From 3c487c5cd69c53d6fea948643c0a76df03516605 Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Apr 2022 21:23:39 +0200 Subject: Moved Stars45 to StarsEx --- Stars45/Ship.cpp | 5313 ------------------------------------------------------ 1 file changed, 5313 deletions(-) delete mode 100644 Stars45/Ship.cpp (limited to 'Stars45/Ship.cpp') diff --git a/Stars45/Ship.cpp b/Stars45/Ship.cpp deleted file mode 100644 index 531f99f..0000000 --- a/Stars45/Ship.cpp +++ /dev/null @@ -1,5313 +0,0 @@ -/* Starshatter: The Open Source Project - Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors - Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors - Copyright (c) 1997-2006, Destroyer Studios LLC. - - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Starship class -*/ - -#include "Ship.h" -#include "ShipAI.h" -#include "ShipCtrl.h" -#include "ShipDesign.h" -#include "ShipKiller.h" -#include "Shot.h" -#include "Drone.h" -#include "SeekerAI.h" -#include "HardPoint.h" -#include "Weapon.h" -#include "WeaponGroup.h" -#include "Shield.h" -#include "ShieldRep.h" -#include "Computer.h" -#include "FlightComp.h" -#include "Drive.h" -#include "QuantumDrive.h" -#include "Farcaster.h" -#include "Thruster.h" -#include "Power.h" -#include "FlightDeck.h" -#include "LandingGear.h" -#include "Hangar.h" -#include "Sensor.h" -#include "Contact.h" -#include "CombatUnit.h" -#include "Element.h" -#include "Instruction.h" -#include "RadioMessage.h" -#include "RadioHandler.h" -#include "RadioTraffic.h" -#include "NavLight.h" -#include "NavSystem.h" -#include "NavAI.h" -#include "DropShipAI.h" -#include "Explosion.h" -#include "MissionEvent.h" -#include "ShipSolid.h" -#include "Sim.h" -#include "SimEvent.h" -#include "StarSystem.h" -#include "TerrainRegion.h" -#include "Terrain.h" -#include "System.h" -#include "Component.h" -#include "KeyMap.h" -#include "RadioView.h" -#include "AudioConfig.h" -#include "CameraDirector.h" -#include "HUDView.h" -#include "Random.h" -#include "RadioVox.h" - -#include "NetGame.h" -#include "NetUtil.h" - -#include "MotionController.h" -#include "Keyboard.h" -#include "Joystick.h" -#include "Bolt.h" -#include "Game.h" -#include "Clock.h" -#include "ContentBundle.h" -#include "Solid.h" -#include "Shadow.h" -#include "Skin.h" -#include "Sprite.h" -#include "Light.h" -#include "Bitmap.h" -#include "Button.h" -#include "Sound.h" -#include "DataLoader.h" -#include "Panic.h" - -#include "Parser.h" -#include "Reader.h" - -// +----------------------------------------------------------------------+ - -static int base_contact_id = 0; -static double range_min = 0; -static double range_max = 250e3; - -int Ship::control_model = 0; // standard -int Ship::flight_model = 0; // standard -int Ship::landing_model = 0; // standard -double Ship::friendly_fire_level = 1; // 100% - -const int HIT_NOTHING = 0; -const int HIT_HULL = 1; -const int HIT_SHIELD = 2; -const int HIT_BOTH = 3; -const int HIT_TURRET = 4; - -// +----------------------------------------------------------------------+ - -Ship::Ship(const char* ship_name, const char* reg_num, ShipDesign* ship_dsn, int IFF, int cmd_ai, const int* load) - : IFF_code(IFF), killer(0), throttle(0), augmenter(false), throttle_request(0), - shield(0), shieldRep(0), main_drive(0), quantum_drive(0), farcaster(0), - check_fire(false), probe(0), sensor_drone(0), primary(0), secondary(1), - cmd_chain_index(0), target(0), subtarget(0), radio_orders(0), launch_point(0), - g_force(0.0f), sensor(0), navsys(0), flcs(0), hangar(0), respawns(0), invulnerable(false), - thruster(0), decoy(0), ai_mode(2), command_ai_level(cmd_ai), flcs_mode(FLCS_AUTO), loadout(0), - emcon(3), old_emcon(3), master_caution(false), cockpit(0), gear(0), skin(0), - auto_repair(true), last_repair_time(0), last_eval_time(0), last_beam_time(0), last_bolt_time(0), - warp_fov(1), flight_phase(LAUNCH), launch_time(0), carrier(0), dock(0), ff_count(0), - inbound(0), element(0), director_info("Init"), combat_unit(0), net_control(0), - track(0), ntrack(0), track_time(0), helm_heading(0.0f), helm_pitch(0.0f), - altitude_agl(-1.0e6f), transition_time(0.0f), transition_type(TRANSITION_NONE), - friendly_fire_time(0), ward(0), net_observer_mode(false), orig_elem_index(-1) -{ - sim = Sim::GetSim(); - - strcpy_s(name, ship_name); - if (reg_num && *reg_num) - strcpy_s(regnum, reg_num); - else regnum[0] = 0; - - design = ship_dsn; - - if (!design) { - char msg[256]; - sprintf_s(msg, "No ship design found for '%s'\n", ship_name); - Panic::Panic(msg); - } - - obj_type = SimObject::SIM_SHIP; - - radius = design->radius; - mass = design->mass; - integrity = design->integrity; - vlimit = design->vlimit; - - agility = design->agility; - wep_mass = 0.0f; - wep_resist = 0.0f; - - CL = design->CL; - CD = design->CD; - stall = design->stall; - - chase_vec = design->chase_vec; - bridge_vec = design->bridge_vec; - - acs = design->acs; - pcs = design->acs; - - auto_repair = design->repair_auto; - - while (!base_contact_id) - base_contact_id = rand() % 1000; - - contact_id = base_contact_id++; - int sys_id = 0; - - for (int i = 0; i < design->reactors.size(); i++) { - PowerSource* reactor = new PowerSource(*design->reactors[i]); - reactor->SetShip(this); - reactor->SetID(sys_id++); - reactors.append(reactor); - systems.append(reactor); - } - - for (int i = 0; i < design->drives.size(); i++) { - Drive* drive = new Drive(*design->drives[i]); - drive->SetShip(this); - drive->SetID(sys_id++); - - int src_index = drive->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(drive); - - drives.append(drive); - systems.append(drive); - } - - if (design->quantum_drive) { - quantum_drive = new QuantumDrive(*design->quantum_drive); - quantum_drive->SetShip(this); - quantum_drive->SetID(sys_id++); - - int src_index = quantum_drive->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(quantum_drive); - - quantum_drive->SetShip(this); - systems.append(quantum_drive); - } - - if (design->farcaster) { - farcaster = new Farcaster(*design->farcaster); - farcaster->SetShip(this); - farcaster->SetID(sys_id++); - - int src_index = farcaster->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(farcaster); - - farcaster->SetShip(this); - systems.append(farcaster); - } - - if (design->thruster) { - thruster = new Thruster(*design->thruster); - thruster->SetShip(this); - thruster->SetID(sys_id++); - - int src_index = thruster->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(thruster); - - thruster->SetShip(this); - systems.append(thruster); - } - - if (design->shield) { - shield = new Shield(*design->shield); - shield->SetShip(this); - shield->SetID(sys_id++); - - int src_index = shield->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(shield); - - if (design->shield_model) { - shieldRep = new ShieldRep; - shieldRep->UseModel(design->shield_model); - } - - systems.append(shield); - } - - for (int i = 0; i < design->flight_decks.size(); i++) { - FlightDeck* deck = new FlightDeck(*design->flight_decks[i]); - deck->SetShip(this); - deck->SetCarrier(this); - deck->SetID(sys_id++); - deck->SetIndex(i); - - int src_index = deck->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(deck); - - flight_decks.append(deck); - systems.append(deck); - } - - if (design->flight_decks.size() > 0) { - if (!hangar) { - hangar = new Hangar; - hangar->SetShip(this); - } - } - - if (design->squadrons.size() > 0) { - if (!hangar) { - hangar = new Hangar; - hangar->SetShip(this); - } - - for (int i = 0; i < design->squadrons.size(); i++) { - ShipSquadron* s = design->squadrons[i]; - hangar->CreateSquadron(s->name, 0, s->design, s->count, GetIFF(), 0, 0, s->avail); - } - } - - if (design->gear) { - gear = new LandingGear(*design->gear); - gear->SetShip(this); - gear->SetID(sys_id++); - - int src_index = gear->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(gear); - - systems.append(gear); - } - - if (design->sensor) { - sensor = new Sensor(*design->sensor); - sensor->SetShip(this); - sensor->SetID(sys_id++); - - int src_index = sensor->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(sensor); - - if (IsStarship() || IsStatic() || !strncmp(design->name, "Camera", 6)) - sensor->SetMode(Sensor::CST); - - systems.append(sensor); - } - - int wep_index = 1; - - for (int i = 0; i < design->weapons.size(); i++) { - Weapon* gun = new Weapon(*design->weapons[i]); - gun->SetID(sys_id++); - gun->SetOwner(this); - gun->SetIndex(wep_index++); - - int src_index = gun->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(gun); - - WeaponGroup* group = FindWeaponGroup(gun->Group()); - group->AddWeapon(gun); - group->SetAbbreviation(gun->Abbreviation()); - - systems.append(gun); - - if (IsDropship() && gun->GetTurret()) - gun->SetFiringOrders(Weapon::POINT_DEFENSE); - else - gun->SetFiringOrders(Weapon::MANUAL); - } - - int loadout_size = design->hard_points.size(); - - if (load && loadout_size > 0) { - loadout = new int[loadout_size]; - - for (int i = 0; i < loadout_size; i++) { - int mounted_weapon = loadout[i] = load[i]; - - if (mounted_weapon < 0) - continue; - - Weapon* missile = design->hard_points[i]->CreateWeapon(mounted_weapon); - - if (missile) { - missile->SetID(sys_id++); - missile->SetOwner(this); - missile->SetIndex(wep_index++); - - WeaponGroup* group = FindWeaponGroup(missile->Group()); - group->AddWeapon(missile); - group->SetAbbreviation(missile->Abbreviation()); - - systems.append(missile); - } - } - } - - if (weapons.size() > 1) { - primary = -1; - secondary = -1; - - for (int i = 0; i < weapons.size(); i++) { - WeaponGroup* group = weapons[i]; - if (group->IsPrimary() && primary < 0) { - primary = i; - - // turrets on fighters are set to point defense by default, - // this forces the primary turret back to manual control - group->SetFiringOrders(Weapon::MANUAL); - } - - else if (group->IsMissile() && secondary < 0) { - secondary = i; - } - } - - if (primary < 0) primary = 0; - if (secondary < 0) secondary = 1; - - if (weapons.size() > 4) { - ::Print("WARNING: Ship '%s' type '%s' has %d wep groups (max=4)\n", - Name(), DesignName(), weapons.size()); - } - } - - if (design->decoy) { - decoy = new Weapon(*design->decoy); - decoy->SetOwner(this); - decoy->SetID(sys_id++); - decoy->SetIndex(wep_index++); - - int src_index = decoy->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(decoy); - - systems.append(decoy); - } - - for (int i = 0; i < design->navlights.size(); i++) { - NavLight* navlight = new NavLight(*design->navlights[i]); - navlight->SetShip(this); - navlight->SetID(sys_id++); - navlight->SetOffset(((DWORD) this) << 2); - navlights.append(navlight); - systems.append(navlight); - } - - if (design->navsys) { - navsys = new NavSystem(*design->navsys); - navsys->SetShip(this); - navsys->SetID(sys_id++); - - int src_index = navsys->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(navsys); - - systems.append(navsys); - } - - if (design->probe) { - probe = new Weapon(*design->probe); - probe->SetOwner(this); - probe->SetID(sys_id++); - probe->SetIndex(wep_index++); - - int src_index = probe->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(probe); - - systems.append(probe); - } - - for (int i = 0; i < design->computers.size(); i++) { - Computer* comp = 0; - - if (design->computers[i]->Subtype() == Computer::FLIGHT) { - flcs = new FlightComp(*design->computers[i]); - - flcs->SetShip(this); - flcs->SetMode(flcs_mode); - flcs->SetVelocityLimit(vlimit); - - if (thruster) - flcs->SetTransLimit(thruster->TransXLimit(), - thruster->TransYLimit(), - thruster->TransZLimit()); - else - flcs->SetTransLimit(design->trans_x, - design->trans_y, - design->trans_z); - - comp = flcs; - } - else { - comp = new Computer(*design->computers[i]); - } - - comp->SetShip(this); - comp->SetID(sys_id++); - int src_index = comp->GetSourceIndex(); - if (src_index >= 0 && src_index < reactors.size()) - reactors[src_index]->AddClient(comp); - - computers.append(comp); - systems.append(comp); - } - - radio_orders = new Instruction("", Point(0,0,0)); - - // Load Detail Set: - for (int i = 0; i < DetailSet::MAX_DETAIL; i++) { - if (design->models[i].size() > 0) { - Solid* solid = new ShipSolid(this); - solid->UseModel(design->models[i].at(0)); - solid->CreateShadows(1); - - Point* offset = 0; - Point* spin = 0; - - if (design->offsets[i].size() > 0) - offset = new Point(*design->offsets[i].at(0)); - - if (design->spin_rates.size() > 0) - spin = new Point(*design->spin_rates.at(0)); - - detail_level = detail.DefineLevel(design->feature_size[i], solid, offset, spin); - } - - if (design->models[i].size() > 1) { - for (int n = 1; n < design->models[i].size(); n++) { - Solid* solid = new ShipSolid(this); //Solid; - solid->UseModel(design->models[i].at(n)); - solid->CreateShadows(1); - - Point* offset = 0; - Point* spin = 0; - - if (design->offsets[i].size() > n) - offset = new Point(*design->offsets[i].at(n)); - - if (design->spin_rates.size() > n) - spin = new Point(*design->spin_rates.at(n)); - - detail.AddToLevel(detail_level, solid, offset, spin); - } - } - } - - // start with lowest available detail: - detail_level = 0; // this is highest -> detail.NumLevels()-1); - rep = detail.GetRep(detail_level); - - if (design->cockpit_model) { - cockpit = new Solid; - cockpit->UseModel(design->cockpit_model); - cockpit->SetForeground(true); - } - - if (design->main_drive >= 0 && design->main_drive < drives.size()) - main_drive = drives[design->main_drive]; - - // only use light from drives: - light = 0; - - // setup starship helm stuff: - if (IsStarship()) { - flcs_mode = FLCS_HELM; - } - - // initialize the AI: - dir = 0; - SetControls(0); - - for (int i = 0; i < 4; i++) { - missile_id[i] = 0; - missile_eta[i] = 0; - trigger[i] = false; - } -} - -// +--------------------------------------------------------------------+ - -Ship::~Ship() -{ - // the loadout can not be cleared during Destroy, because it - // is needed after Destroy to create the re-spawned ship - - delete [] loadout; - loadout = 0; - - Destroy(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::Destroy() -{ - // destroy fighters on deck: - ListIter deck = flight_decks; - while (++deck) { - for (int i = 0; i < deck->NumSlots(); i++) { - Ship* s = deck->GetShip(i); - - if (s && !s->IsDying() && !s->IsDead()) { - if (sim && sim->IsActive()) { - s->DeathSpiral(); - } - else { - s->transition_type = TRANSITION_DEAD; - s->Destroy(); - } - } - } - } - - if (element) { - // mission ending for this ship, evaluate objectives one last time: - for (int i = 0; i < element->NumObjectives(); i++) { - Instruction* obj = element->GetObjective(i); - - if (obj->Status() <= Instruction::ACTIVE) { - obj->Evaluate(this); - } - } - - combat_unit = element->GetCombatUnit(); - SetElement(0); - } - - delete [] track; - track = 0; - - delete shield; - shield = 0; - delete sensor; - sensor = 0; - delete navsys; - navsys = 0; - delete thruster; - thruster = 0; - delete farcaster; - farcaster = 0; - delete quantum_drive; - quantum_drive = 0; - delete decoy; - decoy = 0; - delete probe; - probe = 0; - delete gear; - gear = 0; - - main_drive = 0; - flcs = 0; - - // repair queue does not own the systems under repair: - repair_queue.clear(); - - navlights.destroy(); - flight_decks.destroy(); - computers.destroy(); - weapons.destroy(); - drives.destroy(); - reactors.destroy(); - - // this is now a list of dangling pointers: - systems.clear(); - - delete hangar; - hangar = 0; - - // this also destroys the rep: - detail.Destroy(); - rep = 0; - - GRAPHIC_DESTROY(cockpit); - GRAPHIC_DESTROY(shieldRep); - LIGHT_DESTROY(light); - - delete launch_point; - launch_point = 0; - - delete radio_orders; - radio_orders = 0; - - delete dir; - dir = 0; - - delete killer; - killer = 0; - - // inbound slot is deleted by flight deck: - inbound = 0; - - life = 0; - Notify(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::Initialize() -{ - ShipDesign::Initialize(); - Thruster::Initialize(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::Close() -{ - ShipDesign::Close(); - Thruster::Close(); -} - -void -Ship::SetupAgility() -{ - const float ROLL_SPEED = (float)(PI * 0.1500); - const float PITCH_SPEED = (float)(PI * 0.0250); - const float YAW_SPEED = (float)(PI * 0.0250); - - drag = design->drag; - dr_drg = design->roll_drag; - dp_drg = design->pitch_drag; - dy_drg = design->yaw_drag; - - if (IsDying()) { - drag = 0.0f; - dr_drg *= 0.25f; - dp_drg *= 0.25f; - dy_drg *= 0.25f; - } - - if (flight_model > 0) { - drag = design->arcade_drag; - thrust *= 10.0f; - } - - float yaw_air_factor = 1.0f; - - if (IsAirborne()) { - bool grounded = AltitudeAGL() < Radius()/2; - - if (flight_model > 0) { - drag *= 2.0f; - - if (gear && gear->GetState() != LandingGear::GEAR_UP) - drag *= 2.0f; - - if (grounded) - drag *= 3.0f; - } - - else { - if (Class() != LCA) - yaw_air_factor = 0.3f; - - double rho = GetDensity(); - double speed = Velocity().length(); - - agility = design->air_factor * rho * speed - wep_resist; - - if (grounded && agility < 0) - agility = 0; - - else if (!grounded && agility < 0.5 * design->agility) - agility = 0.5 * design->agility; - - else if (agility > 2 * design->agility) - agility = 2 * design->agility; - - // undercarriage aerodynamic drag - if (gear && gear->GetState() != LandingGear::GEAR_UP) - drag *= 5.0f; - - // wheel rolling friction - if (grounded) - drag *= 10.0f; - - // dead engine drag ;-) - if (thrust < 10) - drag *= 5.0f; - } - } - - else { - agility = design->agility - wep_resist; - - if (agility < 0.5 * design->agility) - agility = 0.5 * design->agility; - - if (flight_model == 0) - drag = 0.0f; - } - - float rr = (float) (design->roll_rate * PI / 180); - float pr = (float) (design->pitch_rate * PI / 180); - float yr = (float) (design->yaw_rate * PI / 180); - - if (rr == 0) rr = (float) agility * ROLL_SPEED; - if (pr == 0) pr = (float) agility * PITCH_SPEED; - if (yr == 0) yr = (float) agility * YAW_SPEED * yaw_air_factor; - - SetAngularRates(rr, pr, yr); -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetRegion(SimRegion* rgn) -{ - SimObject::SetRegion(rgn); - - const double GRAV = 6.673e-11; - - if (IsGroundUnit()) { - // glue buildings to the terrain: - Point loc = Location(); - Terrain* terrain = region->GetTerrain(); - - if (terrain) { - loc.y = terrain->Height(loc.x, loc.z); - MoveTo(loc); - } - } - - else if (IsAirborne()) { - Orbital* primary = GetRegion()->GetOrbitalRegion()->Primary(); - - double m0 = primary->Mass(); - double r = primary->Radius(); - - SetGravity((float) (GRAV * m0 / (r*r))); - SetBaseDensity(1.0f); - } - - else { - SetGravity(0.0f); - SetBaseDensity(0.0f); - - if (IsStarship()) - flcs_mode = FLCS_HELM; - else - flcs_mode = FLCS_AUTO; - } -} - -// +--------------------------------------------------------------------+ - -int -Ship::GetTextureList(List& textures) -{ - textures.clear(); - - for (int d = 0; d < detail.NumLevels(); d++) { - for (int i = 0; i < detail.NumModels(d); i++) { - Graphic* g = detail.GetRep(d, i); - - if (g->IsSolid()) { - Solid* solid = (Solid*) g; - Model* model = solid->GetModel(); - - if (model) { - for (int n = 0; n < model->NumMaterials(); n++) { - //textures.append(model->textures[n]); - } - } - } - } - } - - return textures.size(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::Activate(Scene& scene) -{ - int i = 0; - SimObject::Activate(scene); - - for (i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - scene.AddGraphic(g); - } - - for (i = 0; i < flight_decks.size(); i++) - scene.AddLight(flight_decks[i]->GetLight()); - - if (shieldRep) - scene.AddGraphic(shieldRep); - - if (cockpit) { - scene.AddForeground(cockpit); - cockpit->Hide(); - } - - Drive* drive = GetDrive(); - if (drive) { - for (i = 0; i < drive->NumEngines(); i++) { - Graphic* flare = drive->GetFlare(i); - if (flare) { - scene.AddGraphic(flare); - } - - Graphic* trail = drive->GetTrail(i); - if (trail) { - scene.AddGraphic(trail); - } - } - } - - Thruster* thruster = GetThruster(); - if (thruster) { - for (i = 0; i < thruster->NumThrusters(); i++) { - Graphic* flare = thruster->Flare(i); - if (flare) { - scene.AddGraphic(flare); - } - - Graphic* trail = thruster->Trail(i); - if (trail) { - scene.AddGraphic(trail); - } - } - } - - for (int n = 0; n < navlights.size(); n++) { - NavLight* navlight = navlights[n]; - for (i = 0; i < navlight->NumBeacons(); i++) { - Graphic* beacon = navlight->Beacon(i); - if (beacon) - scene.AddGraphic(beacon); - } - } - - ListIter g = weapons; - while (++g) { - ListIter w = g->GetWeapons(); - while (++w) { - Solid* turret = w->GetTurret(); - if (turret) { - scene.AddGraphic(turret); - - Solid* turret_base = w->GetTurretBase(); - if (turret_base) - scene.AddGraphic(turret_base); - } - if (w->IsMissile()) { - for (i = 0; i < w->Ammo(); i++) { - Solid* store = w->GetVisibleStore(i); - if (store) - scene.AddGraphic(store); - } - } - } - } - - if (gear && gear->GetState() != LandingGear::GEAR_UP) { - for (int i = 0; i < gear->NumGear(); i++) { - scene.AddGraphic(gear->GetGear(i)); - } - } -} - -void -Ship::Deactivate(Scene& scene) -{ - int i = 0; - SimObject::Deactivate(scene); - - for (i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - scene.DelGraphic(g); - } - - for (i = 0; i < flight_decks.size(); i++) - scene.DelLight(flight_decks[i]->GetLight()); - - if (shieldRep) - scene.DelGraphic(shieldRep); - - if (cockpit) - scene.DelForeground(cockpit); - - Drive* drive = GetDrive(); - if (drive) { - for (i = 0; i < drive->NumEngines(); i++) { - Graphic* flare = drive->GetFlare(i); - if (flare) { - scene.DelGraphic(flare); - } - - Graphic* trail = drive->GetTrail(i); - if (trail) { - scene.DelGraphic(trail); - } - } - } - - Thruster* thruster = GetThruster(); - if (thruster) { - for (i = 0; i < thruster->NumThrusters(); i++) { - Graphic* flare = thruster->Flare(i); - if (flare) { - scene.DelGraphic(flare); - } - - Graphic* trail = thruster->Trail(i); - if (trail) { - scene.DelGraphic(trail); - } - } - } - - for (int n = 0; n < navlights.size(); n++) { - NavLight* navlight = navlights[n]; - for (i = 0; i < navlight->NumBeacons(); i++) { - Graphic* beacon = navlight->Beacon(i); - if (beacon) - scene.DelGraphic(beacon); - } - } - - ListIter g = weapons; - while (++g) { - ListIter w = g->GetWeapons(); - while (++w) { - Solid* turret = w->GetTurret(); - if (turret) { - scene.DelGraphic(turret); - - Solid* turret_base = w->GetTurretBase(); - if (turret_base) - scene.DelGraphic(turret_base); - } - if (w->IsMissile()) { - for (i = 0; i < w->Ammo(); i++) { - Solid* store = w->GetVisibleStore(i); - if (store) - scene.DelGraphic(store); - } - } - } - } - - if (gear) { - for (int i = 0; i < gear->NumGear(); i++) { - scene.DelGraphic(gear->GetGear(i)); - } - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::MatchOrientation(const Ship& s) -{ - Point pos = cam.Pos(); - cam.Clone(s.cam); - cam.MoveTo(pos); - - if (rep) - rep->SetOrientation(cam.Orientation()); - - if (cockpit) - cockpit->SetOrientation(cam.Orientation()); -} - -// +--------------------------------------------------------------------+ - -void -Ship::ClearTrack() -{ - const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds - - if (!track) { - track = new Point[DEFAULT_TRACK_LENGTH]; - } - - track[0] = Location(); - ntrack = 1; - track_time = Clock::GetInstance()->GameTime(); -} - -void -Ship::UpdateTrack() -{ - const int DEFAULT_TRACK_UPDATE = 500; // milliseconds - const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds - - DWORD time = Clock::GetInstance()->GameTime(); - - if (!track) { - track = new Point[DEFAULT_TRACK_LENGTH]; - track[0] = Location(); - ntrack = 1; - track_time = time; - } - - else if (time - track_time > DEFAULT_TRACK_UPDATE) { - if (Location() != track[0]) { - for (int i = DEFAULT_TRACK_LENGTH-2; i >= 0; i--) - track[i+1] = track[i]; - - track[0] = Location(); - if (ntrack < DEFAULT_TRACK_LENGTH) ntrack++; - } - - track_time = time; - } -} - -Point -Ship::TrackPoint(int i) const -{ - if (track && i < ntrack) - return track[i]; - - return Point(); -} - -// +--------------------------------------------------------------------+ - -const char* -Ship::Abbreviation() const -{ - return design->abrv; -} - -const char* -Ship::DesignName() const -{ - return design->DisplayName(); -} - -const char* -Ship::DesignFileName() const -{ - return design->filename; -} - -const char* -Ship::ClassName() const -{ - return ShipDesign::ClassName(design->type); -} - -const char* -Ship::ClassName(int c) -{ - return ShipDesign::ClassName(c); -} - -int -Ship::ClassForName(const char* name) -{ - return ShipDesign::ClassForName(name); -} - -Ship::CLASSIFICATION -Ship::Class() const -{ - return (CLASSIFICATION) design->type; -} - -bool -Ship::IsGroundUnit() const -{ - return (design->type & GROUND_UNITS) ? true : false; -} - -bool -Ship::IsStarship() const -{ - return (design->type & STARSHIPS) ? true : false; -} - -bool -Ship::IsDropship() const -{ - return (design->type & DROPSHIPS) ? true : false; -} - -bool -Ship::IsStatic() const -{ - return design->type >= STATION; -} - -bool -Ship::IsRogue() const -{ - return ff_count >= 50; -} - -// +--------------------------------------------------------------------+ - -bool -Ship::IsHostileTo(const SimObject* o) const -{ - if (o) { - if (IsRogue()) - return true; - - if (o->Type() == SIM_SHIP) { - Ship* s = (Ship*) o; - - if (s->IsRogue()) - return true; - - if (GetIFF() == 0) { - if (s->GetIFF() > 1) - return true; - } - else { - if (s->GetIFF() > 0 && s->GetIFF() != GetIFF()) - return true; - } - } - - else if (o->Type() == SIM_SHOT || o->Type() == SIM_DRONE) { - Shot* s = (Shot*) o; - - if (GetIFF() == 0) { - if (s->GetIFF() > 1) - return true; - } - else { - if (s->GetIFF() > 0 && s->GetIFF() != GetIFF()) - return true; - } - } - } - - return false; -} - -// +--------------------------------------------------------------------+ - -double -Ship::RepairSpeed() const -{ - return design->repair_speed; -} - -int -Ship::RepairTeams() const -{ - return design->repair_teams; -} - -// +--------------------------------------------------------------------+ - -int -Ship::NumContacts() const -{ - // cast-away const: - return ((Ship*)this)->ContactList().size(); -} - -List& -Ship::ContactList() -{ - if (region) - return region->TrackList(GetIFF()); - - static List empty_contact_list; - return empty_contact_list; -} - -Contact* -Ship::FindContact(SimObject* s) const -{ - if (!s) return 0; - - ListIter c_iter = ((Ship*) this)->ContactList(); - while (++c_iter) { - Contact* c = c_iter.value(); - - if (c->GetShip() == s) - return c; - - if (c->GetShot() == s) - return c; - } - - return 0; -} - -// +--------------------------------------------------------------------+ - -Ship* -Ship::GetController() const -{ - Ship* controller = 0; - - if (carrier) { - // are we in same region as carrier? - if (carrier->GetRegion() == GetRegion()) { - return carrier; - } - - // if not, figure out who our control unit is: - else { - double distance = 10e6; - - ListIter iter = GetRegion()->Carriers(); - while (++iter) { - Ship* test = iter.value(); - if (test->GetIFF() == GetIFF()) { - double d = Point(Location() - test->Location()).length(); - if (d < distance) { - controller = test; - distance = d; - } - } - } - } - } - - if (!controller) { - if (element && element->GetCommander()) - controller = element->GetCommander()->GetShip(1); - } - - return controller; -} - -int -Ship::NumInbound() const -{ - int result = 0; - - for (int i = 0; i < flight_decks.size(); i++) { - result += flight_decks[i]->GetRecoveryQueue().size(); - } - - return result; -} - -int -Ship::NumFlightDecks() const -{ - return flight_decks.size(); -} - -FlightDeck* -Ship::GetFlightDeck(int i) const -{ - if (i >= 0 && i < flight_decks.size()) - return flight_decks[i]; - - return 0; -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetFlightPhase(OP_MODE phase) -{ - if (phase == ACTIVE && !launch_time) { - launch_time = Clock::GetInstance()->GameTime() + 1; - dock = 0; - - if (element) - element->SetLaunchTime(launch_time); - } - - flight_phase = phase; - - if (flight_phase == ACTIVE) - dock = 0; -} - -void -Ship::SetCarrier(Ship* c, FlightDeck* d) -{ - carrier = c; - dock = d; - - if (carrier) - Observe(carrier); -} - -void -Ship::SetInbound(InboundSlot* s) -{ - inbound = s; - - if (inbound && flight_phase == ACTIVE) { - flight_phase = APPROACH; - - SetCarrier((Ship*) inbound->GetDeck()->GetCarrier(), inbound->GetDeck()); - - HUDView* hud = HUDView::GetInstance(); - - if (hud && hud->GetShip() == this) - hud->SetHUDMode(HUDView::HUD_MODE_ILS); - } -} - -void -Ship::Stow() -{ - if (carrier && carrier->GetHangar()) - carrier->GetHangar()->Stow(this); -} - -bool -Ship::IsGearDown() -{ - if (gear && gear->GetState() == LandingGear::GEAR_DOWN) - return true; - - return false; -} - -void -Ship::LowerGear() -{ - if (gear && gear->GetState() != LandingGear::GEAR_DOWN) { - gear->SetState(LandingGear::GEAR_LOWER); - Scene* scene = 0; - - if (rep) - scene = rep->GetScene(); - - if (scene) { - for (int i = 0; i < gear->NumGear(); i++) { - Solid* g = gear->GetGear(i); - if (g) { - if (detail_level == 0) - scene->DelGraphic(g); - else - scene->AddGraphic(g); - } - } - } - } -} - -void -Ship::RaiseGear() -{ - if (gear && gear->GetState() != LandingGear::GEAR_UP) - gear->SetState(LandingGear::GEAR_RAISE); -} - -void -Ship::ToggleGear() -{ - if (gear) { - if (gear->GetState() == LandingGear::GEAR_UP || - gear->GetState() == LandingGear::GEAR_RAISE) { - LowerGear(); - } - else { - RaiseGear(); - } - } -} - -void -Ship::ToggleNavlights() -{ - bool enable = false; - - for (int i = 0; i < navlights.size(); i++) { - if (i == 0) - enable = !navlights[0]->IsEnabled(); - - if (enable) - navlights[i]->Enable(); - else - navlights[i]->Disable(); - } -} - -// +--------------------------------------------------------------------+ - -int -Ship::CollidesWith(Physical& o) -{ - // bounding spheres test: - Point delta_loc = Location() - o.Location(); - if (delta_loc.length() > radius + o.Radius()) - return 0; - - if (!o.Rep()) - return 1; - - for (int i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - - if (o.Type() == SimObject::SIM_SHIP) { - Ship* o_ship = (Ship*) &o; - int o_det = o_ship->detail_level; - - for (int j = 0; j < o_ship->detail.NumModels(o_det); j++) { - Graphic* o_g = o_ship->detail.GetRep(o_det, j); - - if (g->CollidesWith(*o_g)) - return 1; - } - } - else { - // representation collision test (will do bounding spheres first): - if (g->CollidesWith(*o.Rep())) - return 1; - } - } - - return 0; -} - -// +--------------------------------------------------------------------+ - -static DWORD ff_warn_time = 0; - -int -Ship::HitBy(Shot* shot, Point& impact) -{ - if (shot->Owner() == this || IsNetObserver()) - return HIT_NOTHING; - - if (shot->IsFlak()) - return HIT_NOTHING; - - if (InTransition()) - return HIT_NOTHING; - - Point shot_loc = shot->Location(); - Point delta = shot_loc - Location(); - double dlen = delta.length(); - - Point hull_impact; - int hit_type = HIT_NOTHING; - double dscale = 1; - float scale = design->explosion_scale; - Weapon* wep = 0; - - if (!shot->IsMissile() && !shot->IsBeam()) { - if (dlen > Radius() * 2) - return HIT_NOTHING; - } - - if (scale <= 0) - scale = design->scale; - - if (shot->Owner()) { - const ShipDesign* owner_design = shot->Owner()->Design(); - if (owner_design && owner_design->scale < scale) - scale = (float) owner_design->scale; - } - - - // MISSILE PROCESSING ------------------------------------------------ - - if (shot->IsMissile() && rep) { - if (dlen < rep->Radius()) { - hull_impact = impact = shot_loc; - - hit_type = CheckShotIntersection(shot, impact, hull_impact, &wep); - - if (hit_type) { - if (shot->Damage() > 0) { - DWORD flash = Explosion::HULL_FLASH; - - if ((hit_type & HIT_SHIELD) != 0) - flash = Explosion::SHIELD_FLASH; - - sim->CreateExplosion(impact, Velocity(), flash, 0.3f * scale, scale, region); - sim->CreateExplosion(impact, Point(), Explosion::SHOT_BLAST, 2.0f, scale, region); - } - } - } - - if (hit_type == HIT_NOTHING && shot->IsArmed()) { - SeekerAI* seeker = (SeekerAI*) shot->GetDirector(); - - // if the missile overshot us, take damage proportional to distance - double damage_radius = shot->Design()->lethal_radius; - if (dlen < (damage_radius + Radius())) { - if (seeker && seeker->Overshot()) { - dscale = 1.0 - (dlen / (damage_radius + Radius())); - - if (dscale > 1) - dscale = 1; - - if (ShieldStrength() > 5) { - hull_impact = impact = shot_loc; - - if (shot->Damage() > 0) { - if (shieldRep) - shieldRep->Hit(impact, shot, shot->Damage()*dscale); - sim->CreateExplosion(impact, Velocity(), Explosion::SHIELD_FLASH, 0.20f * scale, scale, region); - sim->CreateExplosion(impact, Point(), Explosion::SHOT_BLAST, 20.0f * scale, scale, region); - } - - hit_type = HIT_BOTH; - } - else { - hull_impact = impact = shot_loc; - - if (shot->Damage() > 0) { - sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.30f * scale, scale, region); - sim->CreateExplosion(impact, Point(), Explosion::SHOT_BLAST, 20.0f * scale, scale, region); - } - - hit_type = HIT_HULL; - } - } - } - } - } - - // ENERGY WEP PROCESSING --------------------------------------------- - - else { - hit_type = CheckShotIntersection(shot, impact, hull_impact, &wep); - - // impact: - if (hit_type) { - - if (hit_type & HIT_SHIELD) { - if (shieldRep) - shieldRep->Hit(impact, shot, shot->Damage()); - sim->CreateExplosion(impact, Velocity(), Explosion::SHIELD_FLASH, 0.20f * scale, scale, region); - } - - else { - if (shot->IsBeam()) - sim->CreateExplosion(impact, Velocity(), Explosion::BEAM_FLASH, 0.30f * scale, scale, region); - else - sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FLASH, 0.30f * scale, scale, region); - - if (IsStarship()) { - Point burst_vel = hull_impact - Location(); - burst_vel.Normalize(); - burst_vel *= Radius() * 0.5; - burst_vel += Velocity(); - - sim->CreateExplosion(hull_impact, burst_vel, Explosion::HULL_BURST, 0.50f * scale, scale, region, this); - } - } - } - } - - // DAMAGE RESOLUTION ------------------------------------------------- - - if (hit_type != HIT_NOTHING && shot->IsArmed()) { - double effective_damage = shot->Damage() * dscale; - - // FRIENDLY FIRE -------------------------------------------------- - - if (shot->Owner()) { - Ship* s = (Ship*) shot->Owner(); - - if (!IsRogue() && s->GetIFF() == GetIFF() && - s->GetDirector() && s->GetDirector()->Type() < 1000) { - bool was_rogue = s->IsRogue(); - - // only count beam hits once - if (shot->Damage() && !shot->HitTarget() && GetFriendlyFireLevel() > 0) { - int penalty = 1; - - if (shot->IsBeam()) penalty = 5; - else if (shot->IsDrone()) penalty = 7; - - if (s->GetTarget() == this) penalty *= 3; - - s->IncFriendlyFire(penalty); - } - - effective_damage *= GetFriendlyFireLevel(); - - if (Class() > DRONE && s->Class() > DRONE) { - if (s->IsRogue() && !was_rogue) { - RadioMessage* warn = new RadioMessage(s, this, RadioMessage::DECLARE_ROGUE); - RadioTraffic::Transmit(warn); - } - else if (!s->IsRogue() && (Clock::GetInstance()->GameTime() - ff_warn_time) > 5000) { - ff_warn_time = Clock::GetInstance()->GameTime(); - - RadioMessage* warn = 0; - if (s->GetTarget() == this) - warn = new RadioMessage(s, this, RadioMessage::WARN_TARGETED); - else - warn = new RadioMessage(s, this, RadioMessage::WARN_ACCIDENT); - - RadioTraffic::Transmit(warn); - } - } - } - } - - if (effective_damage > 0) { - if (!shot->IsBeam() && shot->Design()->damage_type == WeaponDesign::DMG_NORMAL) { - ApplyTorque(shot->Velocity() * (float) effective_damage * 1e-6f); - } - - if (!NetGame::IsNetGameClient()) { - InflictDamage(effective_damage, shot, hit_type, hull_impact); - } - } - } - - return hit_type; -} - -static bool CheckRaySphereIntersection(Point loc, double radius, Point Q, Point w, double len) -{ - Point d0 = loc - Q; - Point d1 = d0.cross(w); - double dlen = d1.length(); // distance of point from line - - if (dlen > radius) // clean miss - return false; // (no impact) - - // possible collision course... - // find the point on the ray that is closest - // to the sphere's location: - Point closest = Q + w * (d0 * w); - - // find the leading edge, and it's distance from the location: - Point leading_edge = Q + w*len; - Point leading_delta = leading_edge - loc; - double leading_dist = leading_delta.length(); - - // if the leading edge is not within the sphere, - if (leading_dist > radius) { - // check to see if the closest point is between the - // ray's endpoints: - Point delta1 = closest - Q; - Point delta2 = leading_edge - Q; // this is w*len - - // if the closest point is not between the leading edge - // and the origin, this ray does not intersect: - if (delta1 * delta2 < 0 || delta1.length() > len) { - return false; - } - } - - return true; -} - -int -Ship::CheckShotIntersection(Shot* shot, Point& ipt, Point& hpt, Weapon** wep) -{ - int hit_type = HIT_NOTHING; - Point shot_loc = shot->Location(); - Point shot_org = shot->Origin(); - Point shot_vpn = shot_loc - shot_org; - double shot_len = shot_vpn.Normalize(); - double blow_len = shot_len; - bool hit_hull = false; - bool easy = false; - - if (shot_len <= 0) - return hit_type; - - if (shot_len < 1000) - shot_len = 1000; - - Point hull_impact; - Point shield_impact; - Point turret_impact; - Point closest; - double d0 = 1e9; - double d1 = 1e9; - double ds = 1e9; - - if (dir && dir->Type() == SteerAI::FIGHTER) { - ShipAI* shipAI = (ShipAI*) dir; - easy = shipAI->GetAILevel() < 2; - } - - if (shieldRep && ShieldStrength() > 5) { - if (shieldRep->CheckRayIntersection(shot_org, shot_vpn, shot_len, shield_impact)) { - hit_type = HIT_SHIELD; - closest = shield_impact; - d0 = Point(closest - shot_org).length(); - ds = d0; - - ipt = shield_impact; - } - } - - if (shieldRep && hit_type == HIT_SHIELD && !shot->IsBeam()) - blow_len = shieldRep->Radius() * 2; - - for (int i = 0; i < detail.NumModels(detail_level) && !hit_hull; i++) { - Solid* s = (Solid*) detail.GetRep(detail_level, i); - if (s) { - if (easy) { - hit_hull = CheckRaySphereIntersection(s->Location(), s->Radius(), shot_org, shot_vpn, shot_len); - } - else { - hit_hull = s->CheckRayIntersection(shot_org, shot_vpn, blow_len, hull_impact)?true:false; - } - } - } - - if (hit_hull) { - if (ShieldStrength() > 5 && !shieldRep) - hit_type = HIT_SHIELD; - - hit_type = hit_type | HIT_HULL; - hpt = hull_impact; - - d1 = Point(hull_impact - shot_org).length(); - - if (d1 < d0) { - closest = hull_impact; - d0 = d1; - } - } - - if (IsStarship() || IsStatic()) { - ListIter g_iter = Weapons(); - while (++g_iter) { - WeaponGroup* g = g_iter.value(); - - if (g->GetDesign() && g->GetDesign()->turret_model) { - double tsize = g->GetDesign()->turret_model->Radius(); - - ListIter w_iter = g->GetWeapons(); - while (++w_iter) { - Weapon* w = w_iter.value(); - - Point tloc = w->GetTurret()->Location(); - - if (CheckRaySphereIntersection(tloc, tsize, shot_org, shot_vpn, shot_len)) { - Point delta = tloc - shot_org; - d1 = delta.length(); - - if (d1 < d0) { - if (wep) *wep = w; - hit_type = hit_type | HIT_TURRET; - turret_impact = tloc; - - d0 = d1; - - closest = turret_impact; - hull_impact = turret_impact; - hpt = turret_impact; - - if (d1 < ds) - ipt = turret_impact; - } - } - } - } - } - } - - // trim beam shots to closest impact point: - if (hit_type && shot->IsBeam()) { - shot->SetBeamPoints(shot_org, closest); - } - - return hit_type; -} - -// +--------------------------------------------------------------------+ - -void -Ship::InflictNetDamage(double damage, Shot* shot) -{ - if (damage > 0 && !IsNetObserver()) { - Physical::InflictDamage(damage, 0); - - // shake by percentage of maximum damage - double newshake = 50 * damage/design->integrity; - const double MAX_SHAKE = 7; - - if (shake < MAX_SHAKE) shake += (float) newshake; - if (shake > MAX_SHAKE) shake = (float) MAX_SHAKE; - } -} - -void -Ship::InflictNetSystemDamage(System* system, double damage, BYTE dmg_type) -{ - if (system && damage > 0 && !IsNetObserver()) { - bool dmg_normal = dmg_type == WeaponDesign::DMG_NORMAL; - bool dmg_power = dmg_type == WeaponDesign::DMG_POWER; - bool dmg_emp = dmg_type == WeaponDesign::DMG_EMP; - - double sys_damage = damage; - double avail = system->Availability(); - - if (dmg_normal || system->IsPowerCritical() && dmg_emp) { - system->ApplyDamage(sys_damage); - master_caution = true; - - if (system->GetExplosionType() && (avail - system->Availability()) >= 50) { - float scale = design->explosion_scale; - if (scale <= 0) - scale = design->scale; - - sim->CreateExplosion(system->MountLocation(), Velocity() * 0.7f, system->GetExplosionType(), 0.2f * scale, scale, region, this, system); - } - } - } -} - -void -Ship::SetNetSystemStatus(System* system, int status, int power, int reactor, double avail) -{ - if (system && !IsNetObserver()) { - if (system->GetPowerLevel() != power) - system->SetPowerLevel(power); - - if (system->GetSourceIndex() != reactor) { - System* s = GetSystem(reactor); - - if (s && s->Type() == System::POWER_SOURCE) { - PowerSource* reac = (PowerSource*) s; - reac->AddClient(system); - } - } - - if (system->Status() != status) { - if (status == System::MAINT) { - ListIter comp = system->GetComponents(); - while (++comp) { - Component* c = comp.value(); - - if (c->Status() < Component::NOMINAL && c->Availability() < 75) { - if (c->SpareCount() && - c->ReplaceTime() <= 300 && - (c->Availability() < 50 || - c->ReplaceTime() < c->RepairTime())) { - - c->Replace(); - } - - else if (c->Availability() >= 50 || c->NumJerried() < 5) { - c->Repair(); - } - } - } - - RepairSystem(system); - } - } - - if (system->Availability() < avail) { - system->SetNetAvail(avail); - } - else { - system->SetNetAvail(-1); - } - } -} - -// +----------------------------------------------------------------------+ - -bool IsWeaponBlockedFriendly(Weapon* w, const SimObject* test) -{ - if (w->GetTarget()) { - Point tgt = w->GetTarget()->Location(); - Point obj = test->Location(); - Point wep = w->MountLocation(); - - Point dir = tgt - wep; - double d = dir.Normalize(); - Point rho = obj - wep; - double r = rho.Normalize(); - - // if target is much closer than obstacle, - // don't worry about friendly fire... - if (d < 1.5 * r) - return false; - - Point dst = dir * r + wep; - double err = (obj - dst).length(); - - if (err < test->Radius() * 1.5) - return true; - } - - return false; -} - -void -Ship::CheckFriendlyFire() -{ - // if no weapons, there is no worry about friendly fire... - if (weapons.size() < 1) - return; - - // only check once each second - if (Clock::GetInstance()->GameTime() - friendly_fire_time < 1000) - return; - - List w_list; - int i, j; - - // clear the FF blocked flag on all weapons - for (i = 0; i < weapons.size(); i++) { - WeaponGroup* g = weapons[i]; - - for (j = 0; j < g->NumWeapons(); j++) { - Weapon* w = g->GetWeapon(j); - w_list.append(w); - w->SetBlockedFriendly(false); - } - } - - // for each friendly ship within some kind of weapons range, - ListIter c_iter = ContactList(); - while (++c_iter) { - Contact* c = c_iter.value(); - Ship* cship = c->GetShip(); - Shot* cshot = c->GetShot(); - - if (cship && cship != this && (cship->GetIFF() == 0 || cship->GetIFF() == GetIFF())) { - double range = (cship->Location() - Location()).length(); - - if (range > 100e3) - continue; - - // check each unblocked weapon to see if it is blocked by that ship - ListIter iter = w_list; - while (++iter) { - Weapon* w = iter.value(); - - if (!w->IsBlockedFriendly()) - w->SetBlockedFriendly(IsWeaponBlockedFriendly(w, cship)); - } - } - - else if (cshot && cshot->GetIFF() == GetIFF()) { - double range = (cshot->Location() - Location()).length(); - - if (range > 30e3) - continue; - - // check each unblocked weapon to see if it is blocked by that shot - ListIter iter = w_list; - while (++iter) { - Weapon* w = iter.value(); - - if (!w->IsBlockedFriendly()) - w->SetBlockedFriendly(IsWeaponBlockedFriendly(w, cshot)); - } - } - } - - friendly_fire_time = Clock::GetInstance()->GameTime() + (DWORD) Random(0, 500); -} - -// +----------------------------------------------------------------------+ - -Ship* -Ship::GetLeader() const -{ - if (element) - return element->GetShip(1); - - return (Ship*) this; -} - -int -Ship::GetElementIndex() const -{ - if (element) - return element->FindIndex(this); - - return 0; -} - -int -Ship::GetOrigElementIndex() const -{ - return orig_elem_index; -} - -void -Ship::SetElement(Element* e) -{ - element = e; - - if (element) { - combat_unit = element->GetCombatUnit(); - - if (combat_unit) { - integrity = (float) (design->integrity - combat_unit->GetSustainedDamage()); - } - - orig_elem_index = element->FindIndex(this); - } -} - -void -Ship::SetLaunchPoint(Instruction* pt) -{ - if (pt && !launch_point) - launch_point = pt; -} - -void -Ship::AddNavPoint(Instruction* pt, Instruction* after) -{ - if (GetElementIndex() == 1) - element->AddNavPoint(pt, after); -} - -void -Ship::DelNavPoint(Instruction* pt) -{ - if (GetElementIndex() == 1) - element->DelNavPoint(pt); -} - -void -Ship::ClearFlightPlan() -{ - if (GetElementIndex() == 1) - element->ClearFlightPlan(); -} - -// +----------------------------------------------------------------------+ - -bool -Ship::IsAutoNavEngaged() -{ - if (navsys && navsys->AutoNavEngaged()) - return true; - - return false; -} - -void -Ship::SetAutoNav(bool engage) -{ - if (navsys) { - if (navsys->AutoNavEngaged()) { - if (!engage) - navsys->DisengageAutoNav(); - } - else { - if (engage) - navsys->EngageAutoNav(); - } - - if (sim) - SetControls(sim->GetControls()); - } -} - -void -Ship::CommandMode() -{ - if (!dir || dir->Type() != ShipCtrl::DIR_TYPE) { - const char* msg = "Captain on the bridge"; - RadioVox* vox = new RadioVox(0, "1", msg); - - if (vox) { - vox->AddPhrase(msg); - - if (!vox->Start()) { - RadioView::Message( RadioTraffic::TranslateVox(msg) ); - delete vox; - } - } - - SetControls(sim->GetControls()); - } - - else { - const char* msg = "Exec, you have the conn"; - RadioVox* vox = new RadioVox(0, "1", msg); - - if (vox) { - vox->AddPhrase(msg); - - if (!vox->Start()) { - RadioView::Message( RadioTraffic::TranslateVox(msg) ); - delete vox; - } - } - - SetControls(0); - } -} - -// +----------------------------------------------------------------------+ - -Instruction* -Ship::GetNextNavPoint() -{ - if (launch_point && launch_point->Status() <= Instruction::ACTIVE) - return launch_point; - - if (element) - return element->GetNextNavPoint(); - - return 0; -} - -int -Ship::GetNavIndex(const Instruction* n) -{ - if (element) - return element->GetNavIndex(n); - - return 0; -} - -double -Ship::RangeToNavPoint(const Instruction* n) -{ - double distance = 0; - - if (n && n->Region()) { - Point npt = n->Region()->Location() + n->Location(); - npt -= GetRegion()->Location(); - npt = npt.OtherHand(); // convert from map to sim coords - - distance = Point(npt - Location()).length(); - } - - return distance; -} - -void -Ship::SetNavptStatus(Instruction* navpt, int status) -{ - if (navpt && navpt->Status() != status) { - if (status == Instruction::COMPLETE) { - if (navpt->Action() == Instruction::ASSAULT) - ::Print("Completed Assault\n"); - - else if (navpt->Action() == Instruction::STRIKE) - ::Print("Completed Strike\n"); - } - - navpt->SetStatus(status); - - if (status == Instruction::COMPLETE) - sim->ProcessEventTrigger(MissionEvent::TRIGGER_NAVPT, 0, Name(), GetNavIndex(navpt)); - - if (element) { - int index = element->GetNavIndex(navpt); - - if (index >= 0) - NetUtil::SendNavData(false, element, index-1, navpt); - } - } -} - -List& -Ship::GetFlightPlan() -{ - if (element) - return element->GetFlightPlan(); - - static List dummy_flight_plan; - return dummy_flight_plan; -} - -int -Ship::FlightPlanLength() -{ - if (element) - return element->FlightPlanLength(); - - return 0; -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetWard(Ship* s) -{ - if (ward == s) - return; - - ward = s; - - if (ward) - Observe(ward); -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetTarget(SimObject* targ, System* sub, bool from_net) -{ - if (targ && targ->Type() == SimObject::SIM_SHIP) { - Ship* targ_ship = (Ship*) targ; - - if (targ_ship && targ_ship->IsNetObserver()) - return; - } - - if (target != targ) { - // DON'T IGNORE TARGET, BECAUSE IT MAY BE IN THREAT LIST - target = targ; - if (target) Observe(target); - - if (sim && target) - sim->ProcessEventTrigger(MissionEvent::TRIGGER_TARGET, 0, target->Name()); - } - - subtarget = sub; - - ListIter weapon = weapons; - while (++weapon) { - if (weapon->GetFiringOrders() != Weapon::POINT_DEFENSE) { - weapon->SetTarget(target, subtarget); - - if (sub || !IsStarship()) - weapon->SetSweep(Weapon::SWEEP_NONE); - else - weapon->SetSweep(Weapon::SWEEP_TIGHT); - } - } - - if (!from_net && NetGame::GetInstance()) - NetUtil::SendObjTarget(this); - - // track engagement: - if (target && target->Type() == SimObject::SIM_SHIP) { - Element* elem = GetElement(); - Element* tgt_elem = ((Ship*) target)->GetElement(); - - if (elem) - elem->SetAssignment(tgt_elem); - } -} - -void -Ship::DropTarget() -{ - target = 0; - subtarget = 0; - - SetTarget(target, subtarget); -} - -// +--------------------------------------------------------------------+ - -void -Ship::CycleSubTarget(int dir) -{ - if (!target || target->Type() != SimObject::SIM_SHIP) - return; - - Ship* tgt = (Ship*) target; - - if (tgt->IsDropship()) - return; - - System* subtgt = 0; - - ListIter sys = tgt->Systems(); - - if (dir > 0) { - int latch = (subtarget == 0); - while (++sys) { - if (sys->Type() == System::COMPUTER || // computers are not targetable - sys->Type() == System::SENSOR) // sensors are not targetable - continue; - - if (sys.value() == subtarget) { - latch = 1; - } - - else if (latch) { - subtgt = sys.value(); - break; - } - } - } - - else { - System* prev = 0; - - while (++sys) { - if (sys->Type() == System::COMPUTER || // computers are not targetable - sys->Type() == System::SENSOR) // sensors are not targetable - continue; - - if (sys.value() == subtarget) { - subtgt = prev; - break; - } - - prev = sys.value(); - } - - if (!subtarget) - subtgt = prev; - } - - SetTarget(tgt, subtgt); -} - -// +--------------------------------------------------------------------+ - -void -Ship::ExecFrame(double seconds) -{ - ZeroMemory(trigger, sizeof(trigger)); - altitude_agl = -1.0e6f; - - if (flight_phase < LAUNCH) { - DockFrame(seconds); - return; - } - - if (flight_phase == LAUNCH || - (flight_phase == TAKEOFF && AltitudeAGL() > Radius())) { - SetFlightPhase(ACTIVE); - } - - if (transition_time > 0) { - transition_time -= (float) seconds; - - if (transition_time <= 0) { - CompleteTransition(); - return; - } - - if (rep && IsDying() && killer) { - killer->ExecFrame(seconds); - } - } - - // observers do not run out of power: - if (IsNetObserver()) { - for (int i = 0; i < reactors.size(); i++) - reactors[i]->SetFuelRange(1e6); - } - - if (IsStatic()) { - StatFrame(seconds); - return; - } - - CheckFriendlyFire(); - ExecNavFrame(seconds); - ExecEvalFrame(seconds); - - if (IsAirborne()) { - // are we trying to make orbit? - if (Location().y >= TERRAIN_ALTITUDE_LIMIT) - MakeOrbit(); - } - - if (!InTransition()) { - ExecSensors(seconds); - ExecThrottle(seconds); - } - - else if (IsDropping() || IsAttaining() || IsSkipping()) { - throttle = 100; - } - - if (target && target->Life() == 0) { - DropTarget(); - } - - ExecPhysics(seconds); - - if (!InTransition()) { - UpdateTrack(); - } - - // are we docking? - if (IsDropship()) { - ListIter iter = GetRegion()->Carriers(); - - while (++iter) { - Ship* carrier_target = iter.value(); - - double range = (Location() - carrier_target->Location()).length(); - if (range > carrier_target->Radius() * 1.5) - continue; - - if (carrier_target->GetIFF() == GetIFF() || carrier_target->GetIFF() == 0) { - for (int i = 0; i < carrier_target->NumFlightDecks(); i++) { - if (carrier_target->GetFlightDeck(i)->Recover(this)) - break; - } - } - } - } - - ExecSystems(seconds); - ExecMaintFrame(seconds); - - if (flight_decks.size() > 0) { - Camera* global_cam = CameraDirector::GetInstance()->GetCamera(); - Point global_cam_loc = global_cam->Pos(); - bool disable_shadows = false; - - for (int i = 0; i < flight_decks.size(); i++) { - if (flight_decks[i]->ContainsPoint(global_cam_loc)) - disable_shadows = true; - } - - EnableShadows(!disable_shadows); - } - - if (!_finite(Location().x)) { - DropTarget(); - } - - if (!IsStatic() && !IsGroundUnit() && GetFlightModel() < 2) - CalcFlightPath(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::LaunchProbe() -{ - if (net_observer_mode) - return; - - if (sensor_drone) { - sensor_drone = 0; - } - - if (probe) { - sensor_drone = (Drone*) probe->Fire(); - - if (sensor_drone) - Observe(sensor_drone); - - else if (sim->GetPlayerShip() == this) - Button::PlaySound(Button::SND_REJECT); - } -} - -void -Ship::SetProbe(Drone* d) -{ - if (sensor_drone != d) { - sensor_drone = d; - - if (sensor_drone) - Observe(sensor_drone); - } -} - -void -Ship::ExecSensors(double seconds) -{ - // how visible are we? - DoEMCON(); - - // what can we see? - if (sensor) - sensor->ExecFrame(seconds); - - // can we still see our target? - if (target) { - int target_found = 0; - ListIter c_iter = ContactList(); - while (++c_iter) { - Contact* c = c_iter.value(); - - if (target == c->GetShip() || target == c->GetShot()) { - target_found = 1; - - bool vis = c->Visible(this) || c->Threat(this); - - if (!vis && !c->PasLock() && !c->ActLock()) - DropTarget(); - } - } - - if (!target_found) - DropTarget(); - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::ExecNavFrame(double seconds) -{ - bool auto_pilot = false; - - // update director info string: - SetFLCSMode(flcs_mode); - - if (navsys) { - navsys->ExecFrame(seconds); - - if (navsys->AutoNavEngaged()) { - if (dir && dir->Type() == NavAI::DIR_TYPE) { - NavAI* navai = (NavAI*) dir; - - if (navai->Complete()) { - navsys->DisengageAutoNav(); - SetControls(sim->GetControls()); - } - else { - auto_pilot = true; - } - } - } - } - - // even if we are not on auto pilot, - // have we completed the next navpoint? - - Instruction* navpt = GetNextNavPoint(); - if (navpt && !auto_pilot) { - if (navpt->Region() == GetRegion()) { - double distance = 0; - - Point npt = navpt->Location(); - - if (navpt->Region()) - npt += navpt->Region()->Location(); - - Sim* sim = Sim::GetSim(); - if (sim->GetActiveRegion()) - npt -= sim->GetActiveRegion()->Location(); - - npt = npt.OtherHand(); - - // distance from self to navpt: - distance = Point(npt - Location()).length(); - - if (distance < 10 * Radius()) - SetNavptStatus(navpt, Instruction::COMPLETE); - } - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::ExecEvalFrame(double seconds) -{ - // is it already too late? - if (life == 0 || integrity < 1) return; - - const DWORD EVAL_FREQUENCY = 1000; // once every second - static DWORD last_eval_frame = 0; // one ship per game frame - - if (element && element->NumObjectives() > 0 && - Clock::GetInstance()->GameTime() - last_eval_time > EVAL_FREQUENCY && - last_eval_frame != Game::GetInstance()->Frame()) { - - last_eval_time = Clock::GetInstance()->GameTime(); - last_eval_frame = Game::GetInstance()->Frame(); - - for (int i = 0; i < element->NumObjectives(); i++) { - Instruction* obj = element->GetObjective(i); - - if (obj->Status() <= Instruction::ACTIVE) { - obj->Evaluate(this); - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::ExecPhysics(double seconds) -{ - if (net_control) { - net_control->ExecFrame(seconds); - Thrust(seconds); // drive flare - } - else { - thrust = (float) Thrust(seconds); - SetupAgility(); - - if (seconds > 0) { - g_force = 0.0f; - } - - if (IsAirborne()) { - Point v1 = velocity; - AeroFrame(seconds); - Point v2 = velocity; - Point dv = v2 - v1 + Point(0, g_accel*seconds, 0); - - if (seconds > 0) { - g_force = (float) (dv * cam.vup() / seconds) / 9.8f; - } - } - - else if (IsDying() || flight_model < 2) { // standard and relaxed modes - Physical::ExecFrame(seconds); - } - - else { // arcade mode - Physical::ArcadeFrame(seconds); - } - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::ExecThrottle(double seconds) -{ - double spool = 75 * seconds; - - if (throttle < throttle_request) - if (throttle_request-throttle < spool) - throttle = throttle_request; - else - throttle += spool; - - else if (throttle > throttle_request) - if (throttle - throttle_request < spool) - throttle = throttle_request; - else - throttle -= spool; -} - -// +--------------------------------------------------------------------+ - -void -Ship::ExecSystems(double seconds) -{ - if (!rep) - return; - - int i; - - ListIter iter = systems; - while (++iter) { - System* sys = iter.value(); - - sys->Orient(this); - - // sensors have already been executed, - // they can not be run twice in a frame! - if (sys->Type() != System::SENSOR) - sys->ExecFrame(seconds); - } - - // hangars and weapon groups are not systems - // they must be executed separately from above - if (hangar) - hangar->ExecFrame(seconds); - - wep_mass = 0.0f; - wep_resist = 0.0f; - - bool winchester_cycle = false; - - for (i = 0; i < weapons.size(); i++) { - WeaponGroup* w_group = weapons[i]; - w_group->ExecFrame(seconds); - - if (w_group->GetTrigger() && w_group->GetFiringOrders() == Weapon::MANUAL) { - - Weapon* gun = w_group->GetSelected(); - - SimObject* gun_tgt = gun->GetTarget(); - - // if no target has been designated for this - // weapon, let it guide on the contact closest - // to its boresight. this must be done before - // firing the weapon. - - if (sensor && gun->Guided() && !gun->Design()->beam && !gun_tgt) { - gun->SetTarget(sensor->AcquirePassiveTargetForMissile(), 0); - } - - gun->Fire(); - - w_group->SetTrigger(false); - w_group->CycleWeapon(); - w_group->CheckAmmo(); - - // was that the last shot from this missile group? - if (w_group->IsMissile() && w_group->Ammo() < 1) { - - // is this the current secondary weapon group? - if (weapons[secondary] == w_group) { - winchester_cycle = true; - } - } - } - - wep_mass += w_group->Mass(); - wep_resist += w_group->Resistance(); - } - - // if we just fired the last shot in the current secondary - // weapon group, auto cycle to another secondary weapon: - if (winchester_cycle) { - int old_secondary = secondary; - - CycleSecondary(); - - // do not winchester-cycle to an A2G missile type, - // or a missile that is also out of ammo, - // keep going! - - while (secondary != old_secondary) { - Weapon* missile = GetSecondary(); - if (missile && missile->CanTarget(Ship::GROUND_UNITS)) - CycleSecondary(); - - else if (weapons[secondary]->Ammo() < 1) - CycleSecondary(); - - else - break; - } - } - - mass = (float) design->mass + wep_mass; - - if (IsDropship()) - agility = (float) design->agility - wep_resist; - - if (shieldRep) { - Solid* solid = (Solid*) rep; - shieldRep->MoveTo(solid->Location()); - shieldRep->SetOrientation(solid->Orientation()); - - bool bubble = false; - if (shield) - bubble = shield->ShieldBubble(); - - if (shieldRep->ActiveHits()) { - shieldRep->Energize(seconds, bubble); - shieldRep->Show(); - } - else { - shieldRep->Hide(); - } - } - - if (cockpit) { - Solid* solid = (Solid*) rep; - - Point cpos = cam.Pos() + - cam.vrt() * bridge_vec.x + - cam.vpn() * bridge_vec.y + - cam.vup() * bridge_vec.z; - - cockpit->MoveTo(cpos); - cockpit->SetOrientation(solid->Orientation()); - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::AeroFrame(double seconds) -{ - float g_save = g_accel; - - if (Class() == LCA) { - lat_thrust = true; - SetGravity(0.0f); - } - - if (AltitudeAGL() < Radius()) { - SetGravity(0.0f); - - // on the ground/runway? - double bottom = 1e9; - double tlevel = Location().y - AltitudeAGL(); - - // taking off or landing? - if (flight_phase < ACTIVE || flight_phase > APPROACH) { - if (dock) - tlevel = dock->MountLocation().y; - } - - if (tlevel < 0) - tlevel = 0; - - if (gear) - bottom = gear->GetTouchDown()-1; - else - bottom = Location().y-6; - - if (bottom < tlevel) - TranslateBy(Point(0, bottom-tlevel, 0)); - } - - // MODEL 2: ARCADE - if (flight_model >= 2) { - Physical::ArcadeFrame(seconds); - } - - // MODEL 1: RELAXED - else if (flight_model == 1) { - Physical::ExecFrame(seconds); - } - - // MODEL 0: STANDARD - else { - // apply drag-torque (i.e. turn ship into - // velocity vector to minimize drag): - - Point vnrm = velocity; - double v = vnrm.Normalize(); - double pitch_deflection = vnrm * cam.vup(); - double yaw_deflection = vnrm * cam.vrt(); - - if (lat_thrust && v < 250) { - } - - else { - if (v < 250) { - double factor = 1.2 + (250 - v) / 100; - - ApplyPitch(pitch_deflection * -factor); - ApplyYaw(yaw_deflection * factor); - - dp += (float) (dp_acc * seconds); - dy += (float) (dy_acc * seconds); - } - - else { - if (fabs(pitch_deflection) > stall) { - ApplyPitch(pitch_deflection * -1.2); - dp += (float) (dp_acc * seconds); - } - - ApplyYaw(yaw_deflection * 2); - dy += (float) (dy_acc * seconds); - } - } - - // compute rest of physics: - Physical::AeroFrame(seconds); - } - - SetGravity(g_save); -} - -// +--------------------------------------------------------------------+ - -void -Ship::LinearFrame(double seconds) -{ - Physical::LinearFrame(seconds); - - if (!IsAirborne() || Class() != LCA) - return; - - // damp lateral movement in atmosphere: - - // side-to-side - if (!trans_x) { - Point transvec = cam.vrt(); - transvec *= (transvec * velocity) * seconds * 0.5; - velocity -= transvec; - } - - // fore-and-aft - if (!trans_y && fabs(thrust) < 1.0f) { - Point transvec = cam.vpn(); - transvec *= (transvec * velocity) * seconds * 0.25; - velocity -= transvec; - } - - // up-and-down - if (!trans_z) { - Point transvec = cam.vup(); - transvec *= (transvec * velocity) * seconds * 0.5; - velocity -= transvec; - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::DockFrame(double seconds) -{ - SelectDetail(seconds); - - if (sim->GetPlayerShip() == this) { - // Make sure the thruster sound is diabled - // when the player is on the runway or catapult - if (thruster) { - thruster->ExecTrans(0,0,0); - } - } - - if (rep) { - // Update the graphic rep and light sources: - // (This is usually done by the physics class, - // but when the ship is in dock, we skip the - // standard physics processing): - rep->MoveTo(cam.Pos()); - rep->SetOrientation(cam.Orientation()); - - if (light) - light->MoveTo(cam.Pos()); - - ListIter iter = systems; - while (++iter) - iter->Orient(this); - - double spool = 75 * seconds; - - if (flight_phase == DOCKING) { - throttle_request = 0; - throttle = 0; - } - - else if (throttle < throttle_request) - if (throttle_request-throttle < spool) - throttle = throttle_request; - else - throttle += spool; - - else if (throttle > throttle_request) - if (throttle - throttle_request < spool) - throttle = throttle_request; - else - throttle -= spool; - - // make sure there is power to run the drive: - for (int i = 0; i < reactors.size(); i++) - reactors[i]->ExecFrame(seconds); - - // count up weapon ammo for status mfd: - for (int i = 0; i < weapons.size(); i++) - weapons[i]->ExecFrame(seconds); - - // show drive flare while on catapult: - if (main_drive) { - main_drive->SetThrottle(throttle); - - if (throttle > 0) - main_drive->Thrust(seconds); // show drive flare - } - } - - if (cockpit && !cockpit->Hidden()) { - Solid* solid = (Solid*) rep; - - Point cpos = cam.Pos() + - cam.vrt() * bridge_vec.x + - cam.vpn() * bridge_vec.y + - cam.vup() * bridge_vec.z; - - cockpit->MoveTo(cpos); - cockpit->SetOrientation(solid->Orientation()); - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::StatFrame(double seconds) -{ - if (flight_phase != ACTIVE) { - flight_phase = ACTIVE; - launch_time = Clock::GetInstance()->GameTime() + 1; - - if (element) - element->SetLaunchTime(launch_time); - } - - if (IsGroundUnit()) { - // glue buildings to the terrain: - Point loc = Location(); - Terrain* terrain = region->GetTerrain(); - - if (terrain) { - loc.y = terrain->Height(loc.x, loc.z); - MoveTo(loc); - } - } - - if (rep) { - rep->MoveTo(cam.Pos()); - rep->SetOrientation(cam.Orientation()); - } - - if (light) { - light->MoveTo(cam.Pos()); - } - - ExecSensors(seconds); - - if (target && target->Life() == 0) { - DropTarget(); - } - - if (dir) dir->ExecFrame(seconds); - - SelectDetail(seconds); - - int i = 0; - - if (rep) { - ListIter iter = systems; - while (++iter) - iter->Orient(this); - - for (i = 0; i < reactors.size(); i++) - reactors[i]->ExecFrame(seconds); - - for (i = 0; i < navlights.size(); i++) - navlights[i]->ExecFrame(seconds); - - for (i = 0; i < weapons.size(); i++) - weapons[i]->ExecFrame(seconds); - - if (farcaster) { - farcaster->ExecFrame(seconds); - - if (navlights.size() == 2) { - if (farcaster->Charge() > 99) { - navlights[0]->Enable(); - navlights[1]->Disable(); - } - else { - navlights[0]->Disable(); - navlights[1]->Enable(); - } - } - } - - if (shield) - shield->ExecFrame(seconds); - - if (hangar) - hangar->ExecFrame(seconds); - - if (flight_decks.size() > 0) { - Camera* global_cam = CameraDirector::GetInstance()->GetCamera(); - Point global_cam_loc = global_cam->Pos(); - bool disable_shadows = false; - - for (i = 0; i < flight_decks.size(); i++) { - flight_decks[i]->ExecFrame(seconds); - - if (flight_decks[i]->ContainsPoint(global_cam_loc)) - disable_shadows = true; - } - - EnableShadows(!disable_shadows); - } - } - - if (shieldRep) { - Solid* solid = (Solid*) rep; - shieldRep->MoveTo(solid->Location()); - shieldRep->SetOrientation(solid->Orientation()); - - bool bubble = false; - if (shield) - bubble = shield->ShieldBubble(); - - if (shieldRep->ActiveHits()) { - shieldRep->Energize(seconds, bubble); - shieldRep->Show(); - } - else { - shieldRep->Hide(); - } - } - - if (!_finite(Location().x)) { - DropTarget(); - } -} - -// +--------------------------------------------------------------------+ - -Graphic* -Ship::Cockpit() const -{ - return cockpit; -} - -void -Ship::ShowCockpit() -{ - if (cockpit) { - cockpit->Show(); - - ListIter g = weapons; - while (++g) { - ListIter w = g->GetWeapons(); - while (++w) { - Solid* turret = w->GetTurret(); - if (turret) { - turret->Show(); - - Solid* turret_base = w->GetTurretBase(); - if (turret_base) - turret_base->Show(); - } - - if (w->IsMissile()) { - for (int i = 0; i < w->Ammo(); i++) { - Solid* store = w->GetVisibleStore(i); - if (store) { - store->Show(); - } - } - } - } - } - } -} - -void -Ship::HideCockpit() -{ - if (cockpit) - cockpit->Hide(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::SelectDetail(double seconds) -{ - detail.ExecFrame(seconds); - detail.SetLocation(GetRegion(), Location()); - - int new_level = detail.GetDetailLevel(); - - if (detail_level != new_level) { - Scene* scene = 0; - - // remove current rep from scene (if necessary): - for (int i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - if (g) { - scene = g->GetScene(); - if (scene) - scene->DelGraphic(g); - } - } - - // switch to new rep: - detail_level = new_level; - rep = detail.GetRep(detail_level); - - // add new rep to scene (if necessary): - if (scene) { - for (int i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - Point s = detail.GetSpin(detail_level, i); - Matrix m = cam.Orientation(); - - m.Pitch(s.x); - m.Yaw(s.z); - m.Roll(s.y); - - scene->AddGraphic(g); - g->MoveTo(cam.Pos() + detail.GetOffset(detail_level, i)); - g->SetOrientation(m); - } - - // show/hide external stores and landing gear... - if (detail.NumLevels() > 0) { - if (gear && (gear->GetState() != LandingGear::GEAR_UP)) { - for (int i = 0; i < gear->NumGear(); i++) { - Solid* g = gear->GetGear(i); - - if (g) { - if (detail_level == 0) - scene->DelGraphic(g); - else - scene->AddGraphic(g); - } - } - } - - ListIter g = weapons; - while (++g) { - ListIter w = g->GetWeapons(); - while (++w) { - Solid* turret = w->GetTurret(); - if (turret) { - if (detail_level == 0) - scene->DelGraphic(turret); - else - scene->AddGraphic(turret); - - Solid* turret_base = w->GetTurretBase(); - if (turret_base) { - if (detail_level == 0) - scene->DelGraphic(turret_base); - else - scene->AddGraphic(turret_base); - } - } - if (w->IsMissile()) { - for (int i = 0; i < w->Ammo(); i++) { - Solid* store = w->GetVisibleStore(i); - if (store) { - if (detail_level == 0) - scene->DelGraphic(store); - else - scene->AddGraphic(store); - } - } - } - } - } - } - } - } - - else { - int nmodels = detail.NumModels(detail_level); - - if (nmodels > 1) { - for (int i = 0; i < nmodels; i++) { - Graphic* g = detail.GetRep(detail_level, i); - Point s = detail.GetSpin(detail_level, i); - Matrix m = cam.Orientation(); - - m.Pitch(s.x); - m.Yaw(s.z); - m.Roll(s.y); - - g->MoveTo(cam.Pos() + detail.GetOffset(detail_level, i)); - g->SetOrientation(m); - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::ShowRep() -{ - for (int i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - g->Show(); - } - - if (gear && (gear->GetState() != LandingGear::GEAR_UP)) { - for (int i = 0; i < gear->NumGear(); i++) { - Solid* g = gear->GetGear(i); - if (g) g->Show(); - } - } - - ListIter g = weapons; - while (++g) { - ListIter w = g->GetWeapons(); - while (++w) { - Solid* turret = w->GetTurret(); - if (turret) { - turret->Show(); - - Solid* turret_base = w->GetTurretBase(); - if (turret_base) - turret_base->Show(); - } - - if (w->IsMissile()) { - for (int i = 0; i < w->Ammo(); i++) { - Solid* store = w->GetVisibleStore(i); - if (store) { - store->Show(); - } - } - } - } - } -} - -void -Ship::HideRep() -{ - for (int i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - g->Hide(); - } - - if (gear && (gear->GetState() != LandingGear::GEAR_UP)) { - for (int i = 0; i < gear->NumGear(); i++) { - Solid* g = gear->GetGear(i); - if (g) g->Hide(); - } - } - - ListIter g = weapons; - while (++g) { - ListIter w = g->GetWeapons(); - while (++w) { - Solid* turret = w->GetTurret(); - if (turret) { - turret->Hide(); - - Solid* turret_base = w->GetTurretBase(); - if (turret_base) - turret_base->Hide(); - } - - if (w->IsMissile()) { - for (int i = 0; i < w->Ammo(); i++) { - Solid* store = w->GetVisibleStore(i); - if (store) { - store->Hide(); - } - } - } - } - } -} - -void -Ship::EnableShadows(bool enable) -{ - for (int i = 0; i < detail.NumModels(detail_level); i++) { - Graphic* g = detail.GetRep(detail_level, i); - - if (g->IsSolid()) { - Solid* s = (Solid*) g; - - ListIter iter = s->GetShadows(); - while (++iter) { - Shadow* shadow = iter.value(); - shadow->SetEnabled(enable); - } - } - } -} - -// +--------------------------------------------------------------------+ - -bool -Ship::Update(SimObject* obj) -{ - if (obj == ward) - ward = 0; - - if (obj == target) { - target = 0; - subtarget = 0; - } - - if (obj == carrier) { - carrier = 0; - dock = 0; - inbound = 0; - } - - if (obj->Type() == SimObject::SIM_SHOT || - obj->Type() == SimObject::SIM_DRONE) { - Shot* s = (Shot*) obj; - - if (sensor_drone == s) - sensor_drone = 0; - - if (decoy_list.contains(s)) - decoy_list.remove(s); - - if (threat_list.contains(s)) - threat_list.remove(s); - } - - return SimObserver::Update(obj); -} - -// +--------------------------------------------------------------------+ - -int -Ship::GetFuelLevel() const -{ - if (reactors.size() > 0) { - PowerSource* reactor = reactors[0]; - if (reactor) - return reactor->Charge(); - } - - return 0; -} - -void -Ship::SetThrottle(double percent) -{ - throttle_request = percent; - - if (throttle_request < 0) throttle_request = 0; - else if (throttle_request > 100) throttle_request = 100; - - if (throttle_request < 50) - augmenter = false; -} - -void -Ship::SetAugmenter(bool enable) -{ - if (throttle <= 50) - enable = false; - - if (main_drive && main_drive->MaxAugmenter() <= 0) - enable = false; - - augmenter = enable; -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetTransition(double trans_time, int trans_type, const Point& trans_loc) -{ - transition_time = (float) trans_time; - transition_type = trans_type; - transition_loc = trans_loc; -} - -void -Ship::DropOrbit() -{ - if (IsDropship() && transition_type == TRANSITION_NONE && !IsAirborne()) { - SimRegion* dst_rgn = sim->FindNearestTerrainRegion(this); - - if (dst_rgn && - dst_rgn->GetOrbitalRegion()->Primary() == - GetRegion()->GetOrbitalRegion()->Primary()) { - - transition_time = 10.0f; - transition_type = TRANSITION_DROP_ORBIT; - transition_loc = Location() + Heading() * (-2*Radius()); - - RadioTraffic::SendQuickMessage(this, RadioMessage::BREAK_ORBIT); - SetControls(0); - } - } -} - -void -Ship::MakeOrbit() -{ - if (IsDropship() && transition_type == TRANSITION_NONE && IsAirborne()) { - transition_time = 5.0f; - transition_type = TRANSITION_MAKE_ORBIT; - transition_loc = Location() + Heading() * (-2*Radius()); - - RadioTraffic::SendQuickMessage(this, RadioMessage::MAKE_ORBIT); - SetControls(0); - } -} - -// +--------------------------------------------------------------------+ - -bool -Ship::IsInCombat() -{ - if (IsRogue()) - return true; - - bool combat = false; - - ListIter c_iter = ContactList(); - while (++c_iter) { - Contact* c = c_iter.value(); - Ship* cship = c->GetShip(); - int ciff = c->GetIFF(this); - Point delta = c->Location() - Location(); - double dist = delta.length(); - - if (c->Threat(this) && !cship) { - if (IsStarship()) - combat = dist < 120e3; - else - combat = dist < 60e3; - } - - else if (cship && ciff > 0 && ciff != GetIFF()) { - if (IsStarship() && cship->IsStarship()) - combat = dist < 120e3; - else - combat = dist < 60e3; - } - } - - return combat; -} - -// +--------------------------------------------------------------------+ - -bool -Ship::CanTimeSkip() -{ - bool go = false; - Instruction* navpt = GetNextNavPoint(); - - if (MissionClock() < 10000 || NetGame::IsNetGame()) - return go; - - if (navpt) { - go = true; - - if (navpt->Region() != GetRegion()) - go = false; - - else if (Point(navpt->Location().OtherHand() - Location()).length() < 30e3) - go = false; - } - - if (go) - go = !IsInCombat(); - - return go; -} - -void -Ship::TimeSkip() -{ - if (CanTimeSkip()) { - // go back to regular time before performing the skip: - Clock::GetInstance()->SetTimeCompression(1.0); - - transition_time = 7.5f; - transition_type = TRANSITION_TIME_SKIP; - transition_loc = Location() + Heading() * (Velocity().length() * 4); - // 2500; //(8*Radius()); - - if (rand() < 16000) - transition_loc += BeamLine() * (2.5*Radius()); - else - transition_loc += BeamLine() * (-2 *Radius()); - - if (rand() < 8000) - transition_loc += LiftLine() * (-1*Radius()); - else - transition_loc += LiftLine() * (1.8*Radius()); - - SetControls(0); - } - - else if (sim->GetPlayerShip() == this) { - SetAutoNav(true); - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::DropCam(double time, double range) -{ - transition_type = TRANSITION_DROP_CAM; - - if (time > 0) - transition_time = (float) time; - else - transition_time = 10.0f; - - Point offset = Heading() * (Velocity().length() * 5); - double lateral_offset = 2 * Radius(); - double vertical_offset = Radius(); - - if (vertical_offset > 300) - vertical_offset = 300; - - if (rand() < 16000) - lateral_offset *= -1; - - if (rand() < 8000) - vertical_offset *= -1; - - offset += BeamLine() * lateral_offset; - offset += LiftLine() * vertical_offset; - - if (range > 0) - offset *= range; - - transition_loc = Location() + offset; -} - -// +--------------------------------------------------------------------+ - -void -Ship::DeathSpiral() -{ - if (!killer) - killer = new ShipKiller(this); - - ListIter iter = systems; - while (++iter) - iter->PowerOff(); - - // transfer arcade velocity to newtonian velocity: - if (flight_model >= 2) { - velocity += arcade_velocity; - } - - if (GetIFF() < 100 && !IsGroundUnit()) { - RadioTraffic::SendQuickMessage(this, RadioMessage::DISTRESS); - } - - transition_type = TRANSITION_DEATH_SPIRAL; - - killer->BeginDeathSpiral(); - - transition_time = killer->TransitionTime(); - transition_loc = killer->TransitionLoc(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::CompleteTransition() -{ - int old_type = transition_type; - transition_time = 0.0f; - transition_type = TRANSITION_NONE; - - switch (old_type) { - case TRANSITION_NONE: - case TRANSITION_DROP_CAM: - default: - return; - - case TRANSITION_DROP_ORBIT: { - SetControls(0); - SimRegion* dst_rgn = sim->FindNearestTerrainRegion(this); - Point dst_loc = Location().OtherHand() * 0.20; - dst_loc.x += 6000 * GetElementIndex(); - dst_loc.z = TERRAIN_ALTITUDE_LIMIT * 0.95; - dst_loc += RandomDirection() * 2e3; - - sim->RequestHyperJump(this, dst_rgn, dst_loc, TRANSITION_DROP_ORBIT); - - ShipStats* stats = ShipStats::Find(Name()); - stats->AddEvent(SimEvent::BREAK_ORBIT, dst_rgn->Name()); - } - break; - - case TRANSITION_MAKE_ORBIT: { - SetControls(0); - SimRegion* dst_rgn = sim->FindNearestSpaceRegion(this); - double dist = 200.0e3 + 10.0e3 * GetElementIndex(); - Point esc_vec = dst_rgn->GetOrbitalRegion()->Location() - - dst_rgn->GetOrbitalRegion()->Primary()->Location(); - - esc_vec.z = -100 * GetElementIndex(); - esc_vec.Normalize(); - esc_vec *= -dist; - esc_vec += RandomDirection() * 2e3; - - sim->RequestHyperJump(this, dst_rgn, esc_vec, TRANSITION_MAKE_ORBIT); - - ShipStats* stats = ShipStats::Find(Name()); - stats->AddEvent(SimEvent::MAKE_ORBIT, dst_rgn->Name()); - } - break; - - case TRANSITION_TIME_SKIP: { - Instruction* navpt = GetNextNavPoint(); - - if (navpt) { - Point delta = navpt->Location().OtherHand() - Location(); - Point unit = delta; unit.Normalize(); - Point trans = delta + unit * -20e3; - double dist = trans.length(); - double speed = navpt->Speed(); - - if (speed < 50) speed = 500; - - double etr = dist / speed; - - sim->ResolveTimeSkip(etr); - } - } - break; - - case TRANSITION_DEATH_SPIRAL: - SetControls(0); - transition_type = TRANSITION_DEAD; - break; - } - -} - -bool -Ship::IsAirborne() const -{ - if (region) - return region->Type() == SimRegion::AIR_SPACE; - - return false; -} - -double -Ship::CompassHeading() const -{ - Point heading = Heading(); - double compass_heading = atan2(fabs(heading.x), heading.z); - - if (heading.x < 0) - compass_heading *= -1; - - double result = compass_heading + PI; - - if (result >= 2*PI) - result -= 2*PI; - - return result; -} - -double -Ship::CompassPitch() const -{ - Point heading = Heading(); - return asin(heading.y); -} - -double -Ship::AltitudeMSL() const -{ - return Location().y; -} - -double -Ship::AltitudeAGL() const -{ - if (altitude_agl < -1000) { - Ship* pThis = (Ship*) this; // cast-away const - Point loc = Location(); - - Terrain* terrain = region->GetTerrain(); - - if (terrain) - pThis->altitude_agl = (float) (loc.y - terrain->Height(loc.x, loc.z)); - - else - pThis->altitude_agl = (float) loc.y; - - if (!_finite(altitude_agl)) { - pThis->altitude_agl = 0.0f; - } - } - - return altitude_agl; -} - -double -Ship::GForce() const -{ - return g_force; -} - -// +--------------------------------------------------------------------+ - -WeaponGroup* -Ship::FindWeaponGroup(const char* name) -{ - WeaponGroup* group = 0; - - ListIter iter = weapons; - while (!group && ++iter) - if (!_stricmp(iter->Name(), name)) - group = iter.value(); - - if (!group) { - group = new WeaponGroup(name); - weapons.append(group); - } - - return group; -} - -void -Ship::SelectWeapon(int n, int w) -{ - if (n < weapons.size()) - weapons[n]->SelectWeapon(w); -} - -// +--------------------------------------------------------------------+ - -void -Ship::CyclePrimary() -{ - if (weapons.isEmpty()) - return; - - if (IsDropship() && primary < weapons.size()) { - WeaponGroup* p = weapons[primary]; - Weapon* w = p->GetSelected(); - - if (w && w->GetTurret()) { - p->SetFiringOrders(Weapon::POINT_DEFENSE); - } - } - - int n = primary + 1; - while (n != primary) { - if (n >= weapons.size()) - n = 0; - - if (weapons[n]->IsPrimary()) { - weapons[n]->SetFiringOrders(Weapon::MANUAL); - break; - } - - n++; - } - - primary = n; -} - -// +--------------------------------------------------------------------+ - -void -Ship::CycleSecondary() -{ - if (weapons.isEmpty()) - return; - - int n = secondary + 1; - while (n != secondary) { - if (n >= weapons.size()) - n = 0; - - if (weapons[n]->IsMissile()) - break; - - n++; - } - - secondary = n; - - // automatically switch sensors to appropriate mode: - if (IsAirborne()) { - Weapon* missile = GetSecondary(); - if (missile && missile->CanTarget(Ship::GROUND_UNITS)) - SetSensorMode(Sensor::GM); - else if (sensor && sensor->GetMode() == Sensor::GM) - SetSensorMode(Sensor::STD); - } -} - -int -Ship::GetMissileEta(int index) const -{ - if (index >= 0 && index < 4) - return missile_eta[index]; - - return 0; -} - -void -Ship::SetMissileEta(int id, int eta) -{ - int index = -1; - - // are we tracking this missile's eta? - for (int i = 0; i < 4; i++) - if (id == missile_id[i]) - index = i; - - // if not, can we find an open slot to track it in? - if (index < 0) { - for (int i = 0; i < 4 && index < 0; i++) { - if (missile_eta[i] == 0) { - index = i; - missile_id[i] = id; - } - } - } - - // track the eta: - if (index >= 0 && index < 4) { - if (eta > 3599) - eta = 3599; - - missile_eta[index] = (BYTE) eta; - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::DoEMCON() -{ - ListIter iter = systems; - while (++iter) { - System* s = iter.value(); - s->DoEMCON(emcon); - } - - old_emcon = emcon; -} - -// +--------------------------------------------------------------------+ - -double -Ship::Thrust(double seconds) const -{ - double total_thrust = 0; - - if (main_drive) { - // velocity limiter: - Point H = Heading(); - Point V = Velocity(); - double vmag = V.Normalize(); - double eff_throttle = throttle; - double thrust_factor = 1; - double vfwd = H * V; - bool aug_on = main_drive->IsAugmenterOn(); - - if (vmag > vlimit && vfwd > 0) { - double vmax = vlimit; - if (aug_on) - vmax *= 1.5; - - vfwd = 0.5 * vfwd + 0.5; - - // reduce drive efficiency at high fwd speed: - thrust_factor = (vfwd * pow(vmax,3) / pow(vmag,3)) + (1-vfwd); - } - - if (flcs) - eff_throttle = flcs->Throttle(); - - // square-law throttle curve to increase sensitivity - // at lower throttle settings: - if (flight_model > 1) { - eff_throttle /= 100; - eff_throttle *= eff_throttle; - eff_throttle *= 100; - } - - main_drive->SetThrottle(eff_throttle, augmenter); - total_thrust += thrust_factor * main_drive->Thrust(seconds); - - if (aug_on && shake < 1.5) - ((Ship*) this)->shake = 1.5f; - } - - return total_thrust; -} - -// +--------------------------------------------------------------------+ - -void -Ship::CycleFLCSMode() -{ - switch (flcs_mode) { - case FLCS_MANUAL: SetFLCSMode(FLCS_HELM); break; - case FLCS_AUTO: SetFLCSMode(FLCS_MANUAL); break; - case FLCS_HELM: SetFLCSMode(FLCS_AUTO); break; - - default: - if (IsStarship()) - flcs_mode = (BYTE) FLCS_HELM; - else - flcs_mode = (BYTE) FLCS_AUTO; - break; - } - - // reset helm heading to compass heading when switching - // back to helm mode from manual mode: - - if (flcs_mode == FLCS_HELM) { - if (IsStarship()) { - SetHelmHeading(CompassHeading()); - SetHelmPitch(CompassPitch()); - } - else { - flcs_mode = (BYTE) FLCS_AUTO; - } - } -} - -void -Ship::SetFLCSMode(int mode) -{ - flcs_mode = (BYTE) mode; - - if (IsAirborne()) - flcs_mode = (BYTE) FLCS_MANUAL; - - if (dir && dir->Type() < SteerAI::SEEKER) { - switch (flcs_mode) { - case FLCS_MANUAL: director_info = ContentBundle::GetInstance()->GetText("flcs.manual"); break; - case FLCS_AUTO: director_info = ContentBundle::GetInstance()->GetText("flcs.auto"); break; - case FLCS_HELM: director_info = ContentBundle::GetInstance()->GetText("flcs.helm"); break; - default: director_info = ContentBundle::GetInstance()->GetText("flcs.fault"); break; - } - - if (!flcs || !flcs->IsPowerOn()) - director_info = ContentBundle::GetInstance()->GetText("flcs.offline"); - - else if (IsAirborne()) - director_info = ContentBundle::GetInstance()->GetText("flcs.atmospheric"); - } - - if (flcs) - flcs->SetMode(mode); -} - -int -Ship::GetFLCSMode() const -{ - return (int) flcs_mode; -} - -void -Ship::SetTransX(double t) -{ - float limit = design->trans_x; - - if (thruster) - limit = (float) thruster->TransXLimit(); - - trans_x = (float) t; - - if (trans_x) { - if (trans_x > limit) - trans_x = limit; - else if (trans_x < -limit) - trans_x = -limit; - - // reduce thruster efficiency at high fwd speed: - double vfwd = cam.vrt() * Velocity(); - double vmag = fabs(vfwd); - if (vmag > vlimit) { - if (trans_x > 0 && vfwd > 0 || trans_x < 0 && vfwd < 0) - trans_x *= (float) (pow(vlimit,4) / pow(vmag,4)); - } - } -} - -void -Ship::SetTransY(double t) -{ - float limit = design->trans_y; - - if (thruster) - limit = (float) thruster->TransYLimit(); - - trans_y = (float) t; - - if (trans_y) { - double vmag = Velocity().length(); - - if (trans_y > limit) - trans_y = limit; - else if (trans_y < -limit) - trans_y = -limit; - - // reduce thruster efficiency at high fwd speed: - if (vmag > vlimit) { - double vfwd = cam.vpn() * Velocity(); - - if (trans_y > 0 && vfwd > 0 || trans_y < 0 && vfwd < 0) - trans_y *= (float) (pow(vlimit,4) / pow(vmag,4)); - } - } -} - -void -Ship::SetTransZ(double t) -{ - float limit = design->trans_z; - - if (thruster) - limit = (float) thruster->TransZLimit(); - - trans_z = (float) t; - - if (trans_z) { - - if (trans_z > limit) - trans_z = limit; - else if (trans_z < -limit) - trans_z = -limit; - - // reduce thruster efficiency at high fwd speed: - double vfwd = cam.vup() * Velocity(); - double vmag = fabs(vfwd); - if (vmag > vlimit) { - if (trans_z > 0 && vfwd > 0 || trans_z < 0 && vfwd < 0) - trans_z *= (float) (pow(vlimit,4) / pow(vmag,4)); - } - } -} - -void -Ship::ExecFLCSFrame() -{ - if (flcs) - flcs->ExecSubFrame(); -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetHelmHeading(double h) -{ - while (h < 0) - h += 2*PI; - - while (h >= 2*PI) - h -= 2*PI; - - helm_heading = (float) h; -} - -void -Ship::SetHelmPitch(double p) -{ - const double PITCH_LIMIT = 80 * DEGREES; - - if (p < -PITCH_LIMIT) - p = -PITCH_LIMIT; - - else if (p > PITCH_LIMIT) - p = PITCH_LIMIT; - - helm_pitch = (float) p; -} - -void -Ship::ApplyHelmYaw(double y) -{ - // rotate compass into helm-relative orientation: - double compass = CompassHeading() - helm_heading; - double turn = y * PI/4; - - if (compass > PI) - compass -= 2*PI; - else if (compass < -PI) - compass += 2*PI; - - // if requested turn is more than 170, reject it: - if (fabs(compass + turn) > 170*DEGREES) - return; - - SetHelmHeading(helm_heading + turn); -} - -void -Ship::ApplyHelmPitch(double p) -{ - SetHelmPitch(helm_pitch - p * PI/4); -} - -void -Ship::ApplyPitch(double p) -{ - if (flight_model == 0) { // standard flight model - if (IsAirborne()) - p *= 0.5; - - // command for pitch up is negative - if (p < 0) { - if (alpha > PI/6) { - p *= 0.05; - } - else if (g_force > 12.0) { - double limit = 0.5 - (g_force - 12.0)/10.0; - - if (limit < 0) - p = 0; - else - p *= limit; - } - } - - // command for pitch down is positive - else if (p > 0) { - if (alpha < -PI/8) { - p *= 0.05; - } - else if (g_force < -3) { - p *= 0.1; - } - } - } - - Physical::ApplyPitch(p); -} - -// +--------------------------------------------------------------------+ - -bool -Ship::FireWeapon(int n) -{ - bool fired = false; - - if (n >= 0 && !CheckFire()) { - if (n < 4) - trigger[n] = true; - - if (n < weapons.size()) { - weapons[n]->SetTrigger(true); - fired = weapons[n]->GetTrigger(); - } - } - - if (!fired && sim->GetPlayerShip() == this) - Button::PlaySound(Button::SND_REJECT); - - return fired; -} - -bool -Ship::FireDecoy() -{ - Shot* drone = 0; - - if (decoy && !CheckFire()) { - drone = decoy->Fire(); - - if (drone) { - Observe(drone); - decoy_list.append(drone); - } - } - - if (sim->GetPlayerShip() == this) { - if (NetGame::IsNetGame()) { - if (decoy && decoy->Ammo() < 1) - Button::PlaySound(Button::SND_REJECT); - } - - else if (!drone) { - Button::PlaySound(Button::SND_REJECT); - } - } - - return drone != 0; -} - -void -Ship::AddActiveDecoy(Drone* drone) -{ - if (drone) { - Observe(drone); - decoy_list.append(drone); - } -} - -Weapon* -Ship::GetPrimary() const -{ - if (weapons.size() > primary) - return weapons[primary]->GetSelected(); - return 0; -} - -Weapon* -Ship::GetSecondary() const -{ - if (weapons.size() > secondary) - return weapons[secondary]->GetSelected(); - return 0; -} - -Weapon* -Ship::GetWeaponByIndex(int n) -{ - for (int i = 0; i < weapons.size(); i++) { - WeaponGroup* g = weapons[i]; - - List& wlist = g->GetWeapons(); - for (int j = 0; j < wlist.size(); j++) { - Weapon* w = wlist[j]; - - if (w->GetIndex() == n) { - return w; - } - } - } - - return 0; -} - -WeaponGroup* -Ship::GetPrimaryGroup() const -{ - if (weapons.size() > primary) - return weapons[primary]; - return 0; -} - -WeaponGroup* -Ship::GetSecondaryGroup() const -{ - if (weapons.size() > secondary) - return weapons[secondary]; - return 0; -} - -WeaponDesign* -Ship::GetPrimaryDesign() const -{ - if (weapons.size() > primary) - return (WeaponDesign*) weapons[primary]->GetSelected()->Design(); - return 0; -} - -WeaponDesign* -Ship::GetSecondaryDesign() const -{ - if (weapons.size() > secondary) - return (WeaponDesign*) weapons[secondary]->GetSelected()->Design(); - return 0; -} - -Weapon* -Ship::GetDecoy() const -{ - return decoy; -} - -List& -Ship::GetActiveDecoys() -{ - return decoy_list; -} - -List& -Ship::GetThreatList() -{ - return threat_list; -} - -void -Ship::AddThreat(Shot* s) -{ - if (!threat_list.contains(s)) { - Observe(s); - threat_list.append(s); - } -} - -void -Ship::DropThreat(Shot* s) -{ - if (threat_list.contains(s)) { - threat_list.remove(s); - } -} - -bool -Ship::GetTrigger(int i) const -{ - if (i >= 0) { - if (i < 4) - return trigger[i]; - - else if (i < weapons.size()) - return weapons[i]->GetTrigger(); - } - - return false; -} - -void -Ship::SetTrigger(int i) -{ - if (i >= 0 && !CheckFire()) { - if (i < 4) - trigger[i] = true; - - if (i < weapons.size()) - weapons[i]->SetTrigger(); - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetSensorMode(int mode) -{ - if (sensor) - sensor->SetMode((Sensor::Mode) mode); -} - -int -Ship::GetSensorMode() const -{ - if (sensor) - return (int) sensor->GetMode(); - - return 0; -} - -// +--------------------------------------------------------------------+ - -bool -Ship::IsTracking(SimObject* tgt) -{ - if (tgt && sensor) - return sensor->IsTracking(tgt); - - return false; -} - -// +--------------------------------------------------------------------+ - -void -Ship::LockTarget(int type, bool closest, bool hostile) -{ - if (sensor) - SetTarget(sensor->LockTarget(type, closest, hostile)); -} - -// +--------------------------------------------------------------------+ - -void -Ship::LockTarget(SimObject* candidate) -{ - if (sensor) - SetTarget(sensor->LockTarget(candidate)); - else - SetTarget(candidate); -} - -// +--------------------------------------------------------------------+ - -double -Ship::InflictDamage(double damage, Shot* shot, int hit_type, Point impact) -{ - double damage_applied = 0; - - if (Game::GetInstance()->Paused() || IsNetObserver() || IsInvulnerable()) - return damage_applied; - - if (Integrity() == 0) // already dead? - return damage_applied; - - const double MAX_SHAKE = 7; - double hull_damage = damage; - bool hit_shield = (hit_type & HIT_SHIELD) != 0; - bool hit_hull = (hit_type & HIT_HULL) != 0; - bool hit_turret = (hit_type & HIT_TURRET) != 0; - - if (impact == Point(0,0,0)) - impact = Location(); - - if (hit_shield && ShieldStrength() > 0) { - hull_damage = shield->DeflectDamage(shot, damage); - - if (shot) { - if (shot->IsBeam()) { - if (design->beam_hit_sound_resource) { - if (Clock::GetInstance()->RealTime() - last_beam_time > 400) { - Sound* s = design->beam_hit_sound_resource->Duplicate(); - s->SetLocation(impact); - s->SetVolume(AudioConfig::EfxVolume()); - s->Play(); - - last_beam_time = Clock::GetInstance()->RealTime(); - } - } - } - - else { - if (design->bolt_hit_sound_resource) { - if (Clock::GetInstance()->RealTime() - last_bolt_time > 400) { - Sound* s = design->bolt_hit_sound_resource->Duplicate(); - s->SetLocation(impact); - s->SetVolume(AudioConfig::EfxVolume()); - s->Play(); - - last_bolt_time = Clock::GetInstance()->RealTime(); - } - } - } - } - } - - if (hit_hull) { - hull_damage = InflictSystemDamage(hull_damage, shot, impact); - - int damage_type = WeaponDesign::DMG_NORMAL; - - if (shot && shot->Design()) - damage_type = shot->Design()->damage_type; - - if (damage_type == WeaponDesign::DMG_NORMAL) { - damage_applied = hull_damage; - Physical::InflictDamage(damage_applied, 0); - NetUtil::SendObjDamage(this, damage_applied, shot); - } - } - - else if (hit_turret) { - hull_damage = InflictSystemDamage(hull_damage, shot, impact) * 0.3; - - int damage_type = WeaponDesign::DMG_NORMAL; - - if (shot && shot->Design()) - damage_type = shot->Design()->damage_type; - - if (damage_type == WeaponDesign::DMG_NORMAL) { - damage_applied = hull_damage; - Physical::InflictDamage(damage_applied, 0); - NetUtil::SendObjDamage(this, damage_applied, shot); - } - } - - // shake by percentage of maximum damage - double newshake = 50 * damage/design->integrity; - - if (shake < MAX_SHAKE) shake += (float) newshake; - if (shake > MAX_SHAKE) shake = (float) MAX_SHAKE; - - // start fires as needed: - if ((IsStarship() || IsGroundUnit() || RandomChance(1,3)) && hit_hull && damage_applied > 0) { - int old_integrity = (int) ((integrity + damage_applied)/design->integrity * 10); - int new_integrity = (int) ((integrity )/design->integrity * 10); - - if (new_integrity < 5 && new_integrity < old_integrity) { - // need accurate hull impact for starships, - if (rep) { - Point detonation = impact*2 - Location(); - Point direction = Location() - detonation; - double distance = direction.Normalize() * 3; - rep->CheckRayIntersection(detonation, direction, distance, impact); - - // pull fire back into hull a bit: - direction = Location() - impact; - impact += direction * 0.2; - - float scale = (float) design->scale; - - if (IsDropship()) - sim->CreateExplosion(impact, Velocity(), Explosion::SMOKE_TRAIL, 0.01f * scale, 0.5f * scale, region, this); - else - sim->CreateExplosion(impact, Velocity(), Explosion::HULL_FIRE, 0.10f * scale, scale, region, this); - } - } - } - - return damage_applied; -} - -double -Ship::InflictSystemDamage(double damage, Shot* shot, Point impact) -{ - if (IsNetObserver()) - return 0; - - // find the system that is closest to the impact point: - System* system = 0; - double distance = 1e6; - double blast_radius = 0; - int dmg_type = 0; - - if (shot) - dmg_type = shot->Design()->damage_type; - - bool dmg_normal = dmg_type == WeaponDesign::DMG_NORMAL; - bool dmg_power = dmg_type == WeaponDesign::DMG_POWER; - bool dmg_emp = dmg_type == WeaponDesign::DMG_EMP; - double to_level = 0; - - if (dmg_power) { - to_level = 1 - damage / 1e4; - - if (to_level < 0) - to_level = 0; - } - - // damage caused by weapons applies to closest system: - if (shot) { - if (shot->IsMissile()) - blast_radius = 300; - - ListIter iter = systems; - while (++iter) { - System* candidate = iter.value(); - double sysrad = candidate->Radius(); - - if (dmg_power) - candidate->DrainPower(to_level); - - if (sysrad > 0 || dmg_emp && candidate->IsPowerCritical()) { - double test_distance = (impact - candidate->MountLocation()).length(); - - if ((test_distance-blast_radius) < sysrad || dmg_emp && candidate->IsPowerCritical()) { - if (test_distance < distance) { - system = candidate; - distance = test_distance; - } - } - } - } - - // if a system was in range of the blast, assess the damage: - if (system) { - double hull_damage = damage * system->HullProtection(); - double sys_damage = damage - hull_damage; - double avail = system->Availability(); - - if (dmg_normal || system->IsPowerCritical() && dmg_emp) { - system->ApplyDamage(sys_damage); - NetUtil::SendSysDamage(this, system, sys_damage); - - master_caution = true; - - if (dmg_normal) { - if (sys_damage < 100) - damage -= sys_damage; - else - damage -= 100; - } - - if (system->GetExplosionType() && (avail - system->Availability()) >= 50) { - float scale = design->explosion_scale; - if (scale <= 0) - scale = design->scale; - - sim->CreateExplosion(system->MountLocation(), Velocity() * 0.7f, system->GetExplosionType(), 0.2f * scale, scale, region, this, system); - } - } - } - } - - // damage caused by collision applies to all systems: - else { - // ignore incidental bumps: - if (damage < 100) - return damage; - - ListIter iter = systems; - while (++iter) { - System* sys = iter.value(); - - if (rand() > 24000) { - double base_damage = 33.0 + rand()/1000.0; - double sys_damage = base_damage * (1.0 - sys->HullProtection()); - sys->ApplyDamage(sys_damage); - NetUtil::SendSysDamage(this, system, sys_damage); - damage -= sys_damage; - - master_caution = true; - } - } - - // just in case this ship has lots of systems... - if (damage < 0) - damage = 0; - } - - // return damage remaining - return damage; -} - -// +--------------------------------------------------------------------+ - -int -Ship::ShieldStrength() const -{ - if (!shield) return 0; - - return (int) shield->ShieldLevel(); -} - -int -Ship::HullStrength() const -{ - if (design) - return (int) (Integrity() / design->integrity * 100); - - return 10; -} - -// +--------------------------------------------------------------------+ - -System* -Ship::GetSystem(int sys_id) -{ - System* s = 0; - - if (sys_id >= 0) { - if (sys_id < systems.size()) { - s = systems[sys_id]; - if (s->GetID() == sys_id) - return s; - } - - ListIter iter = systems; - while (++iter) { - s = iter.value(); - - if (s->GetID() == sys_id) - return s; - } - } - - return 0; -} - -// +--------------------------------------------------------------------+ - -void -Ship::RepairSystem(System* sys) -{ - if (!repair_queue.contains(sys)) { - repair_queue.append(sys); - sys->Repair(); - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::IncreaseRepairPriority(int task_index) -{ - if (task_index > 0 && task_index < repair_queue.size()) { - System* task1 = repair_queue.at(task_index-1); - System* task2 = repair_queue.at(task_index); - - repair_queue.at(task_index-1) = task2; - repair_queue.at(task_index) = task1; - } -} - -void -Ship::DecreaseRepairPriority(int task_index) -{ - if (task_index >= 0 && task_index < repair_queue.size()-1) { - System* task1 = repair_queue.at(task_index); - System* task2 = repair_queue.at(task_index+1); - - repair_queue.at(task_index) = task2; - repair_queue.at(task_index+1) = task1; - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::ExecMaintFrame(double seconds) -{ - // is it already too late? - if (life == 0 || integrity < 1) return; - - const DWORD REPAIR_FREQUENCY = 5000; // once every five seconds - static DWORD last_repair_frame = 0; // one ship per game frame - - if (auto_repair && - Clock::GetInstance()->GameTime() - last_repair_time > REPAIR_FREQUENCY && - last_repair_frame != Game::GetInstance()->Frame()) { - - last_repair_time = Clock::GetInstance()->GameTime(); - last_repair_frame = Game::GetInstance()->Frame(); - - ListIter iter = systems; - while (++iter) { - System* sys = iter.value(); - - if (sys->Status() != System::NOMINAL) { - bool started_repairs = false; - - // emergency power routing: - if (sys->Type() == System::POWER_SOURCE && sys->Availability() < 33) { - PowerSource* src = (PowerSource*) sys; - PowerSource* dst = 0; - - for (int i = 0; i < reactors.size(); i++) { - PowerSource* pwr = reactors[i]; - - if (pwr != src && pwr->Availability() > src->Availability()) { - if (!dst || - (pwr->Availability() > dst->Availability() && - pwr->Charge() > dst->Charge())) - dst = pwr; - } - } - - if (dst) { - while (src->Clients().size() > 0) { - System* s = src->Clients().at(0); - src->RemoveClient(s); - dst->AddClient(s); - } - } - } - - ListIter comp = sys->GetComponents(); - while (++comp) { - Component* c = comp.value(); - - if (c->Status() < Component::NOMINAL && c->Availability() < 75) { - if (c->SpareCount() && - c->ReplaceTime() <= 300 && - (c->Availability() < 50 || - c->ReplaceTime() < c->RepairTime())) { - - c->Replace(); - started_repairs = true; - } - - else if (c->Availability() >= 50 || c->NumJerried() < 5) { - c->Repair(); - started_repairs = true; - } - } - } - - if (started_repairs) - RepairSystem(sys); - } - } - } - - if (repair_queue.size() > 0 && RepairTeams() > 0) { - int team = 0; - ListIter iter = repair_queue; - while (++iter && team < RepairTeams()) { - System* sys = iter.value(); - - sys->ExecMaintFrame(seconds * RepairSpeed()); - team++; - - if (sys->Status() != System::MAINT) { - iter.removeItem(); - - // emergency power routing (restore): - if (sys->Type() == System::POWER_SOURCE && - sys->Status() == System::NOMINAL) { - PowerSource* src = (PowerSource*) sys; - int isrc = reactors.index(src); - - for (int i = 0; i < reactors.size(); i++) { - PowerSource* pwr = reactors[i]; - - if (pwr != src) { - List xfer; - - for (int j = 0; j < pwr->Clients().size(); j++) { - System* s = pwr->Clients().at(j); - - if (s->GetSourceIndex() == isrc) { - xfer.append(s); - } - } - - for (int j = 0; j < xfer.size(); j++) { - System* s = xfer.at(j); - pwr->RemoveClient(s); - src->AddClient(s); - } - } - } - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetNetworkControl(Director* net) -{ - net_control = net; - - delete dir; - dir = 0; - - if (!net_control && GetIFF() < 100) { - if (IsStatic()) - dir = 0; - else if (IsStarship()) - dir = SteerAI::Create(this, SteerAI::STARSHIP); - else - dir = SteerAI::Create(this, SteerAI::FIGHTER); - } -} - -void -Ship::SetControls(MotionController* m) -{ - if (IsDropping() || IsAttaining()) { - if (dir && dir->Type() != DropShipAI::DIR_TYPE) { - delete dir; - dir = new DropShipAI(this); - } - - return; - } - - else if (IsSkipping()) { - if (navsys && sim->GetPlayerShip() == this) - navsys->EngageAutoNav(); - } - - else if (IsDying() || IsDead()) { - if (dir) { - delete dir; - dir = 0; - } - - if (navsys && navsys->AutoNavEngaged()) { - navsys->DisengageAutoNav(); - } - - return; - } - - else if (life == 0) { - if (dir || navsys) { - ::Print("Warning: dying ship '%' still has not been destroyed!\n", name); - delete dir; - dir = 0; - - if (navsys && navsys->AutoNavEngaged()) - navsys->DisengageAutoNav(); - } - - return; - } - - if (navsys && navsys->AutoNavEngaged()) { - NavAI* nav = 0; - - if (dir) { - if (dir->Type() != NavAI::DIR_TYPE) { - delete dir; - dir = 0; - } - else { - nav = (NavAI*) dir; - } - } - - if (!nav) { - nav = new NavAI(this); - dir = nav; - return; - } - - else if (!nav->Complete()) { - return; - } - } - - if (dir) { - delete dir; - dir = 0; - } - - if (m) { - Keyboard::FlushKeys(); - m->Acquire(); - dir = new ShipCtrl(this, m); - director_info = ContentBundle::GetInstance()->GetText("flcs.auto"); - } - else if (GetIFF() < 100) { - if (IsStatic()) - dir = SteerAI::Create(this, SteerAI::GROUND); - - else if (IsStarship() && !IsAirborne()) - dir = SteerAI::Create(this, SteerAI::STARSHIP); - - else - dir = SteerAI::Create(this, SteerAI::FIGHTER); - } -} - -// +--------------------------------------------------------------------+ - -Color -Ship::IFFColor(int iff) -{ - Color c; - - switch (iff) { - case 0: // NEUTRAL, NON-COMBAT - c = Color(192,192,192); - break; - - case 1: // TERELLIAN ALLIANCE - c = Color(70,70,220); - break; - - case 2: // MARAKAN HEGEMONY - c = Color(220,20,20); - break; - - case 3: // BROTHERHOOD OF IRON - c = Color(200,180,20); - break; - - case 4: // ZOLON EMPIRE - c = Color(20,200,20); - break; - - case 5: - c = Color(128, 0, 128); - break; - - case 6: - c = Color(40,192,192); - break; - - default: - c = Color(128,128,128); - break; - } - - return c; -} - -Color -Ship::MarkerColor() const -{ - return IFFColor(IFF_code); -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetIFF(int iff) -{ - IFF_code = iff; - - if (hangar) - hangar->SetAllIFF(iff); - - DropTarget(); - - if (dir && dir->Type() >= 1000) { - SteerAI* ai = (SteerAI*) dir; - ai->DropTarget(); - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetRogue(bool r) -{ - bool rogue = IsRogue(); - - ff_count = r ? 1000 : 0; - - if (!rogue && IsRogue()) { - Print("Ship '%s' has been made rogue\n", Name()); - } - else if (rogue && !IsRogue()) { - Print("Ship '%s' is no longer rogue\n", Name()); - } -} - -void -Ship::SetFriendlyFire(int f) -{ - bool rogue = IsRogue(); - - ff_count = f; - - if (!rogue && IsRogue()) { - Print("Ship '%s' has been made rogue with ff_count = %d\n", Name(), ff_count); - } - else if (rogue && !IsRogue()) { - Print("Ship '%s' is no longer rogue\n", Name()); - } -} - -void -Ship::IncFriendlyFire(int f) -{ - if (f > 0) { - bool rogue = IsRogue(); - - ff_count += f; - - if (!rogue && IsRogue()) { - Print("Ship '%s' has been made rogue with ff_count = %d\n", Name(), ff_count); - } - } -} - -// +--------------------------------------------------------------------+ - -void -Ship::SetEMCON(int e, bool from_net) -{ - if (e < 1) emcon = 1; - else if (e > 3) emcon = 3; - else emcon = (BYTE) e; - - if (emcon != old_emcon && !from_net && NetGame::GetInstance()) - NetUtil::SendObjEmcon(this); -} - -double -Ship::PCS() const -{ - double e_factor = design->e_factor[emcon-1]; - - if (IsAirborne() && !IsGroundUnit()) { - if (AltitudeAGL() < 40) - return 0; - - if (AltitudeAGL() < 200) { - double clutter = AltitudeAGL() / 200; - return clutter * e_factor; - } - } - - return e_factor * pcs; -} - -double -Ship::ACS() const -{ - if (IsAirborne() && !IsGroundUnit()) { - if (AltitudeAGL() < 40) - return 0; - - if (AltitudeAGL() < 200) { - double clutter = AltitudeAGL() / 200; - return clutter * acs; - } - } - - return acs; -} - -DWORD -Ship::MissionClock() const -{ - if (launch_time > 0) - return Clock::GetInstance()->GameTime() + 1 - launch_time; - - return 0; -} - -// +----------------------------------------------------------------------+ - -Instruction* -Ship::GetRadioOrders() const -{ - return radio_orders; -} - -void -Ship::ClearRadioOrders() -{ - if (radio_orders) { - radio_orders->SetAction(0); - radio_orders->ClearTarget(); - radio_orders->SetLocation(Point()); - } -} - -void -Ship::HandleRadioMessage(RadioMessage* msg) -{ - if (!msg) return; - - static RadioHandler rh; - - if (rh.ProcessMessage(msg, this)) - rh.AcknowledgeMessage(msg, this); -} - -// +----------------------------------------------------------------------+ - -int -Ship::Value() const -{ - return Value(design->type); -} - -// +----------------------------------------------------------------------+ - -int -Ship::Value(int type) -{ - int value = 0; - - switch (type) { - case DRONE: value = 10; break; - case FIGHTER: value = 20; break; - case ATTACK: value = 40; break; - case LCA: value = 50; break; - - case COURIER: value = 100; break; - case CARGO: value = 100; break; - case CORVETTE: value = 100; break; - case FREIGHTER: value = 250; break; - case FRIGATE: value = 200; break; - case DESTROYER: value = 500; break; - case CRUISER: value = 800; break; - case BATTLESHIP: value = 1000; break; - case CARRIER: value = 1500; break; - case SWACS: value = 500; break; - case DREADNAUGHT: value = 1500; break; - - case STATION: value = 2500; break; - case FARCASTER: value = 5000; break; - - case MINE: value = 20; break; - case COMSAT: value = 200; break; - case DEFSAT: value = 300; break; - - case BUILDING: value = 100; break; - case FACTORY: value = 250; break; - case SAM: value = 100; break; - case EWR: value = 200; break; - case C3I: value = 500; break; - case STARBASE: value = 2000; break; - - default: value = 100; break; - } - - return value; -} - -// +----------------------------------------------------------------------+ - -double -Ship::AIValue() const -{ - int i = 0; - double value = 0; - - for (i = 0; i < reactors.size(); i++) { - const PowerSource* r = reactors[i]; - value += r->Value(); - } - - for (i = 0; i < drives.size(); i++) { - const Drive* d = drives[i]; - value += d->Value(); - } - - for (i = 0; i < weapons.size(); i++) { - const WeaponGroup* w = weapons[i]; - value += w->Value(); - } - - return value; -} -- cgit v1.1