[Add] Start of ship ai.
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b4defcab54
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@ -10,7 +10,7 @@ include_HEADERS = body.h frame.h generic_system_view.h glfreetype.h gui_button.h
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planet.h player.h dynamic_body.h sector.h sector_view.h ship_cpanel.h ship.h space.h star.h star_system.h system_info_view.h \
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system_view.h vector3.h view.h world_view.h date.h space_station.h space_station_view.h model_body.h gui_iselectable.h \
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ship_type.h object.h info_view.h model_coll_mesh_data.h object_viewer_view.h fixed.h custom_starsystems.h gameconsts.h \
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aabb.h serializer.h sfx.h
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aabb.h serializer.h sfx.h ai_ship.h
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libgui_a_SOURCES = gui_button.cpp gui.cpp gui_fixed.cpp gui_screen.cpp gui_label.cpp gui_toggle_button.cpp gui_radio_button.cpp \
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gui_radio_group.cpp gui_image_button.cpp gui_image.cpp gui_image_radio_button.cpp gui_multi_state_image_button.cpp gui_widget.cpp \
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@ -20,7 +20,7 @@ Lephisto3D_SOURCES = main.cpp glfreetype.cpp body.cpp space.cpp ship.cpp player.
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star.cpp frame.cpp ship_cpanel.cpp sector_view.cpp mtrand.cpp world_view.cpp system_view.cpp \
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star_system.cpp sector.cpp system_info_view.cpp generic_system_view.cpp date.cpp space_station.cpp \
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space_station_view.cpp model_body.cpp ship_type.cpp info_view.cpp model_coll_mesh_data.cpp \
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object_viewer_view.cpp custom_starsystems.cpp serializer.cpp sfx.cpp
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object_viewer_view.cpp custom_starsystems.cpp serializer.cpp sfx.cpp ai_ship.cpp
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Lephisto3D_LDADD = sbre/libsbre.a collider/libcollider.a libgui.a
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ModelViewer_SOURCES = sbre_viewer.cpp glfreetype.cpp
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77
src/ai_ship.cpp
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77
src/ai_ship.cpp
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@ -0,0 +1,77 @@
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#include "libs.h"
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#include "ai_ship.h"
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#include "serializer.h"
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#include "l3d.h"
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bool AIShip::DoKill(const Ship* enemy) {
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/* Need to deal with frames, large distances, and success! */
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if(GetFrame() == enemy->GetFrame()) {
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vector3d dir = vector3d::Normalize(enemy->GetPosition() - GetPosition());
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AIFaceDirection(dir);
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}
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return false;
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}
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void AIShip::TimeStepUpdate(const float timeStep) {
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bool done = false;
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if(m_todo.size() != 0) {
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Instruction& inst = m_todo.front();
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switch(inst.cmd) {
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case DO_KILL:
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done = DoKill(static_cast<const Ship*>(inst.arg));
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break;
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case DO_NOTHING: done = true; break;
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}
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}
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if(done) {
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printf("AI '%s' successfully executed %d:'%s'\n", GetLabel().c_str(), m_todo.front().cmd,
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static_cast<Ship*>(m_todo.front().arg)->GetLabel().c_str());
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m_todo.pop_front();
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}
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Ship::TimeStepUpdate(timeStep);
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}
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void AIShip::Save(void) {
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using namespace Serializer::Write;
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Ship::Save();
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wr_int(m_todo.size());
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for(std::list<Instruction>::iterator i = m_todo.begin(); i != m_todo.end(); ++i) {
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wr_int((int)(*i).cmd);
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switch((*i).cmd) {
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case DO_KILL:
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wr_int(Serializer::LookupBody(static_cast<Ship*>((*i).arg)));
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case DO_NOTHING: wr_int(0); break;
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}
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}
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}
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void AIShip::Load(void) {
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using namespace Serializer::Read;
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Ship::Load();
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int num = rd_int();
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while(num-- > 0) {
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Command c= (Command)rd_int();
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void* arg = (void*)rd_int();
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printf("COMMAND %d:%p\n", c, arg);
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m_todo.push_back(Instruction(c, arg));
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}
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}
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void AIShip::PostLoadFixup(void) {
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Ship::PostLoadFixup();
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for(std::list<Instruction>::iterator i = m_todo.begin(); i != m_todo.end(); ++i) {
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switch((*i).cmd) {
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case DO_KILL:
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(*i).arg = Serializer::LookupBody((size_t)(*i).arg);
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break;
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case DO_NOTHING: break;
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}
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}
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}
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void AIShip::Instruct(enum Command cmd, void* arg) {
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m_todo.push_back(Instruction(cmd, arg));
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}
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32
src/ai_ship.h
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32
src/ai_ship.h
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@ -0,0 +1,32 @@
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#pragma once
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#include <list>
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#include "ship.h"
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#include "ship_type.h"
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class AIShip: public Ship {
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public:
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OBJDEF(AIShip, Ship, AISHIP);
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AIShip(ShipType::Type shipType): Ship(shipType) { }
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AIShip(void): Ship() { }
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void TimeStepUpdate(const float timeStep);
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enum Command { DO_NOTHING, DO_KILL };
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void Instruct(enum Command, void* arg);
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void ClearInstructions(void) { m_todo.clear(); }
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virtual void PostLoadFixup(void);
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protected:
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virtual void Save(void);
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virtual void Load(void);
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private:
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bool DoKill(const Ship*);
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class Instruction {
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public:
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Command cmd;
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void* arg;
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Instruction(Command c, void* a): cmd(c), arg(a) { }
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};
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std::list<Instruction> m_todo;
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};
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@ -6,6 +6,7 @@
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#include "planet.h"
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#include "space_station.h"
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#include "ship.h"
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#include "ai_ship.h"
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#include "player.h"
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#include "sfx.h"
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@ -48,6 +49,7 @@ void Body::Serialize(void) {
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case Object::PLANET:
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case Object::SPACESTATION:
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case Object::SHIP:
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case Object::AISHIP:
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case Object::PLAYER:
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case Object::SFX:
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Save();
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@ -74,6 +76,8 @@ Body* Body::Unserialize(void) {
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b = new SpaceStation(); break;
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case Object::SHIP:
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b = new Ship(); break;
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case Object::AISHIP:
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b = new AIShip(); break;
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case Object::PLAYER:
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b = new Player(); break;
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case Object::SFX:
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12
src/main.cpp
12
src/main.cpp
@ -19,6 +19,7 @@
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#include "space_station_view.h"
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#include "info_view.h"
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#include "serializer.h"
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#include "ai_ship.h"
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float L3D::timeAccel = 1.0f;
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int L3D::scrWidth;
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@ -201,11 +202,12 @@ void L3D::HandleEvents(void) {
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station->SetPosition(L3D::player->GetPosition()+5000.0*dir);
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Space::AddBody(station);
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} else {
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Ship* body = new Ship(ShipType::LADYBIRD);
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body->SetLabel("A Friend");
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body->SetFrame(L3D::player->GetFrame());
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body->SetPosition(L3D::player->GetPosition()+1000.0*dir);
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Space::AddBody(body);
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AIShip* ship = new AIShip(ShipType::LADYBIRD);
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ship->Instruct(AIShip::DO_KILL, L3D::player);
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ship->SetLabel("A friend?");
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ship->SetFrame(L3D::player->GetFrame());
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ship->SetPosition(L3D::player->GetPosition()+100.0*dir);
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Space::AddBody(ship);
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}
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}
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#endif
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@ -2,7 +2,7 @@
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class Object {
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public:
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enum Type { OBJECT, BODY, MODELBODY, DYNAMICBODY, SHIP, PLAYER, SPACESTATION, PLANET, STAR, SFX };
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enum Type { OBJECT, BODY, MODELBODY, DYNAMICBODY, SHIP, PLAYER, SPACESTATION, PLANET, STAR, SFX, AISHIP };
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virtual Type GetType(void) { return OBJECT; }
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virtual bool IsType(Type c) { return GetType() == c; }
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};
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@ -1,6 +1,7 @@
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#pragma once
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#include <vector>
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#include "libs.h"
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#include "star_system.h"
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#define SAVEFILE_VERSION 1
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22
src/ship.cpp
22
src/ship.cpp
@ -397,6 +397,28 @@ void Ship::SetCombatTarget(Body* const target) {
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L3D::worldView->UpdateCommsOptions();
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}
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/* Orient so our -ve z axis == dir. ie.. So that direction points forwards. */
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void Ship::AIFaceDirection(const vector3d& dir) {
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matrix4x4d rot;
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GetRotMatrix(rot);
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rot = rot.InverseOf();
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const vector3d zaxis = vector3d(-rot[2], -rot[6], -rot[10]);
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vector3d rotaxis = vector3d::Cross(zaxis, dir);
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const float dot = vector3d::Dot(dir, zaxis);
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/* If facing > 90 degrees away then max turn rate.. */
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if(dot < 0) rotaxis.Normalize();
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rotaxis = rot*rotaxis;
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ClearThrusterState();
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/* We still must apply rotation damping. */
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rotaxis -= CalcRotDamping();
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SetAngThrusterState(0, rotaxis.x);
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SetAngThrusterState(1, rotaxis.y);
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SetAngThrusterState(2, rotaxis.z);
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if(dot > 0) SetThrusterState(ShipType::THRUSTER_REAR, 1.0);
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if(dot > 0.95f) SetGunState(0,1);
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else SetGunState(0,0);
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}
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bool Ship::IsFiringLasers(void) {
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for(int i = 0; i < ShipType::GUNMOUNT_MAX; i++) {
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if(m_gunState[i]) return true;
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@ -46,6 +46,7 @@ public:
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enum FlightState { FLYING, LANDED };
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FlightState GetFlightState(void) const { return m_flightState; }
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float GetWheelState(void) const { return m_wheelState; }
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void AIFaceDirection(const vector3d& dir);
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EquipSet m_equipment;
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@ -21,8 +21,8 @@ const ShipType ShipType::types[] = {
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* I should outsource name choosing, or this happens..
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*/
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"Ladybird Starfighter",
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13,
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{ 1e7, -1e7, 1e6, -1e6, -1e6, 1e6 },
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62,
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{ 1e8, -1e8, 1e8, -1e8, -1e8, 1e8 },
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1e7,
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{
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{ vector3f(0, -0.5, 0), vector3f(0, 0, -1) },
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