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-rw-r--r--src/game/base/npc.cc44
-rw-r--r--src/game/base/npc.h9
-rw-r--r--src/game/base/patrol.cc2
-rw-r--r--src/game/base/ship.cc2
-rw-r--r--src/game/base/weapon.h8
5 files changed, 59 insertions, 6 deletions
diff --git a/src/game/base/npc.cc b/src/game/base/npc.cc
index ca2a1c2..bb716c9 100644
--- a/src/game/base/npc.cc
+++ b/src/game/base/npc.cc
@@ -65,6 +65,8 @@ NPC *NPC::add_wingman(Ship *leader)
npc_slot->set_flag(core::Slot::Mounted);
}
+ npc->calculate_weapon_range();
+
npc->reset();
return npc;
@@ -77,6 +79,8 @@ NPC::NPC(const ShipModel *shipmodel) : Ship(0, shipmodel)
npc_patrol = 0;
npc_leader = 0;
+
+ npc_weapon_range = 0.0f;
}
NPC::~NPC()
@@ -86,6 +90,38 @@ NPC::~NPC()
}
}
+void NPC::calculate_weapon_range()
+{
+ npc_weapon_range = 0.0f;
+
+ if (!slots()) {
+ return;
+ }
+
+ for (core::Slots::const_iterator it = slots()->begin(); it != slots()->end(); it++) {
+ core::Slot *slot = (*it);
+
+ if (!slot->has_flag(core::Slot::Mounted)) {
+ continue;
+
+ } else if (!slot->item() || (slot->item()->info()->type() != Weapon::infotype())) {
+ continue;
+
+ } else {
+ const Weapon *weapon = static_cast<const Weapon *>(slot->item()->info());
+
+ if ((weapon->subtype() != Weapon::Cannon) && (weapon->subtype() != Weapon::Turret) ) {
+ continue;
+ }
+ const float r = weapon->projectile_range();
+
+ if (r > npc_weapon_range) {
+ npc_weapon_range = r;
+ }
+ }
+ }
+}
+
void NPC::set_mood(const Mood mood)
{
npc_mood = mood;
@@ -107,6 +143,9 @@ Ship *NPC::target_closest_enemy()
Ship *current_enemy = 0;
float current_distance = 0.0f;
+ if (!npc_weapon_range) {
+ return 0;
+ }
for (core::Zone::Content::iterator zit = zone()->content().begin(); zit != zone()->content().end(); ++zit) {
if (((*zit)->moduletype() == ship_enttype) && ((*zit) != this)) {
@@ -149,11 +188,8 @@ Ship *NPC::target_closest_enemy()
}
}
- // FIXME calculate weaposn range, arbitrarily set to 10 km
- const float weapons_range = COMBAT_DISTANCE;
-
// set aim
- if ((state() == Normal) && current_enemy && (current_distance <= weapons_range)) {
+ if ((state() == Normal) && current_enemy && (current_distance <= radius() + npc_weapon_range)) {
// activate weapons
set_target_controlflag(core::EntityControlable::ControlFlagFire);
// rudimentary aim currention
diff --git a/src/game/base/npc.h b/src/game/base/npc.h
index 68620e1..39395c0 100644
--- a/src/game/base/npc.h
+++ b/src/game/base/npc.h
@@ -76,7 +76,6 @@ public:
* */
virtual void frame(const unsigned long elapsed);
-
/**
* @brief factory function for wingman NPCs
* */
@@ -86,6 +85,12 @@ public:
* @brief aim at closest enemy in range, returns target
* */
Ship *target_closest_enemy();
+
+ /**
+ * @brief calculate weapon range
+ * Calling calculate_weapon_range() will set npc_weapon_range.
+ * */
+ void calculate_weapon_range();
private:
Mood npc_mood;
@@ -96,6 +101,8 @@ private:
unsigned long npc_destroyed_timestamp;
+ float npc_weapon_range;
+
}; // class NPC
} // namespace game
diff --git a/src/game/base/patrol.cc b/src/game/base/patrol.cc
index 6640cb8..3df277a 100644
--- a/src/game/base/patrol.cc
+++ b/src/game/base/patrol.cc
@@ -362,6 +362,8 @@ void Patrol::create_patrol()
npc->inventory()->recalculate();
+ npc->calculate_weapon_range();
+
// dock npc at spawn
npc->set_zone(spawn->zone());
npc->set_dock(spawn);
diff --git a/src/game/base/ship.cc b/src/game/base/ship.cc
index 9c2605d..368fc11 100644
--- a/src/game/base/ship.cc
+++ b/src/game/base/ship.cc
@@ -1142,7 +1142,7 @@ void Ship::frame(const unsigned long elapsed)
if (!slot->has_flag(core::Slot::Mounted)) {
continue;
- } else if ( !(slot->item() && (slot->item()->info()->type() == Weapon::infotype()))) {
+ } else if (!slot->item() || (slot->item()->info()->type() != Weapon::infotype())) {
continue;
} else {
diff --git a/src/game/base/weapon.h b/src/game/base/weapon.h
index ee67cfc..a6a5731 100644
--- a/src/game/base/weapon.h
+++ b/src/game/base/weapon.h
@@ -57,6 +57,14 @@ public:
}
/**
+ * @brief projectile range, in game units
+ * */
+ inline const float projectile_range() const
+ {
+ return (weapon_projectile_speed * ((float) weapon_projectile_lifespan) / 1000.0f);
+ }
+
+ /**
* @brief interval between consequtive projectils fired by this weapon, in milliseconds
* */
inline const unsigned long projectile_interval() const