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Ships.cpp
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Ships.cpp
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/*
* Ships.cpp
*
* Copyright 2015 Joaquín Monteagudo Gómez <kindos7@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*
*/
/*
* FDX_Fighter - Ships.cpp
* Little spaceship game made with C++ and SFML
* Ship resources - code file
*/
/*
Version 0.1 (dd/mm/yy, 23/03/2015 -> )
*/
/*
Preprocessor
*/
/* Includes */
//Header file
#include "Ships.hpp"
/* Defines */
/*Constants*/
/*Macros*/
namespace fdx { namespace fighter
{
/*
Code
*/
/* Initializations */
//Default control type
bool Spaceship::reset_ctrl=false;
const sf::Font* Spaceship::ft=nullptr;
//RNG of AI_spaceship
std::uniform_real_distribution<double> AI_spaceship::RNG_D(0,1);//Generates random doubles
std::default_random_engine AI_spaceship::RE;//Engine for the random numbers
/* Functions */
/* Methods */
/*Spacehip configuration*/
//Copy control, constructors
//Assignment operator
Spshp_config& Spshp_config::operator= (const Spshp_config &nc)
{
max_a=nc.max_a;
max_s=nc.max_s;
delta_a=nc.delta_a;
min_turn_s=nc.min_turn_s;
delta_turn_s=nc.delta_turn_s;
return *this;
}
/*Spaceship*/
//Copy control, constructors
//Assignment operator
Spaceship& Spaceship::operator= (const Spaceship &nspaceship)
{
shield=nspaceship.shield;
dir=nspaceship.dir;
a=nspaceship.a;
s=nspaceship.s;
cfg=nspaceship.cfg;
const sf::Texture *pointer;
if ((pointer=nspaceship.sp.getTexture()))
create_sprite(*pointer);
else
sp=sf::Sprite();
return *this;
}
//Sprite
//Draw the sprite
void Spaceship::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
if (!alive())
return;
sf::CircleShape circle;
circle.setOrigin(shield.get_size(),shield.get_size());
circle.setPosition(shield.get_center().x,shield.get_center().y);
circle.setRadius(shield.get_size());
sf::Color tc=teams.get_team_color(t);
tc.a=127;
circle.setOutlineColor(tc);
circle.setOutlineThickness(5);
tc.a*=e.get_perc();
circle.setFillColor(tc);
target.draw(circle,states);
if (prop)
target.draw(*prop,states);
target.draw(sp,states);
if (ind)
target.draw(*ind,states);
if (ft&&(!name.empty()))
{
sf::Text text(name,*ft,20);
text.setColor(teams.get_team_color(t));
text.setPosition(get_center().x,get_center().y-shield.get_size()-15);
//Center the text
sf::FloatRect textRect = text.getLocalBounds();
text.setOrigin(textRect.left + textRect.width/2.0f, textRect.top + textRect.height/2.0f);
target.draw(text,states);
}
}
//Movement
//Make the spaceship point at the given point
void Spaceship::point(const arrow::Vct &target)
{
crosshair=target;
}
//Accelerate the ship with its thrusters
void Spaceship::acc_thrusters(unsigned int tick)
{
a+=cfg.get_delta_a()*tick;
if (a>cfg.get_a_limit())
a=cfg.get_a_limit();
}
//Moves the ship
//Move the ship without modifying the speed
void Spaceship::mov(unsigned int tick)
{
//Turn the ship to its objective
//Get the new direction
arrow::Vct new_dir(crosshair-shield.get_center());//New direction that the spaceship should have
if (!new_dir)//Give a value to new_dir if it's null
new_dir=arrow::Vct::mk_ang_mod(DEF_DIR,1.0);
else//If the new_dir is not null, make it unitary
new_dir.unitary();
//Apply the turn
dir+=new_dir*(cfg.turn(s.mod())*tick);//Turn the spacehip
dir.unitary();//The vector must be unitary
sp.setRotation(-RAD_TO_DEG(dir.angle()));//Set the rotation of the vector
//Automatic controls
if (controller)
{
set_acc(controller->ctrl_acc());
set_brake(controller->ctrl_brake());
set_fire(controller->ctrl_fire());
point(arrow::Vct(controller->point_x(),controller->point_y()));
}
//Respond to controls
if (ctrl_accelerate)//Accelerate
acc_thrusters(tick);
else
{
a=0;
if (ctrl_brake)//Brake
dec_brake(tick);
}
//Refresh or fire the laser
if (weapon)
{
if (ctrl_fire)
fire();
else
weapon->upd_refresh(tick);
}
//Increase the speed
if (a)
s+=arrow::Vct(dir,a)*(static_cast<arrow::Vct::Mod>(tick));
//Limit the speed
if (s.mod()>cfg.get_s_limit())
s.limmod(cfg.get_s_limit());
//Move the ship
if (s)
{
shield.mov_center(s*(static_cast<arrow::Vct::Mod>(tick)));
sp.setPosition(shield.get_center().x,shield.get_center().y);
}
//Friction
if (!(a)||(ctrl_brake))
dec_friction(tick);
//Refresh or fire the laser
if (weapon)
{
if (ctrl_fire)
fire();
weapon->upd_refresh(tick);
}
//Recharge energy
recharge(tick);
//Position the propeller's fire on its place
upd_propeller(tick);
//Take damage
take_damage(tick);
//Update the damage indicator
if (ind)
{
ind->update(tick);
ind->set_center(get_center());
}
//Reset controls if needed
if (reset_ctrl)
ctrl_accelerate=ctrl_brake=ctrl_fire=false;
}
//Energy, lasers
//Recharge energy
void Spaceship::recharge(unsigned int tick)
{
unsigned int add_energy=0;//Energy to add
tick=r.safe_add_value(tick);//Fill the recharge bar
if (r.full())//If the reload bar is full
{
++add_energy;//One unit more to add
r.empty_bar();//Empty the bar
}
if (tick)//Check how many more full energy units can be generated
{
add_energy+=tick/r.get_max_value();
tick=tick%r.get_max_value();
r.add_value(tick);
}
//Add the energy
e.add_value(add_energy);
}
/*Spaceship's propeller*/
//Sprite
//Set the position of the propeller relative to the spaceship's position
void Propeller::set_position(const arrow::Vct &ncenter, const arrow::Vct &ndir, arrow::Vct::Mod nsize)
{
//Calculate the position of the propeller
arrow::Vct p(rel_pos);//Copy the relative position
p.rot(ndir.angle());//Position relative to the direction the spaceship is pointing at
p*=nsize;//Position relative to the spaceship's size
p+=ncenter;//Position relative to the spaceship's position (its center)
sp.setPosition(p.x,p.y);//Set the position of the sprite
sp.setRotation(-RAD_TO_DEG(ndir.angle()));//Set the rotation of the vector
}
//Set the size of the fire according to the acceleration's percentage and tick
void Propeller::set_size(float a_perc, unsigned int tick)
{
if (a_perc==1)
{
tick=timer.safe_add_value(tick);
if (tick)
{
timer.empty_bar();
timer.add_value(tick%timer.get_max_value());
}
sp.setScale((1-scale)*timer.get_perc()+scale,1);
}
else
sp.setScale(a_perc*scale,1);
}
/*Cannon*/
//Fire
//Fire the laser
void Cannon::fire(const arrow::Vct &ncenter, const arrow::Vct &ndir, arrow::Vct::Mod nsize)
{
if (ready())//Fire if the cannon is ready
{
snd.play();
//Calculate the position at which the laser will be fired
arrow::Vct p(rel_pos);//Copy the relative position
p.rot(ndir.angle());//Position relative to the direction the spaceship is pointing at
p*=nsize;//Position relative to the spaceship's size
p+=ncenter;//Position relative to the spaceship's position (its center)
//Insert the laser in the array
lasers->insert_laser(lm,p,ndir);
//Consume energy
power->add_value(-lm.get_cst());
//Overheat the weapon
refresh.empty_bar();
}
}
/*AI_spaceship*/
//AI interface
//Go to the next AI state
void AI_spaceship::think()
{
if (!enemy_spshp)
{
state=AI_state::SEARCHING;
return;
}
float dist=(enemy_spshp->get_center()-get_center()).mod();
float ener=get_energy()->get_perc();
switch(state)
{
case AI_state::NONE:
break;
case AI_state::SEARCHING:
{
if (enemy_spshp)
{
if(dist<dist_detect)
state=AI_state::MOVING;
}
break;
}
case AI_state::MOVING:
{
if (dist<dist_close)
state=AI_state::FIGHTING;
else if (dist>dist_detect)
state=AI_state::SEARCHING;
break;
}
case AI_state::FIGHTING:
{
if (ener<perc_ener_fight)
state=AI_state::ESCAPING;
else if (dist>dist_close)
state=AI_state::MOVING;
break;
}
case AI_state::ESCAPING:
{
if (ener>perc_ener_esc)
state=AI_state::SEARCHING;
else if (dist>dist_detect)
state=AI_state::REPAIRING;
break;
}
case AI_state::REPAIRING:
{
if (dist<dist_detect)
state=AI_state::ESCAPING;
else if (ener>perc_ener_esc)
state=AI_state::SEARCHING;
break;
}
default:
break;
}
}
//Move the spaceship
void AI_spaceship::play()
{
set_acc(false);
set_brake(false);
set_fire(false);
switch(state)
{
case AI_state::NONE:
break;
case AI_state::SEARCHING:
{
if ((rnd_target-get_center()).mod()<dist_close)
rnd_target=arrow::Vct::mk_ang_mod(RNG_D(RE)*6.28,RNG_D(RE)*(dist_detect-dist_close));
point(rnd_target);
set_acc();
break;
}
case AI_state::MOVING:
{
point(enemy_spshp->get_center());
set_acc();
break;
}
case AI_state::FIGHTING:
{
set_brake(false);
set_fire();
break;
}
case AI_state::ESCAPING:
{
arrow::Vct d(enemy_spshp->get_center()-get_center());
if (d)
d.inv_dir();
else
d=arrow::Vct();
point(get_center()+d);
set_acc();
break;
}
case AI_state::REPAIRING:
{
break;
}
default:
break;
}
}
}}//End of namespace