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Ships.hpp
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Ships.hpp
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/*
* Ships.hpp
*
* 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.hpp
* Little spaceship game made with C++ and SFML
* Ship resources - Header file
*/
/*
Version 0.1 (dd/mm/yy, 23/03/2015 -> )
*/
/*
Preprocessor
*/
//Header guard
#ifndef _FDX_SHIPS_H_
#define _FDX_SHIPS_H_
/* Includes */
//Physics resources
#include "Physics.hpp"
//Lasers
#include "Laser.hpp"
//SFML graphics
#include "SFML/Graphics.hpp"
#include "SFML/Audio.hpp"
//Team colors
#include "Teams.hpp"
//Controllers
#include "System.hpp"
//RNG
#include <random>
//Double ended queue
#include <deque>
/* Defines */
/*Constants*/
/*Macros*/
namespace fdx { namespace fighter
{
/*
Class definitions
*/
//Spacehip configuration
class Spshp_config;
//Spaceship
class Spaceship;
//Propeller
class Propeller;
//Laser cannon
class Cannon;
//Damage indicator
class Damage_ind;
/*
Function prototypes
*/
/*
Data types
*/
/* Typedefs */
//Coefficient type
typedef arrow::Vct::Mod Coef;
/* Classes */
//Spacehip configuration
class Spshp_config
{
/*Default values*/
private:
//Default coefficient
static constexpr Coef DEF_MAX_A=5e-10,DEF_MAX_S=5e-4;//Default maximum acceleration and speed
static constexpr Coef DEF_DELTA_A=1e-15;//Default acceleration increase
static constexpr Coef DEF_MIN_TURN_S=3e-6,DEF_DELTA_TURN_S=2e-6;//Default turn speeds
static constexpr Coef DEF_FRICTION_COEF=(1-1e-6),DEF_BRAKE_COEF=(1-3e-6);//Default speed reduction coefficients
/*Attributes*/
public:
//Movement parameters
Coef max_a,max_s;//Max acceleration and maximum speed
Coef delta_a;//Acceleration increse
Coef min_turn_s,delta_turn_s;//Minumum turn speed and increment on turn speed when the ship is not moving
Coef friction_coef,brake_coef;//Speed reduction coefficientes for normal and brake conditions
/*Constructor, copy control*/
public:
//Contructor
Spshp_config(Coef nmax_a, Coef nmax_s, Coef ndelta_a, Coef nmin_turn_s, Coef ndelta_turn_s, Coef nfriction_coef, Coef nbrake_coef)
:max_a(nmax_a),max_s(nmax_s),delta_a(ndelta_a),min_turn_s(nmin_turn_s), delta_turn_s(ndelta_turn_s),friction_coef(nfriction_coef),brake_coef(nbrake_coef)
{}
//Default constructor
Spshp_config()
:Spshp_config(DEF_MAX_A,DEF_MAX_S,DEF_DELTA_A,DEF_MIN_TURN_S,DEF_DELTA_TURN_S,DEF_FRICTION_COEF,DEF_BRAKE_COEF)
{}
//Copy constructor
Spshp_config(const Spshp_config &nc)
:Spshp_config(nc.max_a,nc.max_s,nc.delta_a,nc.min_turn_s,nc.delta_turn_s,nc.friction_coef,nc.brake_coef)
{}
//Assignment operator
Spshp_config& operator= (const Spshp_config &nc);
/*Turn*/
public:
//Returns the maximum turn speed that can perform the spaceship at the given speed
Coef turn(Coef speed) const
{
return min_turn_s+delta_turn_s*(1-(speed/max_s));
}
/*Limit*/
public:
//Get the limit
//Speed limit
Coef get_s_limit() const
{
return max_s;
}
//Acceleration limit
Coef get_a_limit() const
{
return max_a;
}
/*Acceleration*/
public:
//Get the acceleration increase
Coef get_delta_a() const
{
return delta_a;
}
/*Reduce speed*/
public:
//Friction decceleration
Coef red_frict() const
{
return friction_coef;
}
//Brake decceleration
Coef red_brake() const
{
return brake_coef;
}
};
//Spaceship's propeller
class Propeller: public sf::Drawable
{
/*Default configuration*/
private:
//Default full oscilation time
static constexpr unsigned int DEF_TIME=100u;
//Default full oscilation scale
static constexpr float DEF_FULL_SCALE=0.8f;
/*Attributes*/
private:
//Fire's sprite
sf::Sprite sp;
//Relative position
arrow::Vct rel_pos;
//Full acceleration oscilation timer
Energy timer;
//Full oscilation scale
float scale;
/*Constructors, copy control*/
public:
//Complete constructor
Propeller(const sf::Texture &txture, const arrow::Vct &nrel_pos, unsigned int t=DEF_TIME, float nscale=DEF_FULL_SCALE)
:sp(txture), rel_pos(nrel_pos), timer(t,0), scale(nscale)
{
sf::Vector2u sz=txture.getSize();
sp.setOrigin(sz.x,sz.y*0.5);
}
//Copy constructor
Propeller(const Propeller &nprop)
:Propeller(*nprop.sp.getTexture(),nprop.rel_pos,nprop.timer.get_max_value(),nprop.scale)
{}
/*Sprite*/
public:
//Set the position of the propeller relative to the spaceship's position
void set_position(const arrow::Vct &ncenter, const arrow::Vct &ndir, arrow::Vct::Mod nsize);
//Draw the sprite
void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
target.draw(sp,states);
}
//Set the size of the fire according to the acceleration's percentage
void set_size(float a_perc, unsigned int tick);
};
//Laser cannon
class Cannon
{
/*Default configuration*/
private:
static constexpr unsigned int DEF_REFT=100000u;//Default refresh time
/*Attributes*/
private:
const Laser_Model &lm;
arrow::Vct rel_pos;//Position from where the lasers are fired (relative to the center, size and rotation of the spaceship)
Array_Laser *lasers;//Array where to insert the lasers
public:
Energy *power;//Power bar for the laser
Energy refresh;//Refresh bar (on microseconds)
sf::Sound snd;
/*Constructors, copy control*/
public:
//Complete constructor
Cannon(const Laser_Model &nlm, const arrow::Vct &nrel_pos, Array_Laser *nlasers=nullptr, Energy *npower=nullptr,unsigned int nrefresh=DEF_REFT)
:lm(nlm),rel_pos(nrel_pos),lasers(nlasers),power(npower),refresh(nrefresh)
{}
//Copy constructor
Cannon(const Cannon &nc)
:Cannon(nc.lm,nc.rel_pos,nc.lasers,nullptr,nc.refresh.get_max_value())
{
snd.setBuffer(*nc.snd.getBuffer());
}
/*Set*/
public:
//Set the Array_Laser to fire lasers at (delete it if called without argument)
void set_lasers(Array_Laser *nlasers=nullptr)
{
lasers=nlasers;
}
//Set the power bar (delete it if called without argument)
void set_power(Energy *npower=nullptr)
{
power=npower;
}
void put_sound(sf::SoundBuffer *sb)
{
snd.setBuffer(*sb);
}
/*Refresh*/
public:
//Check if the cannon is ready to fire
bool ready() const
{
return ((lasers)&&(power)&&(power->get_value()>(static_cast<int>(lm.get_dmg())))&&(refresh.full()));
}
//Update the refresh with the given ticks
void upd_refresh(int mil)
{
refresh.add_value(mil);
}
//Get the refresh bar
const Energy* get_refresh() const
{
return &refresh;
}
/*Fire*/
public:
//Fire the laser
void fire (const arrow::Vct &ncenter, const arrow::Vct &ndir, arrow::Vct::Mod nsize);
};
//Damage indicator
class Damage_ind : public sf::Drawable
{
/*Settings*/
private:
static constexpr unsigned int DEF_MAX_IND=3u;//Max number of damage indicators
static constexpr unsigned int DEF_MAX_TIME=500000u;//Time to remove a damage indicator
static constexpr unsigned int DEF_MAX_RADIUS=20u;//Radius to draw the damage
static constexpr unsigned int DEF_MIN_RADIUS=15u;//Second min radius
static constexpr unsigned int DEF_DESPL=20u;//Lateral movement
/*Attributes*/
private:
std::deque<arrow::Vct::Mod> damages;//Damage indicators
unsigned int t;//Time to remove
arrow::Vct c;//Center of the ship
/*Constructors, copy control*/
public:
//Default const
Damage_ind()
:damages(),t(0)
{}
/*Damage*/
public:
void update (unsigned int ticks)
{
t+=ticks;
while (t>=DEF_MAX_TIME)
{
take_damage();
t-=DEF_MAX_TIME;
}
}
void put_damage(const arrow::Vct& point, const arrow::Vct& center)
{
if (damages.size()==DEF_MAX_IND)
take_damage();
arrow::Vct::Mod angle=(point-center).angle();
damages.push_front(angle);
}
private:
void take_damage()
{
if (!damages.empty())
damages.pop_back();
}
/*Draw*/
public:
void draw(sf::RenderTarget& target, sf::RenderStates states) const
{
sf::ConvexShape shape(3);
sf::CircleShape cir(10);
cir.setOrigin(10,10);
cir.setFillColor(teams.get_enemy());
shape.setFillColor(teams.get_enemy());
for (auto it=damages.begin();it!=damages.end();++it)
{
arrow::Vct t=arrow::Vct::mk_ang_mod(*it,1);
arrow::Vct n=arrow::Vct::mk_ang_mod(*it+3.14/2,1);
arrow::Vct p(t*static_cast<arrow::Vct::Mod>(DEF_MAX_RADIUS));
arrow::Vct p1(t*static_cast<arrow::Vct::Mod>(DEF_MAX_RADIUS)),
p2(t*static_cast<arrow::Vct::Mod>(DEF_MIN_RADIUS)+n*static_cast<arrow::Vct::Mod>(DEF_DESPL)),
p3(t*static_cast<arrow::Vct::Mod>(DEF_MIN_RADIUS)-n*static_cast<arrow::Vct::Mod>(DEF_DESPL));
shape.setPoint(0,sf::Vector2f(p1.x,p1.y));
shape.setPoint(1,sf::Vector2f(p2.x,p2.y));
shape.setPoint(2,sf::Vector2f(p3.x,p3.y));
cir.setPosition(c.x+p.x,c.y+p.y);
//target.draw(shape,states);
target.draw(cir,states);
}
}
/*Center*/
public:
void set_center(const arrow::Vct& nc)
{
c=nc;
}
};
//Spaceship
class Spaceship : public sf::Drawable, public Target
{
/*Configuration*/
private:
static constexpr arrow::Vct::Mod DEF_DIR=0.0;//Default direction in which the spaceship points
static bool reset_ctrl;//The controls are resetted after every movement (true) or not
static constexpr unsigned int DEF_ENERGY=250u;//Default spaceship's energy
static constexpr unsigned int DEF_RECHARGE=10000u;//Default ticks needed to regen a unit of energy
const static sf::Font *ft;
/*Attributes*/
private:
//Spaceship
Crl shield;//Circular shield of the ship
sf::Sprite sp;//Spaceship's sprite
sf::Sprite fr;//Fire's sprite
//Physics
Coef a;//Acceleration (only its module is needed, the direction is hold in dir)
arrow::Vct s;//Speed
arrow::Vct dir;//Direction in which the spaceship is pointing right now
arrow::Vct crosshair;//Point at which the spaceship must point
//Controls
bool ctrl_accelerate=false;//Accelerate the spaceship
bool ctrl_brake=false;//Brake the spaceship
bool ctrl_fire=false;//Fire the laser
//Spaceship configuration
Spshp_config cfg;
//Team
Team t;
//Energy
Energy e;
//Laser cannon
Cannon *weapon=nullptr;
//Propeller
Propeller *prop=nullptr;
//Array of enemy lasers
Array_Laser *lasers=nullptr;
//Damage indicator
Damage_ind *ind=nullptr;
//Controller
Inter_Controller *controller=nullptr;
//Recharge energy
Energy r;
//Name
std::string name;
/*Constructors, copy control*/
public:
//Complete constructor
Spaceship(const arrow::Vct &ncenter, const sf::Texture &txture, const Spshp_config &ncfg, const Team &nt, unsigned int ne=DEF_ENERGY, unsigned int nr=DEF_RECHARGE)
:shield(ncenter,arrow::Vct(txture.getSize().x,txture.getSize().y).mod()/2)
,a(0.0),s(0.0,0.0),dir(arrow::Vct::mk_ang_mod(DEF_DIR,1.0)),crosshair(ncenter),cfg(ncfg),t(nt),e(ne),r(nr,0),name("")
{
create_sprite(txture);
}
//Constructor with default parameters
Spaceship(const arrow::Vct &ncenter, const sf::Texture &txture)
:Spaceship(ncenter,txture,Spshp_config(),Team())
{}
//Copy constructor
Spaceship(const Spaceship& ispshp)
:Spaceship(ispshp.get_center(),*ispshp.sp.getTexture())
{}
//Destructor
virtual ~Spaceship()
{
del_cannon();
del_propeller();
del_ind();
}
//Assignment operator
Spaceship& operator= (const Spaceship &nspaceship);
/*Sprite*/
private:
//Sprite creation, create the sprite and set its position
void create_sprite(const sf::Texture &txture)
{
sf::Vector2u txture_sz=txture.getSize();
sp.setTexture(txture);
sp.setOrigin(txture_sz.x*0.5,txture_sz.y*0.5);
sp.setPosition(shield.get_center().x,shield.get_center().y);
}
public:
//Draw the sprite
void draw(sf::RenderTarget& target, sf::RenderStates states) const;
/*Controls*/
public:
//Accelerate the ship
void set_acc(bool na=true)
{
ctrl_accelerate=na;
}
//Brake the ship
void set_brake(bool nb=true)
{
ctrl_brake=nb;
}
//Fire the laser
void set_fire(bool nf=true)
{
ctrl_fire=nf;
}
//Get the control type
bool get_ctrl_type() const
{
return reset_ctrl;
}
//Set the control type
void set_ctrl_type(bool nc)
{
reset_ctrl=nc;
}
/*Position*/
public:
//Get the center of the spaceship
arrow::Vct get_center() const
{
return shield.get_center();
}
//Get the tip of the laser
arrow::Vct get_tip() const
{
return get_center()+dir*shield.get_size();
}
/*Movement*/
private:
//Accelerate the ship with its thrusters
void acc_thrusters(unsigned int tick=1);
//Decelerate the ship due to friction
void dec_friction(unsigned int tick=1)
{
s*=std::pow(cfg.red_frict(),tick);
}
//Decelerate the ship due to brakes
void dec_brake(unsigned int tick=1)
{
s*=std::pow(cfg.red_brake(),tick);
}
public:
//Moves the ship
//Move the ship
void mov(unsigned int key=1);
//Make the spaceship point at the given point
void point(const arrow::Vct &target);
//Get the percentage values
//Get the percentage of acceleration
float get_a_perc() const
{
return a/cfg.get_a_limit();
}
//Get the percentage of velocity
float get_v_perc() const
{
return s.mod()/cfg.get_s_limit();
}
/*Energy, lasers*/
private:
//Recharge energy
void recharge(unsigned int tick);
public:
//Revive the spaceship and change its position
void revive_at (const arrow::Vct &nr)
{
e.revive();
shield.set_center(nr);
sp.setPosition(shield.get_center().x,shield.get_center().y);
mov(0);
}
//Revive the spaceship
void revive()
{
e.revive();
mov(0);
}
//Get the energy
const Energy* get_energy() const
{
return &e;
}
//Get the refresh
const Energy* get_refresh() const
{
if (weapon)
return weapon->get_refresh();
return nullptr;
}
//Put a cannon on the ship (replaces the old cannon if there is one)
void put_cannon(const Cannon &nc)
{
del_cannon();
weapon=new Cannon(nc);
weapon->set_power(&e);
}
//Deletes the cannon (if it exists)
void del_cannon()
{
delete weapon;
weapon=nullptr;
}
//Put the laser on the cannons
void put_cannon_lasers (Array_Laser *al)
{
if (weapon)
weapon->set_lasers(al);
}
//Fire the cannon
void fire()
{
if ((weapon)&&(weapon->ready()))
weapon->fire(shield.get_center(),dir,shield.get_size());
}
//Take damage
void take_damage(unsigned int tick)
{
if (lasers)
{
if (!ind)
lasers->hit(*this,tick,true);
else
{
for (Laser &that : lasers->lasers)
if (that.hit(*this ,tick,true))
ind->put_damage(that.get_r(),get_center());
}
}
}
//Put laser array
void put_lasers (Array_Laser* nlasers)
{
lasers=nlasers;
}
//Delete the array of lasers
void del_lasers()
{
lasers=nullptr;
}
/*Propeller*/
public:
//Put a propeller on the spaceship
void put_propeller (const Propeller &nprop)
{
del_propeller();
prop=new Propeller(nprop);
}
//Delete the propeller (if it exists)
void del_propeller()
{
delete prop;
prop=nullptr;
}
private:
//Update the propeller
void upd_propeller(unsigned int tick)
{
if (prop)
{
prop->set_position(shield.get_center(),dir,shield.get_size());
prop->set_size(get_a_perc(),tick);
}
}
/*Damage indicator*/
public:
//Put the indicator
void put_ind()
{
del_ind();
ind=new Damage_ind();
}
//Delete the indicator
void del_ind()
{
delete ind;
ind=nullptr;
}
/*Target implementation*/
public:
//Add damage to the target
void dmg(int d)
{
e.add_value(-d);
}
//Return the shape
const Crl& crl() const
{
return shield;
}
//Return the team
Team team() const
{
return t;
}
//Check if this target is alive
bool alive() const
{
return e.alive();
}
/*Controller*/
public:
void set_controller (Inter_Controller *icontroller=nullptr)
{
controller=icontroller;
}
/*Naming*/
public:
void set_name(const std::string & iname)
{
name=iname;
}
static void set_font(const sf::Font * ift)
{
ft=ift;
}
};
//AI for the spaceship
class AI_spaceship : public Spaceship
{
/*States*/
public:
enum struct AI_state : unsigned char
{
NONE=0,//Enemy does nothing
SEARCHING,//Search for an enemy (none found yet)
MOVING,//Move towards an enemy (until reaching a distance close enough)
FIGHTING,//Fight the enemy
ESCAPING,//Low on energy, escape from the enemy
REPAIRING,//Escaped from the enemy, get enough energy to fight him again
};
/*RNG*/
private:
static std::uniform_real_distribution<double> RNG_D;//Generates random doubles
static std::default_random_engine RE;//Engine for the random numbers
/*Default config*/
private:
static constexpr unsigned int DEF_DIST_DETECT=500u;//Default distance to detect the enemy
static constexpr unsigned int DEF_DIST_CLOSE=150u;//Default distance to engage the enemy
static constexpr float DEF_PERC_ENER_ESC=0.25f;//Default perc at which the spaceship will try to escape
static constexpr float DEF_PERC_ENER_FIGHT=0.75f;//Percentage at which the spaceship will fight again after escaping
/*Attributes*/
private:
//Distances
unsigned int dist_detect;//Distance to detect the enemy
unsigned int dist_close;//Distance at which the enemy is close enough to the target
//Energy
float perc_ener_esc;//Perc at which the spaceship will try to escape
float perc_ener_fight;//Percentage at which the spaceship will fight again after escaping
//Spacehips
const Spaceship* enemy_spshp;//Enemy spaceship
//State machine
AI_state state;
//Random target
arrow::Vct rnd_target;
/*Constructors, copy control*/
public:
//Default constructor
AI_spaceship(const arrow::Vct& nr,const sf::Texture& txture, const Spshp_config& cfg, const Team& iteam, unsigned int idist_detect=DEF_DIST_DETECT, unsigned int idist_close=DEF_DIST_CLOSE, float iperc_ener_esc=DEF_PERC_ENER_ESC,float iperc_ener_fight=DEF_PERC_ENER_FIGHT)
:Spaceship(nr,txture,cfg,iteam)
,dist_detect(idist_detect),dist_close(idist_close),perc_ener_esc(iperc_ener_esc),perc_ener_fight(iperc_ener_fight),enemy_spshp(nullptr),state(AI_state::SEARCHING),rnd_target()
{}
//Destructor
~AI_spaceship(){}
/*AI interface*/
public:
//Go to the next AI state
void think();
//Move the spaceship
void play();
void set_enemy(const Spaceship* ienemy)
{
if (!ienemy) return;
if ((!enemy_spshp)||(enemy_spshp->get_center()-get_center()).sq_mod()>(ienemy->get_center()-get_center()).sq_mod())
enemy_spshp=ienemy;
}
void delete_enemy()
{
enemy_spshp=nullptr;
}
};
}}//End of namespace
#endif // _FDX_SHIPS_H_