE_PREWARP;
+ jumpship = s;
+ Observe(jumpship);
+ break;
+ }
+ }
+ }
+
+ if (active_state == QuantumDrive::ACTIVE_READY)
+ return;
+
+ if (ship) {
+ bool warping = false;
+
+ if (active_state == QuantumDrive::ACTIVE_PREWARP) {
+ if (warp_fov < 5000) {
+ warp_fov *= 1.5;
+ }
+ else {
+ Jump();
+ }
+
+ warping = true;
+ }
+
+ else if (active_state == QuantumDrive::ACTIVE_POSTWARP) {
+ if (warp_fov > 1) {
+ warp_fov *= 0.75;
+ }
+ else {
+ warp_fov = 1;
+ active_state = QuantumDrive::ACTIVE_READY;
+ }
+
+ warping = true;
+ }
+
+ if (jumpship) {
+ if (warping) {
+ jumpship->SetWarp(warp_fov);
+
+ SimRegion* r = ship->GetRegion();
+ ListIter<Ship> neighbor = r->Ships();
+
+ while (++neighbor) {
+ if (neighbor->IsDropship()) {
+ Ship* s = neighbor.value();
+ Point delta = s->Location() - ship->Location();
+
+ if (delta.length() < 5e3)
+ s->SetWarp(warp_fov);
+ }
+ }
+ }
+ else {
+ warp_fov = 1;
+ jumpship->SetWarp(warp_fov);
+ }
+ }
+ }
+}
+
+void
+Farcaster::Jump()
+{
+ Sim* sim = Sim::GetSim();
+ SimRegion* rgn = ship->GetRegion();
+ SimRegion* dst = dest->GetRegion();
+
+ sim->CreateExplosion(jumpship->Location(), Point(0,0,0),
+ Explosion::QUANTUM_FLASH, 1.0f, 0, rgn);
+ sim->RequestHyperJump(jumpship, dst, dest->Location().OtherHand(), 0, ship, dest);
+
+ energy = 0.0f;
+
+ Farcaster* f = dest->GetFarcaster();
+ if (f) f->Arrive(jumpship);
+
+ active_state = QuantumDrive::ACTIVE_READY;
+ warp_fov = 1;
+ jumpship = 0;
+}
+
+void
+Farcaster::Arrive(Ship* s)
+{
+ energy = 0.0f;
+
+ active_state = QuantumDrive::ACTIVE_POSTWARP;
+ warp_fov = 5000;
+ jumpship = s;
+
+ if (jumpship && jumpship->Velocity().length() < 500) {
+ jumpship->SetVelocity(jumpship->Heading() * 500);
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Farcaster::SetApproachPoint(int i, Point loc)
+{
+ if (i >= 0 && i < NUM_APPROACH_PTS)
+ approach_rel[i] = loc;
+}
+
+void
+Farcaster::SetStartPoint(Point loc)
+{
+ start_rel = loc;
+}
+
+void
+Farcaster::SetEndPoint(Point loc)
+{
+ end_rel = loc;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Farcaster::SetCycleTime(double t)
+{
+ cycle_time = t;
+}
+
+// +----------------------------------------------------------------------+
+
+void
+Farcaster::Orient(const Physical* rep)
+{
+ System::Orient(rep);
+
+ Matrix orientation = rep->Cam().Orientation();
+ Point loc = rep->Location();
+
+ start_point = (start_rel * orientation) + loc;
+ end_point = (end_rel * orientation) + loc;
+
+ for (int i = 0; i < NUM_APPROACH_PTS; i++)
+ approach_point[i] = (approach_rel[i] * orientation) + loc;
+}
+
+// +----------------------------------------------------------------------+
+
+bool
+Farcaster::Update(SimObject* obj)
+{
+ if (obj == jumpship) {
+ jumpship->SetWarp(1);
+
+ SimRegion* r = ship->GetRegion();
+ ListIter<Ship> neighbor = r->Ships();
+
+ while (++neighbor) {
+ if (neighbor->IsDropship()) {
+ Ship* s = neighbor.value();
+ Point delta = s->Location() - ship->Location();
+
+ if (delta.length() < 5e3)
+ s->SetWarp(1);
+ }
+ }
+
+ jumpship = 0;
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+Farcaster::GetObserverName() const
+{
+ return Name();
+}