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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: DropShipAI.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Drop Ship (orbit/surface and surface/orbit) AI class
+*/
+
+#include "MemDebug.h"
+#include "DropShipAI.h"
+#include "TacticalAI.h"
+#include "Ship.h"
+#include "ShipCtrl.h"
+#include "Drive.h"
+#include "Sim.h"
+#include "StarSystem.h"
+#include "KeyMap.h"
+
+#include "Game.h"
+
+// +----------------------------------------------------------------------+
+
+DropShipAI::DropShipAI(Ship* s)
+ : ShipAI(s)
+{
+ seek_gain = 20;
+ seek_damp = 0.5;
+
+ delete tactical;
+ tactical = 0;
+}
+
+DropShipAI::~DropShipAI()
+{
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DropShipAI::FindObjective()
+{
+ distance = 0;
+
+ if (!ship) return;
+
+ Sim* sim = Sim::GetSim();
+ SimRegion* self_rgn = ship->GetRegion();
+
+ // if making orbit, go up:
+ if (self_rgn->Type() == Sim::AIR_SPACE) {
+ obj_w = self->Location() + Point(0, 1e3, 0);
+ }
+
+ // if breaking orbit, head for terrain region:
+ else {
+ SimRegion* dst_rgn = sim->FindNearestTerrainRegion(ship);
+ Point dst = dst_rgn->GetOrbitalRegion()->Location() -
+ self_rgn->GetOrbitalRegion()->Location() +
+ Point(0, 0, -1e6);
+
+ obj_w = dst.OtherHand();
+ }
+
+ // distance from self to navpt:
+ distance = Point(obj_w - self->Location()).length();
+
+ // transform into camera coords:
+ objective = Transform(obj_w);
+ objective.Normalize();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DropShipAI::Navigator()
+{
+ accumulator.Clear();
+ magnitude = 0;
+
+ if (other)
+ ship->SetFLCSMode(Ship::FLCS_AUTO);
+ else
+ ship->SetFLCSMode(Ship::FLCS_MANUAL);
+
+ Accumulate(AvoidCollision());
+ Accumulate(Seek(objective));
+
+ // are we being asked to flee?
+ if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) {
+ accumulator.pitch = -0.7f;
+ accumulator.yaw *= 0.25f;
+ }
+
+ self->ApplyRoll((float) (accumulator.yaw * -0.4));
+ self->ApplyYaw((float) (accumulator.yaw * 0.2));
+
+ if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1)
+ accumulator.pitch -= 0.1f;
+
+ if (accumulator.pitch != 0)
+ self->ApplyPitch((float) accumulator.pitch);
+
+ // if not turning, roll to orient with world coords:
+ if (fabs(accumulator.yaw) < 0.1) {
+ Point vrt = ((Camera*) &(self->Cam()))->vrt();
+ double deflection = vrt.y;
+ if (deflection != 0) {
+ double theta = asin(deflection/vrt.length());
+ self->ApplyRoll(-theta);
+ }
+ }
+
+ ship->SetThrottle(100);
+ ship->ExecFLCSFrame();
+}
+