1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
|
/*
base/ship.h
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#ifndef __INCLUDED_BASE_SHIP_H__
#define __INCLUDED_BASE_SHIP_H__
#include "core/player.h"
#include "core/entity.h"
#include "base/shipmodel.h"
#include "base/jumppoint.h"
#include "math/vector3f.h"
namespace game
{
const float MIN_DELTA = 0.000001f;
// planet docking distance
const float PLANET_SAFE_DISTANCE = 50.0f;
const float COMBAT_DISTANCE = 100.0f;
/**
* @brief A ship in the game, controled by a player
* */
class Ship : public core::EntityControlable
{
public:
enum AutoPilotFlags { AutoPilotDisabled = 0, AutoPilotEnabled = 1, AutoPilotDock = 2, AutoPilotFormation = 4, AutoPilotCombat = 8 };
Ship(core::Player *owner, const ShipModel *shipmodel);
~Ship();
/* -- inspectors ------------------------------------------- */
/// shipmodel
inline const ShipModel *shipmodel() const
{
return ship_shipmodel;
}
/// impulse drive force
inline const float impulse_force() const
{
return ship_impulse_force;
}
/// thruster force
inline const float thrust_force() const
{
return ship_thrust_force;
}
/// strafe force
inline const float strafe_force() const
{
return ship_strafe_force;
}
/// turn force
inline const float turn_force() const
{
return ship_turn_force;
}
/// roll force
inline const float roll_force() const
{
return ship_roll_force;
}
/// entity the ship is currently docked at
inline core::Entity *dock()
{
return ship_dock;
}
/// (dockable) entity where the ship will respawn if destroyed
inline core::Entity *spawn()
{
return ship_spawn;
}
inline JumpPoint *jumpdepart()
{
return ship_jumpdepart;
}
/// current autopilot target
inline core::Entity *autopilot_target()
{
return ship_autopilot_target;
}
inline bool has_autopilot_flag(const AutoPilotFlags flag) const {
return ( (ship_autopilot_flags & flag) == flag);
}
/// maximum amount of armor
inline const float maxarmor() const
{
return ship_maxarmor;
}
/// current amount of armor
inline const float armor() const
{
return ship_armor;
}
virtual void print() const;
/* -- mutators --------------------------------------------- */
/// physics frame
virtual void action (btScalar seconds);
/// game frame
virtual void frame(const unsigned long elapsed);
/// move the ship to a different zone
virtual void set_zone(core::Zone *zone);
/// true if the ship is equiped with a jumpdrive
inline bool jumpdrive() const {
return ship_jumpdrive;
}
/// set jumpdrive capability
inline void set_jumpdrive(const bool jumpdrive) {
ship_jumpdrive = jumpdrive;
}
/// set impulse drive force
inline void set_impulse_force(const float impulse) {
ship_impulse_force = impulse;
}
/// set thruster force
inline void set_thrust_force(const float thrust) {
ship_thrust_force = thrust;
}
/// set strafe force
inline void set_strafe_force(const float strafe) {
ship_strafe_force = strafe;
}
/// set turn force
inline void set_turn_force(const float turn) {
ship_turn_force = turn;
}
/// set roll force
inline void set_roll_force(const float roll) {
ship_roll_force = roll;
}
/// set maximal armor amount (100% health)
inline void set_maxarmor(const float maxarmor)
{
ship_maxarmor = maxarmor;
}
/// set current armor amount (current health)
inline void set_armor(const float armor)
{
ship_armor = armor;
}
/// Initiate jump, departing from a jump point
void initiate_jump(JumpPoint *depart);
/// reset physics state and ship controls
virtual void reset();
/// collision callback
virtual void collision(core::Entity *other);
/// hit-by weapon callback
virtual void hit(core::Entity *other);
/// explode the ship
void explode();
/// toggle impulse drive activation
void func_impulse();
/// toggle jump drive activation
void func_jump(std::string const & args);
/**
* @brief dock the ship at a station, planet or another player's ship_dock
* This will set the ship's state to Entity::Docked and reset spawn if required
*/
void set_dock(core::Entity *dock);
/**
* @brief set the autopilot target
* */
void set_autopilot_target(core::Entity *target);
inline void set_autopilot_flag(const AutoPilotFlags flag) {
ship_autopilot_flags = ship_autopilot_flags | flag;
}
inline void unset_autopilot_flag(const AutoPilotFlags flag) {
ship_autopilot_flags = ship_autopilot_flags & ~flag;
}
void launch();
void set_spawn(core::Entity *spawn);
/**
* @brief eject an item from inventory
* Ejecting an item while the ship is docked will destroy it,
* otherwise it will create a cargo pod
* */
void eject(core::Item *item, const long eject_amount, const bool eject_message);
protected:
/**
* @brief autopilot frame
* */
void frame_autopilot(const unsigned long elapsed);
/**
* @brief autopilot goto target
* */
void frame_autopilot_goto(const unsigned long elapsed, core::Entity *target);
/**
* @brief autopilot combat
* */
void frame_autopilot_combat(const unsigned long elapsed, core::Entity *target);
/**
* @brief autopilo dock target
* */
void frame_autopilot_dock(const unsigned long elapsed, core::Entity *target);
/**
* @brief autopilot formation flying
* */
void frame_autopilot_formation(const unsigned long elapsed, core::Entity *target);
private:
JumpPoint *find_closest_jumppoint();
const ShipModel *ship_shipmodel;
float current_target_direction;
float current_target_pitch;
float current_target_roll;
float current_target_strafe;
float current_target_vstrafe;
float current_target_afterburner;
bool current_impulse;
bool ship_jumpdrive;
float ship_jumpdrive_timer;
float ship_impulsedrive_timer;
JumpPoint *ship_jumpdepart;
float ship_impulse_force;
float ship_thrust_force;
float ship_strafe_force;
float ship_turn_force;
float ship_roll_force;
float ship_maxarmor;
float ship_armor;
float ship_maxshield;
float ship_shield;
core::Entity *ship_dock;
core::Entity *ship_spawn;
int ship_autopilot_flags;
core::Entity *ship_autopilot_target;
};
}
#endif // __INCLUDED_BASE_SHIP_H__
|