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/*
   base/platform.cc
   This file is part of the Osirion project and is distributed under
   the terms and conditions of the GNU General Public License version 2
*/

#include "core/gameserver.h"
#include "core/entityprojectile.h"

#include "base/game.h"
#include "base/faction.h"
#include "base/platform.h"
#include "base/weapon.h"
#include "sys/sys.h"

namespace game
{

Platform::Platform() : Entity()
{
	entity_moduletypeid = platform_enttype;
	
	platform_cannon = 0;
	platform_turret = 0;
}

Platform::~Platform()
{
	
}

void Platform::set_cannon(const Weapon *cannon)
{
	platform_cannon = cannon;
}

void Platform::set_turret(const Weapon *turret)
{
	platform_turret = turret;
}

void Platform::frame(const unsigned long elapsed)
{
	const float weapon_range = math::max((cannon() ? cannon()->projectile_range() : 0.0f), (turret() ? turret()->projectile_range() : 0.0f));
	
	if ((weapon_range > 0.0f) && slots() && zone()->keepalive_run()) {
		
		// create list of potential enemies
		std::list<Ship *> enemylist;
		
		for (core::Zone::Content::iterator zit = zone()->content().begin(); zit != zone()->content().end(); ++zit) {
			if ((*zit)->moduletype() == ship_enttype) {
				Ship *ship = static_cast<Ship *>((*zit));
				
				if ((ship->state() != Normal) && (ship->state() != ImpulseInitiate) && (ship->state() != Impulse)) {
					continue;
				}
				
				const float d = math::distance(location(), ship->location());
				const float r = radius() + ship->radius();
				
				// too far
				if (d > weapon_range + r) {
					continue;
				}

				float reputation = 0.0f;
				if (ship->owner()) {
					// check owner reputation for the faction the NPC belongs to
					reputation = ship->owner()->reputation(faction());
					
				} else if (faction() && (faction()->type() == Faction::infotype())) {
					//check my faction reputation for the other ships's faction
					reputation = static_cast<const Faction *>(faction())->reputation(ship->faction());
				}
				
				// reputation threshold to get attacked
				if (reputation > core::range::reputation_hostile) {
					continue;
				}
				enemylist.push_back(ship);
			
			}
		}

		// platforms do not need weapons in inventory to fire
		if (enemylist.size()) {
			
			const float modelscale = radius() / (model() ? model()->radius() : 1.0f);
		
			for (core::Slots::iterator it = slots()->begin(); it != slots()->end(); it++) {
				core::Slot *slot = (*it);
				
				// found out if this slot is a cannon or a turret
				const Weapon *weapon = 0;
				if (slot->type() == model::Weapon::Cannon) {
					weapon = cannon();
				
				} else if (slot->type() == model::Weapon::Turret) {
					weapon = turret();
				}
				
				if ((!weapon) || (weapon->projectile_interval() == 0)) {
					continue;
				}
				
				if ((slot->last_fired() + weapon->projectile_interval() >  core::server()->timestamp())) {
					continue;
				}
		
				// location of the slot in world coordinates
				const math::Vector3f slot_location(location() + (axis() * slot->location() * modelscale));
				
				// find a target for this slot
				Ship *current_enemy = 0;
				float current_distance = 0.0f;

				const float projectile_radius = core::PROJECTILE_RADIUS;
				math::Axis projectile_axis(axis() * slot->axis());
				const math::Vector3f projectile_location(slot_location + projectile_axis.forward() * projectile_radius);
				
				math::Vector3f projectile_direction;
				math::Vector3f aim_location;

				// we only need half the cone angle for the cosine calculation
				const float conecos = cosf(slot->cone() * 0.5f); 
				
				for (std::list<Ship *>::const_iterator enemy_it = enemylist.begin(); enemy_it != enemylist.end(); enemy_it++) {
					
					const float d = math::distance((*enemy_it)->location(), projectile_location);
					
					if (d > weapon->projectile_range() + (*enemy_it)->radius()) {
						continue;
					}
					if ((current_distance > 0) && (d > current_distance)) {
						continue;
					}
					
					aim_location.assign((*enemy_it)->location() + (*enemy_it)->axis().forward() * ( (*enemy_it)->radius() * 0.25f));
					projectile_direction.assign(aim_location - projectile_location);
					projectile_direction.normalize();
					
					const float cosa = math::dotproduct(projectile_direction, projectile_axis.forward());
					
					// check if the ship is in the slot's cone if fire
					if (cosa >= conecos) {
						current_distance = d;
						current_enemy = (*enemy_it);
					}
				}
				
				if (current_enemy) {
					aim_location.assign(current_enemy->location() + current_enemy->axis().forward() * (current_enemy->radius() * 0.25f));
					projectile_direction.assign(aim_location - projectile_location);
					projectile_direction.normalize();
					
					const float cosa = math::dotproduct(projectile_direction, projectile_axis.forward());
					
					// point the projectile into the fire direction
					math::Vector3f normal(math::crossproduct(projectile_direction, projectile_axis.forward()));
					if (normal.length() > MIN_DELTA) {
						float sina = sqrt(1.0f - cosa * cosa);
						
						normal.normalize();
						projectile_axis.rotate(normal, cosa, sina);
					}

					// spawn a new projectile
					core::EntityProjectile *projectile = new core::EntityProjectile(this);

					projectile->set_damage(weapon->damage());
					projectile->set_lifespan(weapon->projectile_lifespan());
					projectile->set_projectile_modelname(weapon->projectile_modelname());
					projectile->set_projectile_soundname(weapon->projectile_soundname());
	
					projectile->set_axis(projectile_axis);
					projectile->set_location(projectile_location);
					projectile->set_speed(weapon->projectile_speed());
				
					projectile->reset();
					slot->set_last_fired(core::server()->timestamp());
				}
			}
			
		}
	}
}

}