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2025-07-13 15:47:42 +03:00

964 lines
32 KiB
C++

//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Class for rendering the player ships
//
// $NoKeywords: $
//=============================================================================
#include "stdafx.h"
#include "GameEngine.h"
#include "Ship.h"
#include "stdlib.h"
#include "SpaceWarServer.h"
#include "StatsAndAchievements.h"
#include "Inventory.h"
#include <math.h>
#include <string.h>
//-----------------------------------------------------------------------------
// Purpose: Constructor for thrusters
//-----------------------------------------------------------------------------
CForwardThrusters::CForwardThrusters( IGameEngine *pGameEngine, CShip *pShip ) : CVectorEntity( pGameEngine, 0 )
{
DWORD dwColor = D3DCOLOR_ARGB( 255, 255, 255, 102 );
// Initialize our geometry
AddLine( 0.0, 12.0f, 0.0f, 19.0f, dwColor );
AddLine( 1.0, 12.0f, 6.0f, 19.0f, dwColor );
AddLine( 4.0, 12.0f, 11.0f, 19.0f, dwColor );
AddLine( -1.0, 12.0f, -6.0f, 19.0f, dwColor );
AddLine( -4.0, 12.0f, -11.0f, 19.0f, dwColor );
m_pShip = pShip;
}
//-----------------------------------------------------------------------------
// Purpose: Run Frame, updates us to be in the same position/rotation as the ship we belong to
//-----------------------------------------------------------------------------
void CForwardThrusters::RunFrame()
{
SetAccumulatedRotation( m_pShip->GetAccumulatedRotation() );
SetPosition( m_pShip->GetXPos(), m_pShip->GetYPos() );
CVectorEntity::RunFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Constructor for reverse thrusters
//-----------------------------------------------------------------------------
CReverseThrusters::CReverseThrusters( IGameEngine *pGameEngine, CShip *pShip ) : CVectorEntity( pGameEngine, 0 )
{
DWORD dwColor = D3DCOLOR_ARGB( 255, 255, 255, 102 );
// Initialize our geometry
AddLine( -8.875, 10.5f, -14.85f, 10.5f, dwColor );
AddLine( -8.875, 10.5f, -13.765f, 5.61f, dwColor );
AddLine( -8.875, 10.5f, -7.85f, 3.5f, dwColor );
AddLine( 8.875, 10.5f, 14.85f, 10.5f, dwColor );
AddLine( 8.875, 10.5f, 13.765f, 5.61f, dwColor );
AddLine( 8.875, 10.5f, 7.85f, 3.5f, dwColor );
m_pShip = pShip;
}
//-----------------------------------------------------------------------------
// Purpose: Run Frame, updates us to be in the same position/rotation as the ship we belong to
//-----------------------------------------------------------------------------
void CReverseThrusters::RunFrame()
{
SetAccumulatedRotation( m_pShip->GetAccumulatedRotation() );
SetPosition( m_pShip->GetXPos(), m_pShip->GetYPos() );
CVectorEntity::RunFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Constructor for ship debris after explosion
//-----------------------------------------------------------------------------
CShipDebris::CShipDebris( IGameEngine *pGameEngine, float xPos, float yPos, DWORD dwDebrisColor ) : CSpaceWarEntity( pGameEngine, 0, true )
{
AddLine( 0.0f, 0.0f, 16.0f, 0.0f, dwDebrisColor );
// Random rotation between 0 and 360 degrees (6.28 radians)
float flRotation = (float)(rand()%628)/100.0f;
SetRotationDeltaNextFrame( flRotation );
// Rotation to apply per second
int nRandRotation = rand()%(157*2) - (157);
m_flRotationPerInterval = nRandRotation/100.0f;
float sinvalue = (float)sin( flRotation );
float cosvalue = (float)cos( flRotation );
float xVelocity = GetXVelocity() + ( sinvalue * 80 );
float yVelocity = GetYVelocity() - ( cosvalue * 80 );
// Offset out a bit from the center of the ship compensating for rotation
float offset = (rand()%12)-6.0f;
float xOffset = xPos + (cosvalue*-offset - sinvalue*-offset);
float yOffset = yPos + (cosvalue*-offset + sinvalue*-offset);
// Set velocity
SetVelocity( xVelocity, yVelocity );
// Set position
SetPosition( xOffset, yOffset );
}
//-----------------------------------------------------------------------------
// Purpose: Run frame for debris (keep it spinning)
//-----------------------------------------------------------------------------
void CShipDebris::RunFrame()
{
SetRotationDeltaNextFrame( m_flRotationPerInterval * MIN( m_pGameEngine->GetGameTicksFrameDelta(), 400.0f )/400.0f );
CSpaceWarEntity::RunFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
#pragma warning( push )
// warning C4355: 'this' : used in base member initializer list
// This is OK because the thruster classes won't use the ship object in their constructors (where it may still be only partly constructed)
#pragma warning( disable : 4355 )
CShip::CShip( IGameEngine *pGameEngine, bool bIsServerInstance, float xPos, float yPos, DWORD dwShipColor ) :
CSpaceWarEntity( pGameEngine, 11, true ), m_ForwardThrusters( pGameEngine, this ), m_ReverseThrusters( pGameEngine, this )
{
m_bDisabled = false;
m_bExploding = false;
m_ulLastThrustStartedTickCount = 0;
m_dwVKLeft = 0;
m_dwVKRight = 0;
m_nFade = 255;
m_dwVKForwardThrusters = 0;
m_dwVKReverseThrusters = 0;
m_dwVKFire = 0;
m_ulLastPhotonTickCount = 0;
m_dwShipColor = dwShipColor;
m_bForwardThrustersActive = false;
m_bReverseThrustersActive = false;
m_bIsLocalPlayer = false;
m_ulLastClientUpdateTick = 0;
m_bIsServerInstance = bIsServerInstance;
m_nShipDecoration = 0;
m_nShipPower = 0;
m_nShipWeapon = 0;
m_hTextureWhite = 0;
m_nShipShieldStrength = 0;
m_ulExplosionTickCount = 0;
m_bTriggerEffectEnabled = false;
memset( &m_SpaceWarClientUpdateData, 0, sizeof( m_SpaceWarClientUpdateData ) );
for( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
m_rgPhotonBeams[i] = NULL;
}
BuildGeometry();
SetPosition( xPos, yPos );
// Set Controller color to ship color
m_pGameEngine->SetControllerColor( m_dwShipColor >> 16 & 255, m_dwShipColor >> 8 & 255, m_dwShipColor & 255, k_ESteamControllerLEDFlag_SetColor );
}
#pragma warning( pop )
void CShip::BuildGeometry()
{
ClearVertexes();
// Initialize our geometry
AddLine( -9.0f, 12.0f, 0.0f, -12.0f, m_dwShipColor );
AddLine( 0.0f, -12.0f, 9.0f, 12.0f, m_dwShipColor );
AddLine( 9.0f, 12.0f, -9.0f, 12.0f, m_dwShipColor );
switch ( m_nShipDecoration )
{
case 1:
AddLine( 0.0f, -12.0f, -0.0f, 12.0f, m_dwShipColor );
AddLine( 4.5f, 0.0f, -4.5f, 0.0f, m_dwShipColor );
break;
case 2:
AddLine( 0.0f, -12.0f, -0.0f, 12.0f, m_dwShipColor );
AddLine( 4.5f, 0.0f, -4.5f, 0.0f, m_dwShipColor );
AddLine( 2.5f, -6.0f, -9.0f, 12.0f, m_dwShipColor );
AddLine( 9.0f, 12.0f, -2.5f, -6.0f, m_dwShipColor );
break;
case 3:
AddLine( 0.0f, -12.0f, 0.0f, 12.0f, m_dwShipColor );
AddLine( 2.0f, -8.0f, 2.0f, 12.0f, m_dwShipColor );
AddLine( -2.0f, -8.0f, -2.0f, 12.0f, m_dwShipColor );
break;
case 4:
AddLine( -12.0, 12.0f, -3.0f,-12.0f, m_dwShipColor );
AddLine( -17.0f, 4.0f,-11.0f,-10.0f, m_dwShipColor );
AddLine( -17.0f, 4.0f,-10.0f, 7.0f, m_dwShipColor );
AddLine( -11.0f,-10.0f, -3.0f,-7.0f, m_dwShipColor );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CShip::~CShip()
{
// Cleanup beams
{
for( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( m_rgPhotonBeams[i] )
delete m_rgPhotonBeams[i];
}
}
// Cleanup debris
{
std::list<CShipDebris *>::iterator iter;
for ( iter = m_ListDebris.begin(); iter != m_ListDebris.end(); ++iter )
{
delete (*iter);
}
m_ListDebris.clear();
}
// Restore Controller Color
m_pGameEngine->SetControllerColor( 0, 0, 0, k_ESteamControllerLEDFlag_RestoreUserDefault );
// Turn off trigger effect
if ( m_bTriggerEffectEnabled )
{
m_pGameEngine->SetTriggerEffect( false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Update entity with updated data from the server
//-----------------------------------------------------------------------------
void CShip::OnReceiveServerUpdate( ServerShipUpdateData_t *pUpdateData )
{
if ( m_bIsServerInstance )
{
OutputDebugString( "Should not be receiving server updates on the server itself\n" );
return;
}
SetDisabled( pUpdateData->GetDisabled() );
SetExploding( pUpdateData->GetExploding() );
SetPosition( pUpdateData->GetXPosition()*m_pGameEngine->GetViewportWidth(), pUpdateData->GetYPosition()*m_pGameEngine->GetViewportHeight() );
SetVelocity( pUpdateData->GetXVelocity(), pUpdateData->GetYVelocity() );
SetAccumulatedRotation( pUpdateData->GetRotation() );
m_nShipPower = pUpdateData->GetPower();
m_nShipWeapon = pUpdateData->GetWeapon();
if ( m_nShipDecoration != pUpdateData->GetDecoration() )
{
m_nShipDecoration = pUpdateData->GetDecoration();
BuildGeometry();
}
if ( !m_bIsLocalPlayer || pUpdateData->GetShieldStrength() == 0 )
{
m_nShipShieldStrength = pUpdateData->GetShieldStrength();
}
m_bForwardThrustersActive = pUpdateData->GetForwardThrustersActive();
m_bReverseThrustersActive = pUpdateData->GetReverseThrustersActive();
// Update the photon beams
for ( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
ServerPhotonBeamUpdateData_t *pPhotonUpdate = pUpdateData->AccessPhotonBeamData( i );
if ( pPhotonUpdate->GetActive() )
{
if ( !m_rgPhotonBeams[i] )
{
m_rgPhotonBeams[i] = new CPhotonBeam( m_pGameEngine,
pPhotonUpdate->GetXPosition(), pPhotonUpdate->GetYPosition(),
m_dwShipColor, pPhotonUpdate->GetRotation(),
pPhotonUpdate->GetXVelocity(), pPhotonUpdate->GetYVelocity() );
}
else
{
m_rgPhotonBeams[i]->OnReceiveServerUpdate( pPhotonUpdate );
}
}
else
{
if ( m_rgPhotonBeams[i] )
{
delete m_rgPhotonBeams[i];
m_rgPhotonBeams[i] = NULL;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Update entity with updated data from the client
//-----------------------------------------------------------------------------
void CShip::OnReceiveClientUpdate( ClientSpaceWarUpdateData_t *pUpdateData )
{
if ( !m_bIsServerInstance )
{
OutputDebugString( "Should not be receiving client updates on non-server instances\n" );
return;
}
m_nShipDecoration = pUpdateData->GetDecoration();
m_nShipPower = pUpdateData->GetPower();
m_nShipWeapon = pUpdateData->GetWeapon();
m_nShipShieldStrength = pUpdateData->GetShieldStrength();
memcpy( &m_SpaceWarClientUpdateData, pUpdateData, sizeof( ClientSpaceWarUpdateData_t ) );
}
//-----------------------------------------------------------------------------
// Purpose: Tell the server about any updates we have had client-side
//-----------------------------------------------------------------------------
bool CShip::BGetClientUpdateData( ClientSpaceWarUpdateData_t *pUpdateData )
{
// Limit the rate at which we send updates, even if our internal frame rate is higher
if ( m_pGameEngine->GetGameTickCount() - m_ulLastClientUpdateTick < 1000.0f/CLIENT_UPDATE_SEND_RATE )
return false;
m_ulLastClientUpdateTick = m_pGameEngine->GetGameTickCount();
// Update playername before sending
if ( m_bIsLocalPlayer )
{
m_SpaceWarClientUpdateData.SetPlayerName( SteamFriends()->GetFriendPersonaName( SteamUser()->GetSteamID() ) );
m_SpaceWarClientUpdateData.SetDecoration( m_nShipDecoration );
m_SpaceWarClientUpdateData.SetWeapon( m_nShipWeapon );
m_SpaceWarClientUpdateData.SetPower( m_nShipPower );
m_SpaceWarClientUpdateData.SetShieldStrength( m_nShipShieldStrength );
}
memcpy( pUpdateData, &m_SpaceWarClientUpdateData, sizeof( ClientSpaceWarUpdateData_t ) );
memset( &m_SpaceWarClientUpdateData, 0, sizeof( m_SpaceWarClientUpdateData ) );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Get the name for this ship (only really works server side)
//-----------------------------------------------------------------------------
const char* CShip::GetPlayerName()
{
return m_SpaceWarClientUpdateData.GetPlayerName();
}
//-----------------------------------------------------------------------------
// Purpose: Run a frame for the ship
//-----------------------------------------------------------------------------
void CShip::RunFrame()
{
if ( m_bDisabled )
return;
const uint64 ulCurrentTickCount = m_pGameEngine->GetGameTickCount();
// Look for expired photon beams
int nNextAvailablePhotonBeamSlot = -1; // Track next available slot for use spawning new beams below
for( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( m_rgPhotonBeams[i] )
{
if ( m_rgPhotonBeams[i]->BIsBeamExpired() )
{
delete m_rgPhotonBeams[i];
m_rgPhotonBeams[i] = NULL;
}
}
if ( !m_rgPhotonBeams[i] && nNextAvailablePhotonBeamSlot == -1 )
nNextAvailablePhotonBeamSlot = i;
}
// run all the photon beams we have outstanding
for( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( m_rgPhotonBeams[i] )
m_rgPhotonBeams[i]->RunFrame();
}
// run all the space debris
{
std::list<CShipDebris *>::iterator iter;
for( iter = m_ListDebris.begin(); iter != m_ListDebris.end(); ++iter )
(*iter)->RunFrame();
}
if ( m_bIsLocalPlayer )
{
m_SpaceWarClientUpdateData.SetTurnLeftPressed( false );
m_SpaceWarClientUpdateData.SetTurnRightPressed( false );
if ( m_pGameEngine->BIsKeyDown( m_dwVKLeft )
|| m_pGameEngine->BIsControllerActionActive( eControllerDigitalAction_TurnLeft ) )
{
m_SpaceWarClientUpdateData.SetTurnLeftPressed( true );
}
if ( m_pGameEngine->BIsKeyDown( m_dwVKRight )
|| m_pGameEngine->BIsControllerActionActive( eControllerDigitalAction_TurnRight ) )
{
m_SpaceWarClientUpdateData.SetTurnRightPressed( true );
}
// The Steam Controller can also map an anlog axis to thrust and steer
float fTurnSpeed, fUnused;
m_pGameEngine->GetControllerAnalogAction( eControllerAnalogAction_AnalogControls, &fTurnSpeed, &fUnused );
if ( fTurnSpeed > 0.0f )
{
m_SpaceWarClientUpdateData.SetTurnRightPressed( true );
m_SpaceWarClientUpdateData.SetTurnSpeed( fTurnSpeed );
}
else if ( fTurnSpeed < 0.0f )
{
m_SpaceWarClientUpdateData.SetTurnLeftPressed( true );
m_SpaceWarClientUpdateData.SetTurnSpeed( fTurnSpeed );
}
}
else if ( m_bIsServerInstance )
{
// Server side
const float fMaxTurnSpeed = (PI_VALUE / 2.0f) * (float)m_pGameEngine->GetGameTicksFrameDelta( ) / 400.0f;
float flRotationDelta = 0.0f;
float fTurnSpeed = m_SpaceWarClientUpdateData.GetTurnSpeed();
if ( fTurnSpeed != 0.0f )
{
flRotationDelta += fMaxTurnSpeed * fTurnSpeed;
}
else
{
if ( m_SpaceWarClientUpdateData.GetTurnLeftPressed( ) )
{
flRotationDelta += -1.0f * fMaxTurnSpeed;
}
if ( m_SpaceWarClientUpdateData.GetTurnRightPressed( ) )
{
flRotationDelta += fMaxTurnSpeed;
}
}
SetRotationDeltaNextFrame( flRotationDelta );
}
// Compute acceleration
if ( m_bIsLocalPlayer )
{
// client side
m_SpaceWarClientUpdateData.SetReverseThrustersPressed( false );
m_SpaceWarClientUpdateData.SetForwardThrustersPressed( false );
bool bForwardThrustActive = false;
if ( m_pGameEngine->BIsKeyDown( m_dwVKForwardThrusters ) ||
m_pGameEngine->BIsControllerActionActive( eControllerDigitalAction_ForwardThrust ) )
{
m_SpaceWarClientUpdateData.SetForwardThrustersPressed( true );
bForwardThrustActive = true;
//m_pGameEngine->SetControllerColor( 100, 255, 0, k_ESteamControllerLEDFlag_SetColor );
}
if ( m_pGameEngine->BIsKeyDown( m_dwVKReverseThrusters ) ||
m_pGameEngine->BIsControllerActionActive( eControllerDigitalAction_ReverseThrust ) )
{
m_SpaceWarClientUpdateData.SetReverseThrustersPressed( true );
}
// The Steam Controller can also map an analog axis to thrust and steer
float fThrusterLevel, fUnused;
m_pGameEngine->GetControllerAnalogAction( eControllerAnalogAction_AnalogControls, &fUnused, &fThrusterLevel );
if ( fThrusterLevel > 0.0f )
{
m_SpaceWarClientUpdateData.SetForwardThrustersPressed( true );
m_SpaceWarClientUpdateData.SetThrustersLevel( fThrusterLevel );
bForwardThrustActive = true;
}
else if ( fThrusterLevel < 0.0f )
{
m_SpaceWarClientUpdateData.SetReverseThrustersPressed( true );
m_SpaceWarClientUpdateData.SetThrustersLevel( fThrusterLevel );
}
// We can activate action set layers based upon our state.
// This allows action bindings or settings to be changed on an existing action set for contextual usage
if ( bForwardThrustActive )
{
m_pGameEngine->ActivateSteamControllerActionSetLayer( eControllerActionSet_Layer_Thrust );
}
else if ( m_pGameEngine->BIsActionSetLayerActive( eControllerActionSet_Layer_Thrust ) )
{
m_pGameEngine->DeactivateSteamControllerActionSetLayer( eControllerActionSet_Layer_Thrust );
}
// Hardcoded keys to choose various outfits and weapon powerups which require inventory. Note that this is not
// a "secure" multiplayer model - clients can lie about what they own. A more robust solution, if your items
// matter enough to bother, would be to use SerializeResult / DeserializeResult to encode the fact that your
// steamid owns certain items, and then send that encoded result to the server which decodes and verifies it.
if ( m_pGameEngine->BIsKeyDown( 0x30 ) )
{
m_nShipDecoration = 0;
BuildGeometry();
}
else if ( m_pGameEngine->BIsKeyDown( 0x31 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipDecoration1 ) )
{
m_nShipDecoration = 1;
BuildGeometry();
}
else if ( m_pGameEngine->BIsKeyDown( 0x32 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipDecoration2 ) )
{
m_nShipDecoration = 2;
BuildGeometry();
}
else if ( m_pGameEngine->BIsKeyDown( 0x33 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipDecoration3 ) )
{
m_nShipDecoration = 3;
BuildGeometry();
}
else if ( m_pGameEngine->BIsKeyDown( 0x34 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipDecoration4 ) )
{
m_nShipDecoration = 4;
BuildGeometry();
}
else if ( m_pGameEngine->BIsKeyDown( 0x35 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipWeapon1 ) )
{
m_nShipWeapon = 1;
}
else if ( m_pGameEngine->BIsKeyDown( 0x36 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipWeapon2 ) )
{
m_nShipWeapon = 2;
}
else if ( m_pGameEngine->BIsKeyDown( 0x37 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipSpecial1 ) )
{
m_nShipPower = 1;
}
else if ( m_pGameEngine->BIsKeyDown( 0x38 ) && SpaceWarLocalInventory()->HasInstanceOf( k_SpaceWarItem_ShipSpecial2 ) )
{
m_nShipPower = 2;
}
}
else if ( m_bIsServerInstance )
{
// Server side
float xThrust = 0;
float yThrust = 0;
m_bReverseThrustersActive = false;
m_bForwardThrustersActive = false;
if ( m_SpaceWarClientUpdateData.GetReverseThrustersPressed() || m_SpaceWarClientUpdateData.GetForwardThrustersPressed() )
{
float flSign = 1.0f;
if ( m_SpaceWarClientUpdateData.GetReverseThrustersPressed() )
{
m_bReverseThrustersActive = true;
flSign = -1.0f;
}
else
{
m_bForwardThrustersActive = true;
}
float fThrusterLevel = m_SpaceWarClientUpdateData.GetThrustersLevel();
if ( fThrusterLevel != 0.0f )
{
flSign = fThrusterLevel;
}
if ( m_ulLastThrustStartedTickCount == 0 )
{
m_ulLastThrustStartedTickCount = ulCurrentTickCount;
m_pGameEngine->TriggerControllerHaptics( k_ESteamControllerPad_Left, 2900, 1200, 4 );
}
// You have to hold the key for a second to reach maximum thrust
float factor = MIN( ((float)(ulCurrentTickCount - m_ulLastThrustStartedTickCount) / 500.0f) + 0.2f, 1.0f );
xThrust = flSign * (float)(MAXIMUM_SHIP_THRUST * factor * sin( GetAccumulatedRotation() ) );
yThrust = flSign * -1.0f * (float)(MAXIMUM_SHIP_THRUST * factor * cos( GetAccumulatedRotation() ) );
}
else
{
m_ulLastThrustStartedTickCount = 0;
}
SetAcceleration( xThrust, yThrust );
}
// We'll use these values in a few places below to compute positions of child objects
// appropriately given our rotation
float sinvalue = (float)sin( GetAccumulatedRotation() );
float cosvalue = (float)cos( GetAccumulatedRotation() );
if ( m_bIsLocalPlayer )
{
// client side
if ( m_pGameEngine->BIsKeyDown( m_dwVKFire ) ||
m_pGameEngine->BIsControllerActionActive( eControllerDigitalAction_FireLasers ) )
{
m_SpaceWarClientUpdateData.SetFirePressed( true );
}
}
else if ( m_bIsServerInstance )
{
// server side
if ( nNextAvailablePhotonBeamSlot != -1 && !m_bExploding && m_SpaceWarClientUpdateData.GetFirePressed() && ulCurrentTickCount - PHOTON_BEAM_FIRE_INTERVAL_TICKS > m_ulLastPhotonTickCount )
{
m_ulLastPhotonTickCount = ulCurrentTickCount;
if ( m_nShipWeapon == 1 ) // Item#101
{
float sinvalue1 = (float)sin( GetAccumulatedRotation() - .1f );
float cosvalue1 = (float)cos( GetAccumulatedRotation() - .1f );
float sinvalue2 = (float)sin( GetAccumulatedRotation() + .1f );
float cosvalue2 = (float)cos( GetAccumulatedRotation() + .1f );
float xVelocity = GetXVelocity() + ( sinvalue1 * 275 );
float yVelocity = GetYVelocity() - ( cosvalue1 * 275 );
// Offset 12 points up from the center of the ship, compensating for rotation
float xPos = GetXPos() - sinvalue1*-12.0f;
float yPos = GetYPos() + cosvalue1*-12.0f;
m_rgPhotonBeams[nNextAvailablePhotonBeamSlot] = new CPhotonBeam( m_pGameEngine, xPos, yPos, m_dwShipColor, GetAccumulatedRotation(), xVelocity, yVelocity );
nNextAvailablePhotonBeamSlot = -1; // Track next available slot for use spawning new beams below
for( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( !m_rgPhotonBeams[i] && nNextAvailablePhotonBeamSlot == -1 )
nNextAvailablePhotonBeamSlot = i;
}
if ( nNextAvailablePhotonBeamSlot != -1 )
{
xVelocity = GetXVelocity() + ( sinvalue2 * 275 );
yVelocity = GetYVelocity() - ( cosvalue2 * 275 );
// Offset 12 points up from the center of the ship, compensating for rotation
xPos = GetXPos() - sinvalue2*-12.0f;
yPos = GetYPos() + cosvalue2*-12.0f;
m_rgPhotonBeams[nNextAvailablePhotonBeamSlot] = new CPhotonBeam( m_pGameEngine, xPos, yPos, m_dwShipColor, GetAccumulatedRotation(), xVelocity, yVelocity );
m_pGameEngine->TriggerControllerHaptics( k_ESteamControllerPad_Right, 1000, 1500, 2 );
}
}
else
{
float speed = 275;
if ( m_nShipWeapon == 2 ) // Item#102
{
speed = 500;
}
float xVelocity = GetXVelocity() + ( sinvalue * speed );
float yVelocity = GetYVelocity() - ( cosvalue * speed );
// Offset 12 points up from the center of the ship, compensating for rotation
float xPos = GetXPos() - sinvalue*-12.0f;
float yPos = GetYPos() + cosvalue*-12.0f;
m_rgPhotonBeams[nNextAvailablePhotonBeamSlot] = new CPhotonBeam( m_pGameEngine, xPos, yPos, m_dwShipColor, GetAccumulatedRotation(), xVelocity, yVelocity );
m_pGameEngine->TriggerControllerHaptics( k_ESteamControllerPad_Right, 1200, 2500, 3 );
}
}
}
CSpaceWarEntity::RunFrame();
// Finally, update the thrusters ( we do this after the base class call as they rely on our data being fully up-to-date)
m_ForwardThrusters.RunFrame();
m_ReverseThrusters.RunFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Render the ship
//-----------------------------------------------------------------------------
void CShip::Render()
{
int beamCount = 0;
if ( m_bDisabled )
return;
// render all the photon beams we have outstanding
for ( int i = 0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( m_rgPhotonBeams[i] )
{
m_rgPhotonBeams[i]->Render();
beamCount++;
}
}
if ( m_bExploding )
{
// Don't draw actual ship, instead draw the pieces created in the explosion
std::list<CShipDebris *>::iterator iter;
for ( iter = m_ListDebris.begin(); iter != m_ListDebris.end(); ++iter )
( *iter )->Render();
return;
}
// Check if we should be drawing thrusters
if ( m_bForwardThrustersActive )
{
if ( rand() % 3 == 0 )
m_ForwardThrusters.Render();
}
if ( m_bReverseThrustersActive )
{
if ( rand() % 3 == 0 )
m_ReverseThrusters.Render();
}
DWORD actualColor = m_dwShipColor;
if ( m_nShipPower == 1 ) // Item#103 but need to check if the other guy has it sometimes?
{
if ( beamCount > 0 )
{
m_nFade = 255;
}
else if ( m_nFade > 0 )
{
m_nFade -= 5;
if ( m_nFade < 0 )
m_nFade = 0;
if ( m_bIsLocalPlayer && m_nFade < 50 )
{
m_nFade = 128;
}
}
actualColor = (actualColor & 0xffffff) | (m_nFade<<24);
}
DWORD shieldColor = 0x00af8f00;
if ( m_nShipPower == 2 )
{
shieldColor = shieldColor | ((m_nShipShieldStrength / 4)<<24);
if ( m_nShipShieldStrength < 256 )
m_nShipShieldStrength++;
if ( !m_hTextureWhite )
{
byte *pRGBAData = new byte[1 * 1 * 4];
memset( pRGBAData, 255, 1 * 1 * 4 );
m_hTextureWhite = m_pGameEngine->HCreateTexture( pRGBAData, 1, 1 );
delete[] pRGBAData;
}
float rotationClockwise = (m_pGameEngine->GetGameTickCount() / 500.0f);
float rotationCounter = -(m_pGameEngine->GetGameTickCount() / 500.0f);
float x1 = 28.0f * (float)cos( rotationClockwise );
float y1 = 28.0f * (float)sin( rotationClockwise );
float x2 = 28.0f * (float)cos( rotationCounter );
float y2 = 28.0f * (float)sin( rotationCounter );
m_pGameEngine->BDrawTexturedQuad(
this->GetXPos() - x1, this->GetYPos() - y1, this->GetXPos() + y1, this->GetYPos() - x1,
this->GetXPos() - y1, this->GetYPos() + x1, this->GetXPos() + x1, this->GetYPos() + y1,
0, 0, 1, 1, shieldColor, m_hTextureWhite );
m_pGameEngine->BDrawTexturedQuad(
this->GetXPos() - x2, this->GetYPos() - y2, this->GetXPos() + y2, this->GetYPos() - x2,
this->GetXPos() - y2, this->GetYPos() + x2, this->GetXPos() + x2, this->GetYPos() + y2,
0, 0, 1, 1, shieldColor, m_hTextureWhite );
}
else
{
m_nShipShieldStrength = 0;
}
CSpaceWarEntity::Render(actualColor);
}
void CShip::UpdateVibrationEffects()
{
if ( m_ulExplosionTickCount > 0 )
{
float flVibration = MIN( ((float)(m_pGameEngine->GetGameTickCount() - m_ulExplosionTickCount) / 1000.0f), 1.0f );
if ( flVibration == 1.0f )
{
m_pGameEngine->TriggerControllerVibration( 0, 0 );
m_ulExplosionTickCount = 0;
}
else
{
m_pGameEngine->TriggerControllerVibration( (unsigned short)( ( 1.0f - flVibration ) * 48000.0f), (unsigned short)( ( 1.0f - flVibration ) * 24000.0f) );
}
}
bool bTriggerEffectEnabled = !BIsDisabled() && !BIsExploding();
if ( bTriggerEffectEnabled != m_bTriggerEffectEnabled )
{
m_pGameEngine->SetTriggerEffect( bTriggerEffectEnabled );
m_bTriggerEffectEnabled = bTriggerEffectEnabled;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set whether the ship is exploding
//-----------------------------------------------------------------------------
void CShip::SetExploding( bool bExploding )
{
// If we are already in the specified state, no need to do the below work
if ( m_bExploding == bExploding )
{
UpdateVibrationEffects();
return;
}
Steamworks_TestSecret();
// Track that we are exploding, and disable collision detection
m_bExploding = bExploding;
SetCollisionDetectionDisabled( m_bExploding );
if ( bExploding )
{
m_ulExplosionTickCount = m_pGameEngine->GetGameTickCount();
for( int i = 0; i < SHIP_DEBRIS_PIECES; ++i )
{
CShipDebris * pDebris = new CShipDebris( m_pGameEngine, GetXPos(), GetYPos(), m_dwShipColor );
m_ListDebris.push_back( pDebris );
}
}
else
{
m_ulExplosionTickCount = 0;
std::list<CShipDebris *>::iterator iter;
for( iter = m_ListDebris.begin(); iter != m_ListDebris.end(); ++iter )
delete *iter;
m_ListDebris.clear();
}
UpdateVibrationEffects();
}
//-----------------------------------------------------------------------------
// Purpose: Check for photons which have hit the target and remove them
//-----------------------------------------------------------------------------
void CShip::DestroyPhotonsColldingWith( CVectorEntity *pTarget )
{
for( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( !m_rgPhotonBeams[i] )
continue;
if ( m_rgPhotonBeams[i]->BCollidesWith( pTarget ) )
{
// Photon beam hit the entity, destroy beam
delete m_rgPhotonBeams[i];
m_rgPhotonBeams[i] = NULL;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Check whether any of the photons this ship has fired are colliding with the target
//-----------------------------------------------------------------------------
bool CShip::BCheckForPhotonsCollidingWith( CVectorEntity *pTarget )
{
for( int i=0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
if ( !m_rgPhotonBeams[i] )
continue;
if ( m_rgPhotonBeams[i]->BCollidesWith( pTarget ) )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Build the update data to send from server to clients
//-----------------------------------------------------------------------------
void CShip::BuildServerUpdate( ServerShipUpdateData_t *pUpdateData )
{
pUpdateData->SetDisabled( BIsDisabled() );
pUpdateData->SetExploding( BIsExploding() );
pUpdateData->SetXAcceleration( GetXAccelerationLastFrame() );
pUpdateData->SetYAcceleration( GetYAccelerationLastFrame() );
pUpdateData->SetXPosition( GetXPos()/(float)m_pGameEngine->GetViewportWidth() );
pUpdateData->SetYPosition( GetYPos()/(float)m_pGameEngine->GetViewportHeight() );
pUpdateData->SetXVelocity( GetXVelocity() );
pUpdateData->SetYVelocity( GetYVelocity() );
pUpdateData->SetRotation( GetAccumulatedRotation() );
pUpdateData->SetRotationDeltaLastFrame( GetRotationDeltaLastFrame() );
pUpdateData->SetForwardThrustersActive( m_bForwardThrustersActive );
pUpdateData->SetReverseThrustersActive( m_bReverseThrustersActive );
pUpdateData->SetDecoration( m_nShipDecoration );
pUpdateData->SetWeapon( m_nShipWeapon );
pUpdateData->SetPower( m_nShipPower );
pUpdateData->SetShieldStrength( m_nShipShieldStrength );
BuildServerPhotonBeamUpdate( pUpdateData );
}
//-----------------------------------------------------------------------------
// Purpose: Build the photon beam update data to send from the server to clients
//-----------------------------------------------------------------------------
void CShip::BuildServerPhotonBeamUpdate( ServerShipUpdateData_t *pUpdateData )
{
for( int i = 0; i < MAX_PHOTON_BEAMS_PER_SHIP; ++i )
{
ServerPhotonBeamUpdateData_t *pPhotonUpdate = pUpdateData->AccessPhotonBeamData( i );
if ( m_rgPhotonBeams[i] )
{
pPhotonUpdate->SetActive( true );
pPhotonUpdate->SetXPosition( m_rgPhotonBeams[i]->GetXPos()/(float)m_pGameEngine->GetViewportWidth() );
pPhotonUpdate->SetYPosition( m_rgPhotonBeams[i]->GetYPos()/(float)m_pGameEngine->GetViewportHeight() );
pPhotonUpdate->SetXVelocity( m_rgPhotonBeams[i]->GetXVelocity() );
pPhotonUpdate->SetYVelocity( m_rgPhotonBeams[i]->GetYVelocity() );
pPhotonUpdate->SetRotation( m_rgPhotonBeams[i]->GetAccumulatedRotation() );
}
else
{
pPhotonUpdate->SetActive( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Accumulate stats for this ship
//-----------------------------------------------------------------------------
void CShip::AccumulateStats( CStatsAndAchievements *pStats )
{
if ( m_bIsLocalPlayer )
{
pStats->AddDistanceTraveled( GetDistanceTraveledLastFrame() );
}
}