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/* StellarObject.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky 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 3 of the License, or (at your option) any later version.
Endless Sky 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, see <https://www.gnu.org/licenses/>.
*/
#include "StellarObject.h"
#include "GameData.h"
#include "Government.h"
#include "Planet.h"
#include "Politics.h"
#include "Radar.h"
#include <algorithm>
using namespace std;
namespace {
bool usingMatches = false;
}
void StellarObject::UsingMatchesCommand()
{
usingMatches = true;
}
// Object default constructor.
StellarObject::StellarObject()
: planet(nullptr),
distance(0.), speed(0.), offset(0.), parent(-1),
message(nullptr), isStar(false), isStation(false), isMoon(false)
{
// Unlike ships and projectiles, stellar objects are not drawn shrunk to half size,
// because they do not need to be so sharp.
zoom = 2.;
}
bool StellarObject::HasSprite() const
{
return Body::HasSprite() || usingMatches;
}
// Get the radius of this planet, i.e. how close you must be to land.
double StellarObject::Radius() const
{
double radius = -1.;
if(HasSprite())
radius = .5 * min(Width(), Height());
// Special case: stars may have a huge cloud around them, but only count the
// core of the cloud as part of the radius.
if(isStar)
radius = min(radius, 80.);
return radius;
}
bool StellarObject::HasValidPlanet() const
{
return planet && planet->IsValid();
}
const Planet *StellarObject::GetPlanet() const
{
return planet;
}
// Only planets that you can land on have names.
const string &StellarObject::DisplayName() const
{
static const string UNKNOWN = "???";
return (planet && !planet->DisplayName().empty()) ? planet->DisplayName() : UNKNOWN;
}
// If it is impossible to land on this planet, get the message
// explaining why (e.g. too hot, too cold, etc.).
const string &StellarObject::LandingMessage() const
{
// Check if there's a custom message for this sprite type.
if(GameData::HasLandingMessage(GetSprite()))
return GameData::LandingMessage(GetSprite());
static const string EMPTY;
return (message ? *message : EMPTY);
}
// Get the color to be used for displaying this object.
int StellarObject::RadarType(const Ship *ship) const
{
if(IsStar())
return Radar::STAR;
else if(!planet || !planet->IsAccessible(ship))
return Radar::INACTIVE;
else if(planet->IsWormhole())
return Radar::ANOMALOUS;
else if(GameData::GetPolitics().HasDominated(planet))
return Radar::PLAYER;
else if(planet->CanLand())
return Radar::FRIENDLY;
else if(!planet->GetGovernment()->IsEnemy())
return Radar::UNFRIENDLY;
return Radar::HOSTILE;
}
// Check if this is a star.
bool StellarObject::IsStar() const
{
return isStar;
}
// Check if this is a station.
bool StellarObject::IsStation() const
{
return isStation;
}
// Check if this is a moon.
bool StellarObject::IsMoon() const
{
return isMoon;
}
// Get this object's parent index (in the System's vector of objects).
int StellarObject::Parent() const
{
return parent;
}
// Find out how far this object is from its parent.
double StellarObject::Distance() const
{
return distance;
}
const vector<RandomEvent<Hazard>> &StellarObject::Hazards() const
{
return hazards;
}
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