pioneer/src/SpaceStation.cpp

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#include "SpaceStation.h"
#include "Ship.h"
#include "Planet.h"
#include "gameconsts.h"
#include "StarSystem.h"
#include "Serializer.h"
#include "Frame.h"
#include "Pi.h"
#include "CityOnPlanet.h"
#include "Player.h"
#include "Polit.h"
#include "LmrModel.h"
#include "Polit.h"
#include "Space.h"
#include <algorithm>
#include "Lang.h"
#define ARG_STATION_BAY1_STAGE 6
#define ARG_STATION_BAY1_POS 10
void SpaceStationType::_ReadStageDurations(const char *key, int *outNumStages, double **durationArray) {
lua_State *L = LmrGetLuaState();
model->PushAttributeToLuaStack(key);
assert(lua_istable(L, -1));
int num = lua_objlen(L, -1);
*outNumStages = num;
if (num == 0) {
*durationArray = 0;
} else {
*durationArray = new double[num];
for (int i=1; i<=num; i++) {
lua_pushinteger(L, i);
lua_gettable(L, -2);
(*durationArray)[i-1] = lua_tonumber(L, -1);
lua_pop(L, 1);
}
}
if (outNumStages <= 0) {
Error("Space station %s must have atleast 1 docking and 1 undocking animation stage.",
modelName);
}
}
// read from lua model definition
void SpaceStationType::ReadStageDurations() {
_ReadStageDurations("dock_anim_stage_duration", &numDockingStages, &dockAnimStageDuration);
_ReadStageDurations("undock_anim_stage_duration", &numUndockStages, &undockAnimStageDuration);
}
bool SpaceStationType::GetShipApproachWaypoints(int port, int stage, positionOrient_t &outPosOrient) const
{
lua_State *L = LmrGetLuaState();
lua_pushcfunction(L, pi_lua_panic);
model->PushAttributeToLuaStack("ship_approach_waypoints");
if (!lua_isfunction(L, -1)) {
printf("no function\n");
lua_pop(L, 2);
return false;
}
lua_pushinteger(L, port+1);
lua_pushinteger(L, stage);
lua_pcall(L, 2, 1, -4);
bool gotOrient;
if (lua_istable(L, -1)) {
gotOrient = true;
lua_pushinteger(L, 1);
lua_gettable(L, -2);
outPosOrient.pos = vector3f(*MyLuaVec::checkVec(L, -1));
lua_pop(L, 1);
lua_pushinteger(L, 2);
lua_gettable(L, -2);
outPosOrient.xaxis = vector3f(*MyLuaVec::checkVec(L, -1));
lua_pop(L, 1);
lua_pushinteger(L, 3);
lua_gettable(L, -2);
outPosOrient.yaxis = vector3f(*MyLuaVec::checkVec(L, -1));
lua_pop(L, 1);
} else {
gotOrient = false;
}
lua_pop(L, 1);
return gotOrient;
}
/* when ship is on rails it returns true and fills outPosOrient.
* when ship has been released (or docked) it returns false.
* Note station animations may continue for any number of stages after
* ship has been released and is under player control again */
bool SpaceStationType::GetDockAnimPositionOrient(int port, int stage, double t, const vector3d &from, positionOrient_t &outPosOrient, const Ship *ship) const
{
if ((stage < 0) && ((-stage) > numUndockStages)) return false;
if ((stage > 0) && (stage > numDockingStages)) return false;
lua_State *L = LmrGetLuaState();
lua_pushcfunction(L, pi_lua_panic);
// It's a function of form function(stage, t, from)
model->PushAttributeToLuaStack("ship_dock_anim");
if (!lua_isfunction(L, -1)) {
Error("Spacestation model %s needs ship_dock_anim method", model->GetName());
}
lua_pushinteger(L, port+1);
lua_pushinteger(L, stage);
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lua_pushnumber(L, double(t));
vector3f *_from = MyLuaVec::pushVec(L);
*_from = vector3f(from);
// push model aabb as lua table: { min: vec3, max: vec3 }
{
Aabb aabb;
ship->GetAabb(aabb);
lua_createtable (L, 0, 2);
vector3f *v = MyLuaVec::pushVec(L);
*v = aabb.max;
lua_setfield(L, -2, "max");
v = MyLuaVec::pushVec(L);
*v = aabb.min;
lua_setfield(L, -2, "min");
}
lua_pcall(L, 5, 1, -7);
bool gotOrient;
if (lua_istable(L, -1)) {
gotOrient = true;
lua_pushinteger(L, 1);
lua_gettable(L, -2);
outPosOrient.pos = vector3f(*MyLuaVec::checkVec(L, -1));
lua_pop(L, 1);
lua_pushinteger(L, 2);
lua_gettable(L, -2);
outPosOrient.xaxis = vector3f(*MyLuaVec::checkVec(L, -1));
lua_pop(L, 1);
lua_pushinteger(L, 3);
lua_gettable(L, -2);
outPosOrient.yaxis = vector3f(*MyLuaVec::checkVec(L, -1));
lua_pop(L, 1);
} else {
gotOrient = false;
}
lua_pop(L, 1);
return gotOrient;
}
static bool stationTypesInitted = false;
static std::vector<SpaceStationType> surfaceStationTypes;
static std::vector<SpaceStationType> orbitalStationTypes;
/* Must be called after LmrModel init is called */
void SpaceStation::Init()
{
if (stationTypesInitted) return;
stationTypesInitted = true;
for (int is_orbital=0; is_orbital<2; is_orbital++) {
std::vector<LmrModel*> models;
if (is_orbital) LmrGetModelsWithTag("orbital_station", models);
else LmrGetModelsWithTag("surface_station", models);
for (std::vector<LmrModel*>::iterator i = models.begin();
i != models.end(); ++i) {
SpaceStationType t;
t.modelName = (*i)->GetName();
t.model = LmrLookupModelByName(t.modelName);
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t.dockMethod = SpaceStationType::DOCKMETHOD(is_orbital);
t.numDockingPorts = (*i)->GetIntAttribute("num_docking_ports");
t.dockOneAtATimePlease = (*i)->GetBoolAttribute("dock_one_at_a_time_please");
t.ReadStageDurations();
printf("one at a time? %s\n", t.dockOneAtATimePlease ? "yes" : "no");
printf("%s: %d docking ports\n", t.modelName, t.numDockingPorts);
if (is_orbital) {
t.angVel = (*i)->GetFloatAttribute("angular_velocity");
orbitalStationTypes.push_back(t);
}
else surfaceStationTypes.push_back(t);
}
}
printf("%lu orbital station types and %lu surface station types.\n", orbitalStationTypes.size(), surfaceStationTypes.size());
}
float SpaceStation::GetDesiredAngVel() const
{
return m_type->angVel;
}
void SpaceStation::Save(Serializer::Writer &wr)
{
ModelBody::Save(wr);
MarketAgent::Save(wr);
wr.Int32(Equip::TYPE_MAX);
for (int i=0; i<Equip::TYPE_MAX; i++) {
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wr.Int32(int(m_equipmentStock[i]));
}
// save shipyard
wr.Int32(m_shipsOnSale.size());
for (std::vector<ShipFlavour>::iterator i = m_shipsOnSale.begin();
i != m_shipsOnSale.end(); ++i) {
(*i).Save(wr);
}
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
wr.Int32(Serializer::LookupBody(m_shipDocking[i].ship));
wr.Int32(m_shipDocking[i].stage);
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wr.Float(float(m_shipDocking[i].stagePos));
wr.Vector3d(m_shipDocking[i].fromPos);
wr.WrQuaternionf(m_shipDocking[i].fromRot);
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wr.Float(float(m_openAnimState[i]));
wr.Float(float(m_dockAnimState[i]));
}
wr.Double(m_lastUpdatedShipyard);
wr.Int32(Serializer::LookupSystemBody(m_sbody));
wr.Int32(m_numPoliceDocked);
}
void SpaceStation::Load(Serializer::Reader &rd)
{
ModelBody::Load(rd);
MarketAgent::Load(rd);
int num = rd.Int32();
if (num > Equip::TYPE_MAX) throw SavedGameCorruptException();
for (int i=0; i<Equip::TYPE_MAX; i++) {
m_equipmentStock[i] = 0;
}
for (int i=0; i<num; i++) {
m_equipmentStock[i] = static_cast<Equip::Type>(rd.Int32());
}
// load shityard
int numShipsForSale = rd.Int32();
for (int i=0; i<numShipsForSale; i++) {
ShipFlavour s;
s.Load(rd);
m_shipsOnSale.push_back(s);
}
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
m_shipDocking[i].shipIndex = rd.Int32();
m_shipDocking[i].stage = rd.Int32();
m_shipDocking[i].stagePos = rd.Float();
m_shipDocking[i].fromPos = rd.Vector3d();
m_shipDocking[i].fromRot = rd.RdQuaternionf();
m_openAnimState[i] = rd.Float();
m_dockAnimState[i] = rd.Float();
}
m_lastUpdatedShipyard = rd.Double();
m_sbody = Serializer::LookupSystemBody(rd.Int32());
m_numPoliceDocked = rd.Int32();
InitStation();
}
void SpaceStation::PostLoadFixup()
{
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
m_shipDocking[i].ship = static_cast<Ship*>(Serializer::LookupBody(m_shipDocking[i].shipIndex));
}
}
double SpaceStation::GetBoundingRadius() const
{
return ModelBody::GetBoundingRadius() + CITY_ON_PLANET_RADIUS;
}
SpaceStation::SpaceStation(const SBody *sbody): ModelBody()
{
m_sbody = sbody;
m_lastUpdatedShipyard = 0;
m_numPoliceDocked = Pi::rng.Int32(3,10);
for (int i=1; i<Equip::TYPE_MAX; i++) {
if (EquipType::types[i].slot == Equip::SLOT_CARGO) {
m_equipmentStock[i] = Pi::rng.Int32(0,100) * Pi::rng.Int32(1,100);
} else {
if (EquipType::types[i].techLevel <= Pi::currentSystem->m_techlevel)
m_equipmentStock[i] = Pi::rng.Int32(0,100);
}
}
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
m_shipDocking[i].ship = 0;
m_shipDocking[i].stage = 0;
m_shipDocking[i].stagePos = 0;
m_openAnimState[i] = 0;
m_dockAnimState[i] = 0;
}
SetMoney(1000000000);
InitStation();
}
void SpaceStation::InitStation()
{
m_adjacentCity = 0;
for(int i=0; i<4; i++) m_staticSlot[i] = false;
MTRand rand(m_sbody->seed);
if (m_sbody->type == SBody::TYPE_STARPORT_ORBITAL) {
m_type = &orbitalStationTypes[ rand.Int32(orbitalStationTypes.size()) ];
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m_hasDoubleFrame = true;
} else {
m_type = &surfaceStationTypes[ rand.Int32(surfaceStationTypes.size()) ];
}
GetLmrObjParams().argDoubles[ARG_STATION_BAY1_STAGE] = 1.0;
GetLmrObjParams().argDoubles[ARG_STATION_BAY1_POS] = 1.0;
SetModel(m_type->modelName, true);
m_bbCreated = false;
}
SpaceStation::~SpaceStation()
{
onBulletinBoardDeleted.emit();
if (m_adjacentCity) delete m_adjacentCity;
}
void SpaceStation::ReplaceShipOnSale(int idx, const ShipFlavour *with)
{
m_shipsOnSale[idx] = *with;
onShipsForSaleChanged.emit();
}
void SpaceStation::UpdateShipyard()
{
if (m_shipsOnSale.size() == 0) {
// fill shipyard
for (int i=Pi::rng.Int32(20); i; i--) {
ShipFlavour s;
ShipFlavour::MakeTrulyRandom(s);
m_shipsOnSale.push_back(s);
}
} else if (Pi::rng.Int32(2)) {
// add one
ShipFlavour s;
ShipFlavour::MakeTrulyRandom(s);
m_shipsOnSale.push_back(s);
} else {
// remove one
int pos = Pi::rng.Int32(m_shipsOnSale.size());
m_shipsOnSale.erase(m_shipsOnSale.begin() + pos);
}
onShipsForSaleChanged.emit();
}
void SpaceStation::DoDockingAnimation(const double timeStep)
{
matrix4x4d rot, wantRot;
vector3d p1, p2, zaxis;
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
shipDocking_t &dt = m_shipDocking[i];
if (!dt.ship) continue;
if (!dt.stage) continue;
// docked stage is m_type->numDockingPorts + 1
if (dt.stage > m_type->numDockingStages) continue;
GetRotMatrix(rot);
double stageDuration = (dt.stage > 0 ?
m_type->dockAnimStageDuration[dt.stage-1] :
m_type->undockAnimStageDuration[abs(dt.stage)-1]);
dt.stagePos += timeStep / stageDuration;
if (dt.stage == 1) {
// SPECIAL stage! Docking granted but waiting for ship
// to dock
m_openAnimState[i] += 0.3*timeStep;
m_dockAnimState[i] -= 0.3*timeStep;
if (dt.stagePos >= 1.0) {
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if (dt.ship == static_cast<Ship*>(Pi::player)) Pi::onDockingClearanceExpired.emit(this);
dt.ship = 0;
dt.stage = 0;
}
continue;
}
if (dt.stagePos > 1.0) {
dt.stagePos = 0;
if (dt.stage >= 0) dt.stage++;
else dt.stage--;
dt.fromPos = rot.InverseOf() * (dt.ship->GetPosition() - GetPosition());
matrix4x4d temp;
dt.ship->GetRotMatrix(temp);
dt.fromRot = Quaterniond::FromMatrix4x4(temp);
}
SpaceStationType::positionOrient_t shipOrient;
bool onRails = m_type->GetDockAnimPositionOrient(i, dt.stage, dt.stagePos, dt.fromPos, shipOrient, dt.ship);
if (onRails) {
dt.ship->SetPosition(GetPosition() + rot*shipOrient.pos);
wantRot = matrix4x4d::MakeRotMatrix(
shipOrient.xaxis, shipOrient.yaxis,
shipOrient.xaxis.Cross(shipOrient.yaxis)) * rot;
// use quaternion spherical linear interpolation to do
// rotation smoothly
Quaterniond wantQuat = Quaterniond::FromMatrix4x4(wantRot);
Quaterniond q = Quaterniond::Nlerp(dt.fromRot, wantQuat, dt.stagePos);
wantRot = q.ToMatrix4x4<double>();
// wantRot.Renormalize();
dt.ship->SetRotMatrix(wantRot);
} else {
if (dt.stage >= 0) {
// set docked
dt.ship->SetDockedWith(this, i);
CreateBB();
Pi::luaOnShipDocked.Queue(dt.ship, this);
} else {
if (!dt.ship->IsEnabled()) {
// launch ship
dt.ship->Enable();
dt.ship->SetFlightState(Ship::FLYING);
dt.ship->SetAngVelocity(GetFrame()->GetAngVelocity());
dt.ship->SetForce(vector3d(0,0,0));
dt.ship->SetTorque(vector3d(0,0,0));
if (m_type->dockMethod == SpaceStationType::SURFACE) {
dt.ship->SetThrusterState(1, 1.0); // up
} else {
dt.ship->SetVelocity(GetFrame()->GetStasisVelocityAtPosition(dt.ship->GetPosition()));
dt.ship->SetThrusterState(2, -1.0); // forward
}
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Pi::luaOnShipUndocked.Queue(dt.ship, this);
}
}
}
if ((dt.stage < 0) && ((-dt.stage) > m_type->numUndockStages)) {
dt.stage = 0;
dt.ship = 0;
}
}
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
m_openAnimState[i] = Clamp(m_openAnimState[i], 0.0, 1.0);
m_dockAnimState[i] = Clamp(m_dockAnimState[i], 0.0, 1.0);
}
}
void SpaceStation::DoLawAndOrder()
{
Sint64 fine, crimeBitset;
Polit::GetCrime(&crimeBitset, &fine);
if (Pi::player->GetFlightState() != Ship::DOCKED
&& m_numPoliceDocked
&& (fine > 1000)
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&& (GetPositionRelTo(static_cast<Body*>(Pi::player)).Length() < 100000.0)) {
int port = GetFreeDockingPort();
if (port != -1) {
m_numPoliceDocked--;
// Make police ship intent on killing the player
Ship *ship = new Ship(ShipType::LADYBIRD);
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ship->AIKill(Pi::player);
ship->SetFrame(GetFrame());
ship->SetDockedWith(this, port);
Space::AddBody(ship);
{ // blue and white thang
ShipFlavour f;
f.type = ShipType::LADYBIRD;
strncpy(f.regid, Lang::POLICE_SHIP_REGISTRATION, 16);
f.price = ship->GetFlavour()->price;
LmrMaterial m;
m.diffuse[0] = 0.0f; m.diffuse[1] = 0.0f; m.diffuse[2] = 1.0f; m.diffuse[3] = 1.0f;
m.specular[0] = 0.0f; m.specular[1] = 0.0f; m.specular[2] = 1.0f; m.specular[3] = 1.0f;
m.emissive[0] = 0.0f; m.emissive[1] = 0.0f; m.emissive[2] = 0.0f; m.emissive[3] = 0.0f;
m.shininess = 50.0f;
f.primaryColor = m;
m.shininess = 0.0f;
m.diffuse[0] = 1.0f; m.diffuse[1] = 1.0f; m.diffuse[2] = 1.0f; m.diffuse[3] = 1.0f;
f.secondaryColor = m;
ship->ResetFlavour(&f);
}
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ship->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_DUAL_1MW);
ship->m_equipment.Add(Equip::SHIELD_GENERATOR);
ship->m_equipment.Add(Equip::LASER_COOLING_BOOSTER);
ship->m_equipment.Add(Equip::ATMOSPHERIC_SHIELDING);
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ship->UpdateMass();
}
}
}
void SpaceStation::TimeStepUpdate(const float timeStep)
{
if (Pi::GetGameTime() > m_lastUpdatedShipyard) {
if (m_bbCreated) Pi::luaOnUpdateBB.Queue(this);
UpdateShipyard();
// update again in an hour or two
m_lastUpdatedShipyard = Pi::GetGameTime() + 3600.0 + 3600.0*Pi::rng.Double();
}
DoDockingAnimation(timeStep);
DoLawAndOrder();
}
bool SpaceStation::IsGroundStation() const
{
return (m_type->dockMethod == SpaceStationType::SURFACE);
}
/* XXX THIS and PositionDockedShip do almost the same thing */
void SpaceStation::OrientDockedShip(Ship *ship, int port) const
{
SpaceStationType::positionOrient_t dport;
if (!m_type->GetDockAnimPositionOrient(port, m_type->numDockingStages, 1.0f, vector3d(0.0), dport, ship)) {
Error("Space station model %s does not specify valid ship_dock_anim positions", m_type->modelName);
}
// const positionOrient_t *dport = &this->port[port];
const int dockMethod = m_type->dockMethod;
if (dockMethod == SpaceStationType::SURFACE) {
matrix4x4d stationRot;
GetRotMatrix(stationRot);
vector3d port_z = dport.xaxis.Cross(dport.yaxis);
matrix4x4d rot = stationRot * matrix4x4d::MakeRotMatrix(dport.xaxis, dport.yaxis, port_z);
vector3d pos = GetPosition() + stationRot*dport.pos;
// position with wheels perfectly on ground :D
Aabb aabb;
ship->GetAabb(aabb);
pos += stationRot*vector3d(0,-aabb.min.y,0);
ship->SetPosition(pos);
ship->SetRotMatrix(rot);
}
}
int SpaceStation::GetFreeDockingPort()
{
for (int i=0; i<m_type->numDockingPorts; i++) {
if (m_shipDocking[i].ship == 0) {
return i;
}
}
return -1;
}
void SpaceStation::SetDocked(Ship *ship, int port)
{
PositionDockedShip(ship, port);
m_shipDocking[port].ship = ship;
m_shipDocking[port].stage = m_type->numDockingStages+1;
}
void SpaceStation::PositionDockedShip(Ship *ship, int port)
{
SpaceStationType::positionOrient_t dport;
PiVerify(m_type->GetDockAnimPositionOrient(port, m_type->numDockingStages, 1.0f, vector3d(0.0), dport, ship));
// const positionOrient_t *dport = &this->port[port];
const int dockMethod = m_type->dockMethod;
if (dockMethod == SpaceStationType::ORBITAL) {
matrix4x4d rot;
GetRotMatrix(rot);
vector3d p = GetPosition() + rot*dport.pos;
ship->SetFrame(GetFrame());
ship->SetPosition(p);
// duplicated from DoDockingAnimation()
vector3d zaxis = dport.xaxis.Cross(dport.yaxis);
ship->SetRotMatrix(matrix4x4d::MakeRotMatrix(dport.xaxis,
dport.yaxis, zaxis) * rot);
} else {
Aabb aabb;
ship->GetAabb(aabb);
matrix4x4d stationRot;
GetRotMatrix(stationRot);
vector3d port_z = dport.xaxis.Cross(dport.yaxis);
matrix4x4d rot = stationRot * matrix4x4d::MakeRotMatrix(dport.xaxis, dport.yaxis, port_z);
// position slightly (1m) off landing surface
vector3d pos = GetPosition() + stationRot*(dport.pos +
dport.yaxis -
dport.yaxis*aabb.min.y);
ship->SetPosition(pos);
ship->SetRotMatrix(rot);
}
}
bool SpaceStation::LaunchShip(Ship *ship, int port)
{
/* XXX bad to keep duplicating this */
if (m_type->dockOneAtATimePlease) {
for (int i=0; i<m_type->numDockingPorts; i++) {
if (m_shipDocking[i].ship && m_shipDocking[i].stage &&
(m_shipDocking[i].stage != m_type->numDockingStages+1)) {
return false;
}
}
}
matrix4x4d rot;
GetRotMatrix(rot);
shipDocking_t &sd = m_shipDocking[port];
sd.ship = ship;
sd.stage = -1;
sd.stagePos = 0;
sd.fromPos = rot.InverseOf() * (ship->GetPosition() - GetPosition());
{
matrix4x4d temp;
ship->GetRotMatrix(temp);
sd.fromRot = Quaterniond::FromMatrix4x4(temp);
}
ship->SetFlightState(Ship::DOCKING);
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PositionDockedShip(ship, port);
return true;
}
bool SpaceStation::GetDockingClearance(Ship *s, std::string &outMsg)
{
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
if (i >= m_type->numDockingPorts) break;
if ((m_shipDocking[i].ship == s) && (m_shipDocking[i].stage > 0)) {
outMsg = stringf_old(256, Lang::CLEARANCE_ALREADY_GRANTED_BAY_N, i+1);
return true;
}
}
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
if (i >= m_type->numDockingPorts) break;
if (m_shipDocking[i].ship != 0) continue;
shipDocking_t &sd = m_shipDocking[i];
sd.ship = s;
sd.stage = 1;
sd.stagePos = 0;
outMsg = stringf_old(256, Lang::CLEARANCE_GRANTED_BAY_N, i+1);
return true;
}
outMsg = Lang::CLEARANCE_DENIED_NO_BAYS;
return false;
}
/* MarketAgent shite */
void SpaceStation::Bought(Equip::Type t) {
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m_equipmentStock[int(t)]++;
}
void SpaceStation::Sold(Equip::Type t) {
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m_equipmentStock[int(t)]--;
}
bool SpaceStation::CanBuy(Equip::Type t, bool verbose) const {
return true;
}
bool SpaceStation::CanSell(Equip::Type t, bool verbose) const {
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bool result = (m_equipmentStock[int(t)] > 0);
if (verbose && !result) {
Pi::Message(Lang::ITEM_IS_OUT_OF_STOCK);
}
return result;
}
bool SpaceStation::DoesSell(Equip::Type t) const {
return Polit::IsCommodityLegal(Pi::currentSystem, t);
}
Sint64 SpaceStation::GetPrice(Equip::Type t) const {
Sint64 mul = 100 + Pi::currentSystem->GetCommodityBasePriceModPercent(t);
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return (mul * Sint64(EquipType::types[t].basePrice)) / 100;
}
bool SpaceStation::OnCollision(Object *b, Uint32 flags, double relVel)
{
if ((flags & 0x10) && (b->IsType(Object::SHIP))) {
Ship *s = static_cast<Ship*>(b);
matrix4x4d rot;
GetRotMatrix(rot);
bool canDock = true;
int port = -1;
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
if (m_shipDocking[i].ship == s) { port = i; break; }
}
if (m_type->dockOneAtATimePlease) {
for (int i=0; i<m_type->numDockingPorts; i++) {
if (m_shipDocking[i].ship && m_shipDocking[i].stage != 1 &&
(m_shipDocking[i].stage != m_type->numDockingStages+1)) {
canDock = false;
break;
}
}
} else {
// for non-dockOneAtATimePlease, the ship is expected
// to hit the right docking trigger surface for that port
if (m_shipDocking[flags&0xf].ship != s) canDock = false;
}
if (port == -1) canDock = false;
// hitting docking area of a station
if (canDock) {
SpaceStationType::positionOrient_t dport;
// why stage 2? Because stage 1 is permission to dock
// granted, stage 2 is start of docking animation.
PiVerify(m_type->GetDockAnimPositionOrient(port, 2, 0.0f, vector3d(0.0), dport, s));
double speed = s->GetVelocity().Length();
// must be oriented sensibly and have wheels down
if (IsGroundStation()) {
matrix4x4d shiprot;
s->GetRotMatrix(shiprot);
matrix4x4d invShipRot = shiprot.InverseOf();
vector3d dockingNormal = rot*dport.yaxis;
// check player is sortof sensibly oriented for landing
const double dot = vector3d(invShipRot[1], invShipRot[5], invShipRot[9]).Dot(dockingNormal);
if ((dot < 0.99) || (s->GetWheelState() < 1.0)) return false;
}
if ((speed < MAX_LANDING_SPEED) &&
(!s->GetDockedWith()) &&
(m_shipDocking[port].stage == 1)) {
// if there is more docking port anim to do,
// don't set docked yet
if (m_type->numDockingStages >= 2) {
shipDocking_t &sd = m_shipDocking[port];
sd.ship = s;
sd.stage = 2;
sd.stagePos = 0;
sd.fromPos = rot.InverseOf() * (s->GetPosition() - GetPosition());
matrix4x4d temp;
s->GetRotMatrix(temp);
sd.fromRot = Quaterniond::FromMatrix4x4(temp);
s->Disable();
s->SetFlightState(Ship::DOCKING);
} else {
s->SetDockedWith(this, port);
CreateBB();
Pi::luaOnShipDocked.Queue(s, this);
}
}
}
return false;
} else {
return true;
}
}
void SpaceStation::NotifyDeleted(const Body* const deletedBody)
{
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
if (m_shipDocking[i].ship == deletedBody) {
m_shipDocking[i].ship = 0;
}
}
}
static std::vector<LmrModel*> s_advertModels;
void SpaceStation::Render(const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
/* Well this is nice... */
static int poo=0;
if (!poo) {
poo = 1;
LmrGetModelsWithTag("advert", s_advertModels);
}
// it is silly to do this every render call
//
// random advert models in pFlag[16 .. 19]
// station name in pText[0]
// docking port in pText[1]
MTRand rand;
rand.seed(m_sbody->seed);
LmrObjParams &params = GetLmrObjParams();
/* random advert models */
params.argStrings[4] = s_advertModels[rand.Int32(s_advertModels.size())]->GetName();
params.argStrings[5] = s_advertModels[rand.Int32(s_advertModels.size())]->GetName();
params.argStrings[6] = s_advertModels[rand.Int32(s_advertModels.size())]->GetName();
params.argStrings[7] = s_advertModels[rand.Int32(s_advertModels.size())]->GetName();
params.argStrings[0] = GetLabel().c_str();
SetLmrTimeParams();
for (int i=0; i<MAX_DOCKING_PORTS; i++) {
params.argDoubles[ARG_STATION_BAY1_STAGE + i] = double(m_shipDocking[i].stage);
params.argDoubles[ARG_STATION_BAY1_POS + i] = m_shipDocking[i].stagePos;
}
RenderLmrModel(viewCoords, viewTransform);
/* don't render city if too far away */
if (viewCoords.Length() > 1000000.0) return;
// find planet Body*
Planet *planet;
{
Body *_planet = GetFrame()->m_astroBody;
if ((!_planet) || !_planet->IsType(Object::PLANET)) {
// orbital spaceport -- don't make city turds
} else {
planet = static_cast<Planet*>(_planet);
if (!m_adjacentCity) {
m_adjacentCity = new CityOnPlanet(planet, this, m_sbody->seed);
}
m_adjacentCity->Render(this, viewCoords, viewTransform);
}
}
}
// find an empty position for a static ship and mark it as used. these aren't
// saved and are only needed to help modules place bulk ships. this isn't a
// great place for this, but its gotta be tracked somewhere
bool SpaceStation::AllocateStaticSlot(int& slot)
{
for (int i=0; i<4; i++) {
if (!m_staticSlot[i]) {
m_staticSlot[i] = true;
slot = i;
return true;
}
}
return false;
}
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void SpaceStation::CreateBB()
{
if (m_bbCreated) return;
Pi::luaOnCreateBB.Queue(this);
m_bbCreated = true;
}
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static int next_ref = 0;
int SpaceStation::AddBBAdvert(std::string description, AdvertFormBuilder builder)
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{
int ref = ++next_ref;
assert(ref);
BBAdvert ad;
ad.ref = ref;
ad.description = description;
ad.builder = builder;
m_bbAdverts.push_back(ad);
onBulletinBoardChanged.emit();
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return ref;
}
const BBAdvert *SpaceStation::GetBBAdvert(int ref)
{
for (std::vector<BBAdvert>::const_iterator i = m_bbAdverts.begin(); i != m_bbAdverts.end(); i++)
if (i->ref == ref)
return &(*i);
return NULL;
}
bool SpaceStation::RemoveBBAdvert(int ref)
{
for (std::vector<BBAdvert>::iterator i = m_bbAdverts.begin(); i != m_bbAdverts.end(); i++)
if (i->ref == ref) {
m_bbAdverts.erase(i);
onBulletinBoardAdvertDeleted.emit(*i);
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return true;
}
return false;
}
const std::list<const BBAdvert*> SpaceStation::GetBBAdverts()
{
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if (!m_bbShuffled) {
std::random_shuffle(m_bbAdverts.begin(), m_bbAdverts.end());
m_bbShuffled = true;
}
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std::list<const BBAdvert*> ads;
for (std::vector<BBAdvert>::const_iterator i = m_bbAdverts.begin(); i != m_bbAdverts.end(); i++)
ads.push_back(&(*i));
return ads;
}