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Space.cpp
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Space.cpp
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#include "libs.h"
#include "Space.h"
#include "Body.h"
#include "Frame.h"
#include "Star.h"
#include "Planet.h"
#include <algorithm>
#include <functional>
#include "Pi.h"
#include "Player.h"
#include "StarSystem.h"
#include "SpaceStation.h"
#include "Serializer.h"
#include "collider/collider.h"
#include "Sfx.h"
#include "Missile.h"
#include "HyperspaceCloud.h"
#include "render/Render.h"
#include "WorldView.h"
#include "SectorView.h"
#include "Lang.h"
#include "ShipCpanel.h"
namespace Space {
std::list<Body*> bodies;
Frame *rootFrame;
static void CollideFrame(Frame *f);
static void PruneCorpses();
static std::list<Body*> corpses;
static SystemPath *hyperspacingTo;
static float hyperspaceAnim;
static double hyperspaceDuration;
static double hyperspaceEndTime;
static std::list<HyperspaceCloud*> storedArrivalClouds;
void Init()
{
rootFrame = new Frame(NULL, Lang::SYSTEM);
rootFrame->SetRadius(FLT_MAX);
}
void Uninit()
{
delete rootFrame;
if (Pi::currentSystem) Pi::currentSystem->Release();
}
void Clear()
{
for (std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i) {
(*i)->SetFrame(NULL);
if ((*i) != static_cast<Body*>(Pi::player)) {
KillBody(*i);
}
}
PruneCorpses();
Pi::player->SetFrame(rootFrame);
for (std::list<Frame*>::iterator i = rootFrame->m_children.begin(); i != rootFrame->m_children.end(); ++i) delete *i;
rootFrame->m_children.clear();
rootFrame->m_astroBody = 0;
rootFrame->m_sbody = 0;
if (hyperspacingTo) delete hyperspacingTo;
hyperspacingTo = 0;
hyperspaceAnim = 0.0f;
hyperspaceDuration = 0.0f;
hyperspaceEndTime = 0.0f;
}
Body *FindNearestTo(const Body *b, Object::Type t)
{
Body *nearest = 0;
double dist = FLT_MAX;
for (std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i) {
if ((*i)->IsDead()) continue;
if ((*i)->IsType(t)) {
double d = (*i)->GetPositionRelTo(b).Length();
if (d < dist) {
dist = d;
nearest = *i;
}
}
}
return nearest;
}
Body *FindBodyForPath(const SystemPath *path)
{
// it is a bit dumb that currentSystem is not part of Space...
SBody *body = Pi::currentSystem->GetBodyByPath(path);
if (!body) return 0;
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
if ((*i)->GetSBody() == body) return *i;
}
return 0;
}
// XXX this is only called by Missile::Explode. consider moving it there
void RadiusDamage(Body *attacker, Frame *f, const vector3d &pos, double radius, double kgDamage)
{
for (std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i) {
if ((*i)->GetFrame() != f) continue;
double dist = ((*i)->GetPosition() - pos).Length();
if (dist < radius) {
// linear damage decay with distance
(*i)->OnDamage(attacker, kgDamage * (radius - dist) / radius);
if ((*i)->IsType(Object::SHIP))
Pi::luaOnShipHit->Queue(dynamic_cast<Ship*>(*i), attacker);
}
}
}
void DoECM(const Frame *f, const vector3d &pos, int power_val)
{
const float ECM_RADIUS = 4000.0f;
for (std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i) {
if ((*i)->GetFrame() != f) continue;
if (!(*i)->IsType(Object::MISSILE)) continue;
double dist = ((*i)->GetPosition() - pos).Length();
if (dist < ECM_RADIUS) {
// increasing chance of destroying it with proximity
if (Pi::rng.Double() > (dist / ECM_RADIUS)) {
static_cast<Missile*>(*i)->ECMAttack(power_val);
}
}
}
}
void Serialize(Serializer::Writer &wr)
{
Serializer::Writer wr2;
Frame::Serialize(wr2, rootFrame);
wr.WrSection("Frames", wr2.GetData());
wr.Int32(bodies.size());
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
//printf("Serializing %s\n", (*i)->GetLabel().c_str());
(*i)->Serialize(wr);
}
wr.Int32(storedArrivalClouds.size());
for (std::list<HyperspaceCloud*>::iterator i = storedArrivalClouds.begin();
i != storedArrivalClouds.end(); ++i) {
(*i)->Serialize(wr);
}
if (hyperspacingTo == 0) {
wr.Byte(0);
} else {
wr.Byte(1);
hyperspacingTo->Serialize(wr);
wr.Float(hyperspaceAnim);
wr.Double(hyperspaceDuration);
wr.Double(hyperspaceEndTime);
}
}
void Unserialize(Serializer::Reader &rd)
{
Serializer::IndexSystemBodies(Pi::currentSystem);
Serializer::Reader rd2 = rd.RdSection("Frames");
rootFrame = Frame::Unserialize(rd2, 0);
// XXX not needed. done in Pi::Unserialize
Serializer::IndexFrames();
int num_bodies = rd.Int32();
//printf("%d bodies to read\n", num_bodies);
for (int i=0; i<num_bodies; i++) {
Body *b = Body::Unserialize(rd);
if (b) bodies.push_back(b);
}
num_bodies = rd.Int32();
for (int i=0; i<num_bodies; i++) {
Body *b = Body::Unserialize(rd);
if (b) storedArrivalClouds.push_back(static_cast<HyperspaceCloud*>(b));
}
hyperspaceAnim = 0;
if (rd.Byte()) {
hyperspacingTo = new SystemPath(SystemPath::Unserialize(rd));
hyperspaceAnim = rd.Float();
hyperspaceDuration = rd.Double();
hyperspaceEndTime = rd.Double();
}
// bodies with references to others must fix these up
Serializer::IndexBodies();
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
(*i)->PostLoadFixup();
}
Frame::PostUnserializeFixup(rootFrame);
}
static Frame *find_frame_with_sbody(Frame *f, const SBody *b)
{
if (f->m_sbody == b) return f;
else {
for (std::list<Frame*>::iterator i = f->m_children.begin();
i != f->m_children.end(); ++i) {
Frame *found = find_frame_with_sbody(*i, b);
if (found) return found;
}
}
return 0;
}
Frame *GetFrameWithSBody(const SBody *b)
{
return find_frame_with_sbody(rootFrame, b);
}
static void SetFrameOrientationFromSBodyAxialTilt(Frame *f, const SBody *sbody)
{
matrix4x4d rot = matrix4x4d::RotateXMatrix(sbody->axialTilt.ToDouble());
f->SetRotationOnly(rot);
}
static Frame *MakeFrameFor(SBody *sbody, Body *b, Frame *f)
{
Frame *orbFrame, *rotFrame;
double frameRadius;
if (!sbody->parent) {
if (b) b->SetFrame(f);
f->m_sbody = sbody;
f->m_astroBody = b;
return f;
}
if (sbody->type == SBody::TYPE_GRAVPOINT) {
orbFrame = new Frame(f, sbody->name.c_str());
orbFrame->m_sbody = sbody;
orbFrame->m_astroBody = b;
orbFrame->SetRadius(sbody->GetMaxChildOrbitalDistance()*1.1);
return orbFrame;
}
SBody::BodySuperType supertype = sbody->GetSuperType();
if ((supertype == SBody::SUPERTYPE_GAS_GIANT) ||
(supertype == SBody::SUPERTYPE_ROCKY_PLANET)) {
// for planets we want an non-rotating frame for a few radii
// and a rotating frame in the same position but with maybe 1.05*radius,
// which actually contains the object.
frameRadius = std::max(4.0*sbody->GetRadius(), sbody->GetMaxChildOrbitalDistance()*1.05);
orbFrame = new Frame(f, sbody->name.c_str());
orbFrame->m_sbody = sbody;
orbFrame->SetRadius(frameRadius);
//printf("\t\t\t%s has frame size %.0fkm, body radius %.0fkm\n", sbody->name.c_str(),
// (frameRadius ? frameRadius : 10*sbody->GetRadius())*0.001f,
// sbody->GetRadius()*0.001f);
assert(sbody->rotationPeriod != 0);
rotFrame = new Frame(orbFrame, sbody->name.c_str());
// rotating frame has size of GeoSphere terrain bounding sphere
rotFrame->SetRadius(b->GetBoundingRadius());
rotFrame->SetAngVelocity(vector3d(0,2*M_PI/sbody->GetRotationPeriod(),0));
rotFrame->m_astroBody = b;
SetFrameOrientationFromSBodyAxialTilt(rotFrame, sbody);
b->SetFrame(rotFrame);
return orbFrame;
}
else if (supertype == SBody::SUPERTYPE_STAR) {
// stars want a single small non-rotating frame
orbFrame = new Frame(f, sbody->name.c_str());
orbFrame->m_sbody = sbody;
orbFrame->m_astroBody = b;
orbFrame->SetRadius(sbody->GetMaxChildOrbitalDistance()*1.1);
b->SetFrame(orbFrame);
return orbFrame;
}
else if (sbody->type == SBody::TYPE_STARPORT_ORBITAL) {
// space stations want non-rotating frame to some distance
// and a much closer rotating frame
frameRadius = 1000000.0; // XXX NFI!
orbFrame = new Frame(f, sbody->name.c_str());
orbFrame->m_sbody = sbody;
// orbFrame->SetRadius(10*sbody->GetRadius());
orbFrame->SetRadius(frameRadius);
assert(sbody->rotationPeriod != 0);
rotFrame = new Frame(orbFrame, sbody->name.c_str());
rotFrame->SetRadius(1000.0);
// rotFrame->SetRadius(1.1*sbody->GetRadius()); // enough for collisions?
rotFrame->SetAngVelocity(vector3d(0.0,double(static_cast<SpaceStation*>(b)->GetDesiredAngVel()),0.0));
rotFrame->m_astroBody = b; // hope this doesn't break anything
b->SetFrame(rotFrame);
return orbFrame;
} else if (sbody->type == SBody::TYPE_STARPORT_SURFACE) {
// just put body into rotating frame of planet, not in its own frame
// (because collisions only happen between objects in same frame,
// and we want collisions on starport and on planet itself)
Frame *frame = *f->m_children.begin();
b->SetFrame(frame);
assert(frame->m_astroBody->IsType(Object::PLANET));
Planet *planet = static_cast<Planet*>(frame->m_astroBody);
/* position on planet surface */
double height;
int tries;
matrix4x4d rot;
vector3d pos;
// first try suggested position
rot = sbody->orbit.rotMatrix;
pos = rot * vector3d(0,1,0);
if (planet->GetTerrainHeight(pos) - planet->GetSBody()->GetRadius() <= 0.0) {
MTRand r(sbody->seed);
// position is under water. try some random ones
for (tries=0; tries<100; tries++) {
// used for orientation on planet surface
double r2 = r.Double(); // function parameter evaluation order is implementation-dependent
double r1 = r.Double(); // can't put two rands in the same expression
rot = matrix4x4d::RotateZMatrix(2*M_PI*r1)
* matrix4x4d::RotateYMatrix(2*M_PI*r2);
pos = rot * vector3d(0,1,0);
height = planet->GetTerrainHeight(pos) - planet->GetSBody()->GetRadius();
// don't want to be under water
if (height > 0.0) break;
}
}
b->SetPosition(pos * planet->GetTerrainHeight(pos));
b->SetRotMatrix(rot);
return frame;
} else {
assert(0);
}
return NULL;
}
void GenBody(SBody *sbody, Frame *f)
{
Body *b = 0;
if (sbody->type != SBody::TYPE_GRAVPOINT) {
if (sbody->GetSuperType() == SBody::SUPERTYPE_STAR) {
Star *star = new Star(sbody);
b = star;
} else if ((sbody->type == SBody::TYPE_STARPORT_ORBITAL) ||
(sbody->type == SBody::TYPE_STARPORT_SURFACE)) {
SpaceStation *ss = new SpaceStation(sbody);
b = ss;
} else {
Planet *planet = new Planet(sbody);
b = planet;
}
b->SetLabel(sbody->name.c_str());
b->SetPosition(vector3d(0,0,0));
AddBody(b);
}
f = MakeFrameFor(sbody, b, f);
for (std::vector<SBody*>::iterator i = sbody->children.begin(); i != sbody->children.end(); ++i) {
GenBody(*i, f);
}
}
void BuildSystem()
{
GenBody(Pi::currentSystem->rootBody, rootFrame);
rootFrame->SetPosition(vector3d(0,0,0));
rootFrame->SetVelocity(vector3d(0,0,0));
rootFrame->UpdateOrbitRails();
}
void AddBody(Body *b)
{
bodies.push_back(b);
}
void RemoveBody(Body *b)
{
b->SetFrame(0);
bodies.remove(b);
}
void KillBody(Body* const b)
{
if (!b->IsDead()) {
b->MarkDead();
if (b != Pi::player) corpses.push_back(b);
}
}
static bool OnCollision(Object *o1, Object *o2, CollisionContact *c, double relativeVel)
{
Body *pb1 = static_cast<Body*>(o1);
Body *pb2 = static_cast<Body*>(o2);
/* Not always a Body (could be CityOnPlanet, which is a nasty exception I should eradicate) */
if (o1->IsType(Object::BODY)) {
if (pb1 && !pb1->OnCollision(o2, c->geomFlag, relativeVel)) return false;
}
if (o2->IsType(Object::BODY)) {
if (pb2 && !pb2->OnCollision(o1, c->geomFlag, relativeVel)) return false;
}
return true;
}
static void hitCallback(CollisionContact *c)
{
//printf("OUCH! %x (depth %f)\n", SDL_GetTicks(), c->depth);
Object *po1 = static_cast<Object*>(c->userData1);
Object *po2 = static_cast<Object*>(c->userData2);
const bool po1_isDynBody = po1->IsType(Object::DYNAMICBODY);
const bool po2_isDynBody = po2->IsType(Object::DYNAMICBODY);
// collision response
assert(po1_isDynBody || po2_isDynBody);
if (po1_isDynBody && po2_isDynBody) {
DynamicBody *b1 = static_cast<DynamicBody*>(po1);
DynamicBody *b2 = static_cast<DynamicBody*>(po2);
const vector3d linVel1 = b1->GetVelocity();
const vector3d linVel2 = b2->GetVelocity();
const vector3d angVel1 = b1->GetAngVelocity();
const vector3d angVel2 = b2->GetAngVelocity();
const double coeff_rest = 0.5;
// step back
// mover->UndoTimestep();
const double invMass1 = 1.0 / b1->GetMass();
const double invMass2 = 1.0 / b2->GetMass();
const vector3d hitPos1 = c->pos - b1->GetPosition();
const vector3d hitPos2 = c->pos - b2->GetPosition();
const vector3d hitVel1 = linVel1 + angVel1.Cross(hitPos1);
const vector3d hitVel2 = linVel2 + angVel2.Cross(hitPos2);
const double relVel = (hitVel1 - hitVel2).Dot(c->normal);
// moving away so no collision
if (relVel > 0) return;
if (!OnCollision(po1, po2, c, -relVel)) return;
const double invAngInert1 = 1.0 / b1->GetAngularInertia();
const double invAngInert2 = 1.0 / b2->GetAngularInertia();
const double numerator = -(1.0 + coeff_rest) * relVel;
const double term1 = invMass1;
const double term2 = invMass2;
const double term3 = c->normal.Dot((hitPos1.Cross(c->normal)*invAngInert1).Cross(hitPos1));
const double term4 = c->normal.Dot((hitPos2.Cross(c->normal)*invAngInert2).Cross(hitPos2));
const double j = numerator / (term1 + term2 + term3 + term4);
const vector3d force = j * c->normal;
b1->SetVelocity(linVel1 + force*invMass1);
b1->SetAngVelocity(angVel1 + hitPos1.Cross(force)*invAngInert1);
b2->SetVelocity(linVel2 - force*invMass2);
b2->SetAngVelocity(angVel2 - hitPos2.Cross(force)*invAngInert2);
} else {
// one body is static
vector3d hitNormal;
DynamicBody *mover;
if (po1_isDynBody) {
mover = static_cast<DynamicBody*>(po1);
hitNormal = c->normal;
} else {
mover = static_cast<DynamicBody*>(po2);
hitNormal = -c->normal;
}
const double coeff_rest = 0.5;
const vector3d linVel1 = mover->GetVelocity();
const vector3d angVel1 = mover->GetAngVelocity();
// step back
// mover->UndoTimestep();
const double invMass1 = 1.0 / mover->GetMass();
const vector3d hitPos1 = c->pos - mover->GetPosition();
const vector3d hitVel1 = linVel1 + angVel1.Cross(hitPos1);
const double relVel = hitVel1.Dot(c->normal);
// moving away so no collision
if (relVel > 0 && !c->geomFlag) return;
if (!OnCollision(po1, po2, c, -relVel)) return;
const double invAngInert = 1.0 / mover->GetAngularInertia();
const double numerator = -(1.0 + coeff_rest) * relVel;
const double term1 = invMass1;
const double term3 = c->normal.Dot((hitPos1.Cross(c->normal)*invAngInert).Cross(hitPos1));
const double j = numerator / (term1 + term3);
const vector3d force = j * c->normal;
mover->SetVelocity(linVel1 + force*invMass1);
mover->SetAngVelocity(angVel1 + hitPos1.Cross(force)*invAngInert);
}
}
void CollideFrame(Frame *f)
{
if (f->m_astroBody && (f->m_astroBody->IsType(Object::TERRAINBODY))) {
// this is pretty retarded
for (bodiesIter_t i = bodies.begin(); i!=bodies.end(); ++i) {
if ((*i)->GetFrame() != f) continue;
if (!(*i)->IsType(Object::DYNAMICBODY)) continue;
DynamicBody *dynBody = static_cast<DynamicBody*>(*i);
Aabb aabb;
dynBody->GetAabb(aabb);
const matrix4x4d &trans = dynBody->GetGeom()->GetTransform();
const vector3d aabbCorners[8] = {
vector3d(aabb.min.x, aabb.min.y, aabb.min.z),
vector3d(aabb.min.x, aabb.min.y, aabb.max.z),
vector3d(aabb.min.x, aabb.max.y, aabb.min.z),
vector3d(aabb.min.x, aabb.max.y, aabb.max.z),
vector3d(aabb.max.x, aabb.min.y, aabb.min.z),
vector3d(aabb.max.x, aabb.min.y, aabb.max.z),
vector3d(aabb.max.x, aabb.max.y, aabb.min.z),
vector3d(aabb.max.x, aabb.max.y, aabb.max.z)
};
CollisionContact c;
for (int j=0; j<8; j++) {
const vector3d &s = aabbCorners[j];
vector3d pos = trans * s;
double terrain_height = static_cast<Planet*>(f->m_astroBody)->GetTerrainHeight(pos.Normalized());
double altitude = pos.Length();
double hitDepth = terrain_height - altitude;
if (altitude < terrain_height) {
c.pos = pos;
c.normal = pos.Normalized();
c.depth = hitDepth;
c.userData1 = static_cast<void*>(dynBody);
c.userData2 = static_cast<void*>(f->m_astroBody);
hitCallback(&c);
}
}
}
}
f->GetCollisionSpace()->Collide(&hitCallback);
for (std::list<Frame*>::iterator i = f->m_children.begin(); i != f->m_children.end(); ++i) {
CollideFrame(*i);
}
}
void TimeStep(float step)
{
if (hyperspacingTo) {
Pi::RequestTimeAccel(6);
hyperspaceAnim += step;
if (Pi::GetGameTime() > hyperspaceEndTime) {
DoHyperspaceTo(0);
Pi::RequestTimeAccel(1);
hyperspaceAnim = 0;
}
// don't take a physics step at this mental time accel
return;
}
CollideFrame(rootFrame);
// XXX does not need to be done this often
// update frames of reference
for (std::list<Body*>::iterator i = bodies.begin(); i != bodies.end(); ++i)
(*i)->UpdateFrame();
rootFrame->UpdateOrbitRails();
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i)
(*i)->StaticUpdate(step); // moved so timestep is correct during StaticUpdate
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i)
(*i)->TimeStepUpdate(step);
Pi::cpan->TimeStepUpdate(step);
Sfx::TimeStepAll(step, rootFrame);
Pi::luaOnEnterSystem->Emit();
Pi::luaOnLeaveSystem->Emit();
Pi::luaOnFrameChanged->Emit();
Pi::luaOnShipHit->Emit();
Pi::luaOnShipCollided->Emit();
Pi::luaOnShipDestroyed->Emit();
Pi::luaOnShipDocked->Emit();
Pi::luaOnShipAlertChanged->Emit();
Pi::luaOnShipUndocked->Emit();
Pi::luaOnShipLanded->Emit();
Pi::luaOnShipTakeOff->Emit();
Pi::luaOnJettison->Emit();
Pi::luaOnAICompleted->Emit();
Pi::luaOnCreateBB->Emit();
Pi::luaOnUpdateBB->Emit();
Pi::luaOnShipFlavourChanged->Emit();
Pi::luaOnShipEquipmentChanged->Emit();
Pi::luaTimer->Tick();
PruneCorpses();
}
void PruneCorpses()
{
for (bodiesIter_t corpse = corpses.begin(); corpse != corpses.end(); ++corpse) {
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i)
(*i)->NotifyDeleted(*corpse);
bodies.remove(*corpse);
delete *corpse;
}
corpses.clear();
}
/*
* Called during play to initiate hyperspace sequence.
*/
void StartHyperspaceTo(Ship *ship, const SystemPath *dest)
{
int fuelUsage;
double duration;
if (!ship->CanHyperspaceTo(dest, fuelUsage, duration)) return;
ship->UseHyperspaceFuel(dest);
Pi::luaOnLeaveSystem->Queue(ship);
if (Pi::player == ship) {
if (Pi::player->GetFlightControlState() == Player::CONTROL_AUTOPILOT)
Pi::player->SetFlightControlState(Player::CONTROL_MANUAL);
// Departure clouds going to the same system as us are turned
// into arrival clouds and stored here
for (bodiesIter_t i = bodies.begin(); i != bodies.end();) {
HyperspaceCloud *cloud = static_cast<HyperspaceCloud*>(*i);
if ((*i)->IsType(Object::HYPERSPACECLOUD) && (!cloud->IsArrival()) &&
(cloud->GetShip() != 0)) {
// only comparing system, not precise body target
const SystemPath cloudDest = cloud->GetShip()->GetHyperspaceDest();
if (cloudDest.IsSameSystem(*dest)) {
Pi::player->NotifyDeleted(cloud);
cloud->GetShip()->SetHyperspaceDest(Pi::currentSystem->GetPath());
cloud->SetIsArrival(true);
cloud->SetFrame(0);
storedArrivalClouds.push_back(cloud);
i = bodies.erase(i);
} else {
++i;
}
} else {
++i;
}
}
printf("%lu clouds brought over\n", storedArrivalClouds.size());
Space::Clear();
hyperspacingTo = new SystemPath(*dest);
hyperspaceAnim = 0.0f;
hyperspaceDuration = duration;
hyperspaceEndTime = Pi::GetGameTime() + duration;
Pi::player->ClearThrusterState();
Pi::player->SetFlightState(Ship::HYPERSPACE);
printf("Started hyperspacing...\n");
} else {
// XXX note that cloud now takes ownership of the ship object, and
// so we can drop the reference in Space::bodies. ship will be freed
// when the hyperspacecloud is freed
HyperspaceCloud *cloud = new HyperspaceCloud(ship, Pi::GetGameTime() + duration, false);
cloud->SetFrame(ship->GetFrame());
cloud->SetPosition(ship->GetPosition());
ship->SetFrame(0);
// need to swap ship out of bodies list, replacing it with
// cloud
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
if (*i == ship) {
*i = cloud;
break;
}
}
if (Pi::player->GetCombatTarget() == ship && !Pi::player->GetNavTarget())
Pi::player->SetNavTarget(cloud);
// Hyperspacing ship must drop references to all other bodies,
// and they must all drop references to it.
// make other objects drop their references to this dude
for (bodiesIter_t i = bodies.begin(); i != bodies.end(); ++i) {
if (*i != cloud) {
(*i)->NotifyDeleted(ship);
ship->NotifyDeleted(*i);
}
}
ship->SetFlightState(Ship::HYPERSPACE);
}
}
// random point on a sphere, distributed uniformly by area
vector3d GetRandomPosition(float min_dist, float max_dist)
{
// see http://mathworld.wolfram.com/SpherePointPicking.html
// or a Google search for further information
const double dist = Pi::rng.Double(min_dist, max_dist);
const double z = Pi::rng.Double_closed(-1.0, 1.0);
const double theta = Pi::rng.Double(2.0*M_PI);
const double r = sqrt(1.0 - z*z) * dist;
return vector3d(r*cos(theta), r*sin(theta), z*dist);
}
vector3d GetPositionAfterHyperspace(const SystemPath *source, const SystemPath *dest)
{
Sector source_sec(source->sectorX,source->sectorY,source->sectorZ);
Sector dest_sec(dest->sectorX,dest->sectorY,dest->sectorZ);
Sector::System source_sys = source_sec.m_systems[source->systemIndex];
Sector::System dest_sys = dest_sec.m_systems[dest->systemIndex];
const vector3d sourcePos = vector3d(source_sys.p) + vector3d(source->sectorX, source->sectorY, source->sectorZ);
const vector3d destPos = vector3d(dest_sys.p) + vector3d(dest->sectorX, dest->sectorY, dest->sectorZ);
return (sourcePos - destPos).Normalized() * 11.0*AU + GetRandomPosition(5.0,20.0)*1000.0; // "hyperspace zone": 11 AU from primary
}
/*
* Called at end of hyperspace sequence to place the player in a system.
*/
void DoHyperspaceTo(const SystemPath *dest)
{
bool isRealHyperspaceEvent = false;
if (dest == 0) {
dest = hyperspacingTo;
isRealHyperspaceEvent = true;
} else {
// called with dest indicates start from start point or saved
// game so don't insert stored arrival clouds into system
// XXX this shit should all be cleared on new game init....
for (std::list<HyperspaceCloud*>::iterator i = storedArrivalClouds.begin();
i != storedArrivalClouds.end(); ++i) {
delete *i;
}
storedArrivalClouds.clear();
}
const SystemPath psource = Pi::currentSystem ? Pi::currentSystem->GetPath() : SystemPath();
const SystemPath pdest = SystemPath(dest->sectorX, dest->sectorY, dest->sectorZ, dest->systemIndex);
if (Pi::currentSystem) Pi::currentSystem->Release();
Pi::currentSystem = StarSystem::GetCached(dest);
Space::Clear();
Space::BuildSystem();
Pi::player->SetFrame(Space::rootFrame);
Pi::player->SetVelocity(vector3d(0,0,-100.0));
Pi::player->SetPosition(GetPositionAfterHyperspace(&psource, &pdest));
Pi::player->SetRotMatrix(matrix4x4d::Identity());
Pi::player->Enable();
Pi::player->SetFlightState(Ship::FLYING);
if (isRealHyperspaceEvent) {
HyperspaceCloud *cloud = new HyperspaceCloud(0, Pi::GetGameTime(), true);
cloud->SetPosition(Pi::player->GetPosition());
cloud->SetFrame(Space::rootFrame);
Space::AddBody(cloud);
}
// do stuff to clouds we brought over from the last system
for (std::list<HyperspaceCloud*>::iterator i = storedArrivalClouds.begin(); i != storedArrivalClouds.end(); ++i) {
HyperspaceCloud *cloud = *i;
// first we have to figure out where to put it
cloud->SetFrame(Space::rootFrame);
cloud->SetVelocity(vector3d(0,0,0));
cloud->SetPosition(GetPositionAfterHyperspace(&psource, &pdest));
Space::AddBody(cloud);
if (cloud->GetDueDate() < Pi::GetGameTime()) {
// they emerged from hyperspace some time ago
Ship *ship = cloud->EvictShip();
ship->SetFrame(Space::rootFrame);
ship->SetVelocity(vector3d(0,0,-100.0));
ship->SetRotMatrix(matrix4x4d::Identity());
ship->Enable();
ship->SetFlightState(Ship::FLYING);
SystemPath sdest = ship->GetHyperspaceDest();
if (sdest.bodyIndex == 0) {
// travelling to the system as a whole, so just dump them on
// the cloud - we can't do any better in this case
ship->SetPosition(cloud->GetPosition());
}
else {
// on their way to a body. they're already in-system so we
// want to simulate some travel to their destination. we
// naively assume full accel for half the distance, flip and
// full brake for the rest.
Body *target_body = FindBodyForPath(&sdest);
double dist_to_target = cloud->GetPositionRelTo(target_body).Length();
double half_dist_to_target = dist_to_target / 2.0;
double accel = -(ship->GetShipType().linThrust[ShipType::THRUSTER_FORWARD] / ship->GetMass());
double travel_time = Pi::GetGameTime() - cloud->GetDueDate();
// I can't help but feel some actual math would do better here
double speed = 0;
double dist = 0;
while (travel_time > 0 && dist <= half_dist_to_target) {
speed += accel;
dist += speed;
travel_time--;
}
while (travel_time > 0 && dist < dist_to_target) {
speed -= accel;
dist += speed;
travel_time--;
}
if (travel_time <= 0) {
vector3d pos =
target_body->GetPositionRelTo(Space::rootFrame) +
cloud->GetPositionRelTo(target_body).Normalized() * (dist_to_target - dist);
ship->SetPosition(pos);
}
else {
// ship made it with time to spare. just put it somewhere
// near the body. the script should be issuing a dock or
// flyto command in onEnterSystem so it should sort it
// itself out long before the player can get near
SBody *sbody = Pi::currentSystem->GetBodyByPath(&sdest);
if (sbody->type == SBody::TYPE_STARPORT_ORBITAL) {
ship->SetFrame(target_body->GetFrame());
ship->SetPosition(GetRandomPosition(1000.0,1000.0)*1000.0); // somewhere 1000km out
}
else {
if (sbody->type == SBody::TYPE_STARPORT_SURFACE) {
sbody = sbody->parent;
SystemPath path = Pi::currentSystem->GetPathOf(sbody);
target_body = FindBodyForPath(&path);
}
double sdist = sbody->GetRadius()*2.0;
ship->SetFrame(target_body->GetFrame());
ship->SetPosition(GetRandomPosition(sdist,sdist));
}
}
}
Space::AddBody(ship);
Pi::luaOnEnterSystem->Queue(ship);
}
}
storedArrivalClouds.clear();
// bit of a hack, this should be only false if DoHyperspaceTo is used at
// game startup (eg debug point)
if (Pi::IsGameStarted())
Pi::luaOnEnterSystem->Queue(Pi::player);
delete hyperspacingTo;
hyperspacingTo = 0;
Pi::sectorView->ResetHyperspaceTarget();
}
/* called at game start to load the system and put the player in a starport */
void SetupSystemForGameStart(const SystemPath *dest, int starport, int port)
{
if (Pi::currentSystem) Pi::currentSystem->Release();
Pi::currentSystem = StarSystem::GetCached(dest);
Space::Clear();
Space::BuildSystem();
SpaceStation *station = 0;
for (Space::bodiesIter_t i = Space::bodies.begin(); i!=Space::bodies.end(); i++) {
if ((*i)->IsType(Object::SPACESTATION) && !starport--) {
station = static_cast<SpaceStation*>(*i);
break;
}
}
assert(station);
Pi::player->Enable();
Pi::player->SetPosition(vector3d(0,0,0));
Pi::player->SetVelocity(vector3d(0,0,0));
Pi::player->SetFrame(station->GetFrame());
Pi::player->SetDockedWith(station, port);
station->CreateBB();
}
float GetHyperspaceAnim()
{
return hyperspaceAnim;
}
const SystemPath *GetHyperspaceDest()
{
return hyperspacingTo;
}
double GetHyperspaceDuration()
{
return hyperspaceDuration;
}
}