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|
/*
base/ship.cc
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#include <cassert>
#include <cmath>
#include <iostream>
#include "auxiliary/functions.h"
#include "math/functions.h"
#include "core/gameserver.h"
#include "core/entity.h"
#include "core/entityprojectile.h"
#include "base/game.h"
#include "base/ship.h"
#include "base/spacemine.h"
using math::degrees360f;
using math::degrees180f;
namespace game
{
const float MIN_DELTA = 0.000001f;
Ship::Ship(core::Player *owner, const ShipModel *shipmodel) : core::EntityControlable()
{
assert(shipmodel);
entity_moduletypeid = ship_enttype;
set_radius(0);
ship_shipmodel = shipmodel;
ship_impulsedrive_timer = 0;
ship_jumpdrive_timer = 0;
ship_jumpdepart = 0;
ship_dock = 0;
ship_spawn = 0;
ship_maxarmor = 100.0f;
ship_armor = 0.0f;
ship_maxshield = 0.0f;
ship_shield = 0.0f;
current_impulse = false;
// apply ship type settings
ship_shipmodel->apply(this);
// radius fallback values
if (!radius()) {
if (model()) {
set_radius(model()->radius());
}
}
if (!radius()) {
set_radius(0.5f);
}
// mass fallback value
if (!mass()) {
set_mass(radius() * 100.0f);
}
if (owner) {
// this ship is owned by a player,
// player colors override template colors
set_owner(owner);
get_color().assign(owner->color());
get_color_second().assign(owner->color_second());
std::string str(aux::text_strip(owner->name()));
aux::to_label(str);
set_label(str);
// add an inventory
add_inventory();
inventory()->set_capacity(ship_shipmodel->maxcargo());
}
if (model()) {
add_slots();
slots()->load(model());
/*
for (core::Slots::iterator it = slots()->begin(); it != slots()->end(); it++) {
// default fire rate: 1 projectile / second
(*it)->set_projectile_interval(1000);
(*it)->set_projectile_lifespan(5000);
(*it)->set_projectile_speed(5.0f);
(*it)->set_projectile_damage(10.0f);
(*it)->set_projectile_modelname("laser1");
}
*/
}
// menus for docked players
if (ship_shipmodel->dockable()) {
using core::MenuDescription;
using core::ButtonDescription;
MenuDescription *menu_main = new MenuDescription();
menu_main->set_label("main");
menu_main->set_text("Launch area");
add_menu(menu_main);
ButtonDescription *button = new ButtonDescription();
button->set_text("Launch");
button->set_command("launch", ButtonDescription::CommandGame);
button->set_alignment(ButtonDescription::Center);
menu_main->add_button(button);
set_flag(core::Entity::Dockable);
}
ship_armor = maxarmor();
// initialize physics
// FIXME probably should not be called here
//reset();
//body()->setDamping(ship_shipmodel->linear_damping(), ship_shipmodel->angular_damping());
}
Ship::~Ship()
{
}
void Ship::print() const
{
core::EntityControlable::print();
con_print << " armor ^B" << armor() << "^N/^B" << maxarmor() << std::endl;
}
void Ship::func_impulse()
{
switch (entity_state) {
case core::Entity::Impulse:
entity_state = core::Entity::Normal;
//target_thrust = 1.0f;
//entity_thrust = 0.0f;
set_dirty();
break;
case core::Entity::ImpulseInitiate:
entity_state = core::Entity::Normal;
set_dirty();
break;
case core::Entity::JumpInitiate:
entity_state = core::Entity::Normal;
ship_jumpdrive_timer = 0;
entity_timer = 0;
set_dirty();
break;
case core::Entity::Normal:
entity_state = core::Entity::ImpulseInitiate;
entity_timer = impulse_timer_delay;
ship_impulsedrive_timer = core::server()->time();
break;
default:
break;
}
}
void Ship::initiate_jump(JumpPoint *depart)
{
ship_jumpdepart = 0;
if (!depart)
return;
if (!depart->target())
return;
ship_jumpdepart = depart;
entity_state = core::Entity::JumpInitiate;
entity_timer = jump_timer_delay;
ship_jumpdrive_timer = core::server()->time();
set_dirty();
}
void Ship::func_jump(std::string const &args)
{
if (entity_state == core::Entity::Docked) {
return;
}
// devel mode provides instant jump access to arbitrary systems
if (Game::g_devel->value() && (args.size())) {
core::Zone *jumptargetzone = core::Zone::search(args);
if (!jumptargetzone) {
std::string helpstr;
for (core::Zone::Registry::iterator it = core::Zone::registry().begin(); it != core::Zone::registry().end(); it++) {
if (helpstr.size())
helpstr.append("^N|^B");
helpstr.append((*it).second->label());
}
owner()->send("Usage: jump [^B" + helpstr + "^N]");
return;
}
if (jumptargetzone == zone()) {
owner()->send("Already in the " + jumptargetzone->name());
return;
}
owner()->send("Jumping to the " + jumptargetzone->name());
set_zone(jumptargetzone);
//ship_jumpdrive_timer = 0;
//entity_timer = 0;
// setting the cooldown timer even with cheats on will allow some time for the jump completed sound to play
ship_jumpdrive_timer = core::server()->time();
entity_timer = jump_cooldown_delay;
set_state(core::Entity::Jump);
set_dirty();
return;
} else {
if (!jumpdrive() && !Game::g_devel->value()) {
owner()->send("This ship is not equiped with a hyperspace drive!");
return;
} else if (entity_state == core::Entity::Jump) {
return;
} else if (entity_state == core::Entity::JumpInitiate) {
owner()->send("Jump aborted, hyperspace drive deactivated");
ship_jumpdrive_timer = 0;
entity_timer = 0;
entity_state = core::Entity::Normal;
return;
}
initiate_jump(find_closest_jumppoint());
}
}
JumpPoint * Ship::find_closest_jumppoint()
{
// find closest jumpgate or jumppoint
float d = -1;
JumpPoint *jumppoint = 0;
for (core::Zone::Content::iterator it = zone()->content().begin(); it != zone()->content().end(); it++) {
core::Entity *entity = (*it);
if ((entity->moduletype() == jumppoint_enttype) || (entity->moduletype() == jumpgate_enttype)) {
JumpPoint *te = static_cast<JumpPoint *>(entity);
float d1 = math::distance(location(), te->location());
if ((d < 0) || (d1 < d)) {
d = d1;
jumppoint = te;
}
}
}
if (jumppoint && jumppoint->target()) {
if (Game::g_jumppointrange->value() < d) {
owner()->send("Jumppoint out of range!");
return 0;
} else {
owner()->send("Jumping to the " + jumppoint->target()->zone()->name());
return jumppoint;
}
} else {
owner()->send("No jumppoints found!");
return 0;
}
return 0;
}
void Ship::explode()
{
set_state(core::Entity::Destroyed);
target_direction = 0;
target_pitch = 0;
target_roll = 0;
target_strafe = 0.0f;
target_vstrafe = 0.0f;
target_afterburner = 0.0f;
target_thrust = 0;
entity_thrust = 0;
if (owner()) {
if (owner()->control() == this)
owner()->set_view(this);
}
};
void Ship::reset()
{
current_target_direction = 0.0f;
current_target_pitch = 0.0f;;
current_target_roll = 0.0f;
current_target_strafe = 0.0f;
current_target_vstrafe = 0.0f;
current_target_afterburner = 0.0f;
EntityControlable::reset();
if (body()) {
body()->setDamping(ship_shipmodel->linear_damping(), ship_shipmodel->angular_damping());
}
}
void Ship::set_zone(core::Zone *zone)
{
core::EntityControlable::set_zone(zone);
if (owner() && (owner()->control() == (EntityControlable*) this))
owner()->set_zone(zone);
}
void Ship::set_dock(core::Entity *dock)
{
if (!dock) {
ship_dock = 0;
return;
}
get_location().assign(dock->location());
get_axis().assign(dock->axis());
ship_dock = dock;
if (dock->zone() != zone())
{
set_zone(dock->zone());
}
set_state(core::Entity::Docked);
reset();
// if the dock is not owned by a player. set it as spawn
const core::Player *owner = (dock->type() == core::Entity::Controlable ? static_cast<core::EntityControlable *>(dock)->owner() : 0 );
if (!owner) {
set_spawn(dock);
}
}
void Ship::launch()
{
if (!ship_dock)
return;
get_axis().assign(ship_dock->axis());
if (ship_dock->type() == core::Entity::Globe)
get_location().assign(ship_dock->location() + (ship_dock->axis().forward() * (planet_safe_distance + this->radius() + ship_dock->radius())));
else
get_location().assign(ship_dock->location() + (ship_dock->axis().forward() * (this->radius() + ship_dock->radius())));
ship_dock = 0;
set_state(core::Entity::Normal);
reset();
}
void Ship::set_spawn(core::Entity *spawn)
{
ship_spawn = spawn;
}
void Ship::action (btScalar seconds)
{
float engine_force = 0;
float turn_force = ship_turn_force;
float roll_force = ship_roll_force;
btTransform t;
switch (entity_state) {
case core::Entity::Normal:
engine_force = ship_thrust_force * entity_thrust;
break;
case core::Entity::ImpulseInitiate:
engine_force = ship_thrust_force * entity_thrust;
break;
case core::Entity::Impulse:
engine_force = ship_impulse_force;
turn_force *= .5f;
roll_force *= .5f;
break;
case core::Entity::JumpInitiate:
case core::Entity::Jump:
engine_force = 0.0f;
break;
case core::Entity::Docked:
return;
break;
default:
engine_force = 0.0f;
break;
}
t.setIdentity();
entity_motionstate->getWorldTransform(t);
get_location().assign(t.getOrigin());
get_axis().assign(t.getBasis());
const float torque_scale = 0.001f;
// apply strafe
body()->applyCentralImpulse(math::to_btVector3(axis().up() * current_target_vstrafe * ship_strafe_force));
body()->applyCentralImpulse(math::to_btVector3(axis().left() * current_target_strafe * ship_strafe_force));
// apply afterburner
body()->applyCentralImpulse(math::to_btVector3(axis().forward() * current_target_afterburner * ship_strafe_force));
// apply main thruster
// note: negative afterburner puts the ship in reverse and disables the main thruster
if (current_target_afterburner >= 0) {
body()->applyCentralImpulse(math::to_btVector3(axis().forward() * engine_force));
}
// apply direction
body()->applyTorqueImpulse(math::to_btVector3(axis().up() * current_target_direction * turn_force * torque_scale));
// apply pitch
body()->applyTorqueImpulse(math::to_btVector3(axis().left() * -current_target_pitch * turn_force * torque_scale));
// apply roll
body()->applyTorqueImpulse(math::to_btVector3(axis().forward() * -current_target_roll * roll_force* torque_scale));
// limit speed
entity_speed = (float) entity_body->getLinearVelocity().length();
if (entity_speed > Game::g_impulsespeed->value() * 0.01f) {
entity_speed = Game::g_impulsespeed->value() * 0.01f;
body()->setLinearVelocity(math::to_btVector3(axis().forward() * entity_speed));
}
}
void Ship::hit(core::Entity *other)
{
if (state() == core::Entity::Destroyed) {
return;
}
if (state() == core::Entity::Docked) {
return;
}
if (other->moduletype() == spacemine_enttype) {
// hit by a mine
SpaceMine * spacemine = static_cast<SpaceMine *>(other);
if (spacemine->state() != core::Entity::Destroyed) {
ship_armor -= spacemine->damage();
}
// destroyed
if (ship_armor <= 0) {
explode();
if (owner()) {
ship_armor = 0;
std::string message("^B");
message.append(owner()->name());
core::Player *assassin = 0;
if (spacemine->owner_id()) {
assassin = core::server()->find_player(spacemine->owner_id());
}
if (assassin) {
if (assassin == owner()) {
message.append(" ^Bran into his own mine.");
} else {
message.append(" ^Bran into ");
message.append(assassin->name());
message.append(" ^B's mine.");
}
} else {
message.append(" ^Bwent boom.");
}
core::server()->broadcast(message);
} else {
die();
}
}
} else if (other->type() == core::Entity::Projectile) {
// hit by projectile
core::EntityProjectile *projectile = static_cast<core::EntityProjectile *>(other);
// don't hit self
if ((projectile->state() != core::Entity::Destroyed) && (projectile->spawn_id() != id())) {
ship_armor -= projectile->damage();
core::Player *assassin = 0;
if (projectile->owner_id()) {
assassin = core::server()->find_player(projectile->owner_id());
}
// destroyed
if (ship_armor <= 0) {
explode();
if (owner()) {
ship_armor = 0;
std::string message("^B");
message.append(owner()->name());
if (assassin) {
if (assassin == owner()) {
message.append(" ^Bate his own bullet.");
} else {
message.append(" ^Bwas blown to bits by ");
message.append(assassin->name());
}
} else {
message.append(" ^Bwas blown to bits.");
}
core::server()->broadcast(message);
} else {
die();
}
// send kill sound to assassin
if (assassin) {
assassin->sound("game/target_kill");
}
} else {
// send hit sound to assassin
if (assassin) {
assassin->sound("game/target_hit");
}
}
}
}
}
void Ship::collision(core::Entity *other)
{
if (state() == core::Entity::Destroyed) {
return;
}
if (state() == core::Entity::Docked) {
return;
}
// do not fly into planets
if (other->moduletype() == planet_enttype) {
// ran into a planet
explode();
if (owner()) {
std::string message("^B");
message.append(owner()->name());
message.append(" ^Bran into ");
message.append(other->name());
message.append(".");
core::server()->broadcast(message);
} else {
die();
}
} else if (other->moduletype() == star_enttype) {
// flew into a star
explode();
if (owner()) {
std::string message("^B");
message.append(owner()->name());
message.append(" ^Bflew into a star.");
core::server()->broadcast(message);
} else {
die();
}
}
}
void Ship::frame(const unsigned long elapsed)
{
//const float direction_reaction = 2.0f; // directional control reaction time
//const float thrust_reaction = 0.5f; // thrust control reaction time
//const float strafe_reaction = 1.5f; // strafe control reaction time
//const float afterburner_reaction = 1.0f; // afterburner control reaction time
math::Vector3f n; // normal of a plane
math::Axis target_axis(axis()); // target axis
/* -- update state ----------------------------------------- */
// speed might be set to 0 on this update
if (entity_speed != 0.0f) {
set_dirty();
}
if (entity_state == core::Entity::Docked) {
target_direction = 0;
target_pitch = 0;
target_roll = 0;
target_strafe = 0.0f;
target_vstrafe = 0.0f;
target_afterburner = 0.0f;
target_thrust = 0;
entity_thrust = 0;
entity_speed = 0.0f;
entity_controlflags = 0;
} else if (entity_state == core::Entity::JumpInitiate) {
if (ship_jumpdrive_timer + 1.0f <= core::server()->time()) {
entity_timer -= 1.0f;
if (entity_timer <= 0) {
if (ship_jumpdepart && ship_jumpdepart->target()) {
set_state(core::Entity::Jump);
entity_speed = Game::g_impulsespeed->value() * 0.01f;
if (ship_jumpdepart->moduletype() == jumpgate_enttype) {
get_axis().assign(ship_jumpdepart->target()->axis());
get_location().assign(ship_jumpdepart->target()->location());
get_location() += axis().forward() * (radius() + ship_jumpdepart->target()->radius());
} else {
get_location().assign(ship_jumpdepart->target()->location() + location() - ship_jumpdepart->location());
}
set_zone(ship_jumpdepart->target()->zone());
if (owner() && owner()->view() && (owner()->view()->zone() != ship_jumpdepart->target()->zone()))
owner()->set_view(0);
owner()->send("^BJumping to the " + ship_jumpdepart->target()->zone()->name());
} else {
set_state(core::Entity::Normal);
}
ship_jumpdrive_timer = core::server()->time();
entity_timer = jump_cooldown_delay;
set_dirty();
return;
} else {
ship_jumpdrive_timer = core::server()->time();
set_dirty();
}
}
// control is disabled while the jumpdrive is activated
target_direction = 0;
target_pitch = 0;
target_roll = 0;
target_strafe = 0.0f;
target_vstrafe = 0.0f;
target_afterburner = 0.0f;
target_thrust = 0.1f;
entity_controlflags = 0;
} else if (entity_state == core::Entity::Jump) {
// control is disabled while the jumpdrive is activated
target_direction = 0;
target_pitch = 0;
target_roll = 0;
target_strafe = 0.0f;
target_vstrafe = 0.0f;
target_afterburner = 0.0f;
target_thrust = 0.0f;
entity_controlflags = 0;
// apply jump drive cooldown
if (ship_jumpdrive_timer + 1.0f <= core::server()->time()) {
entity_timer -= 1.0f;
if (entity_timer <= 0) {
ship_jumpdrive_timer = 0;
set_state(core::Entity::Normal);
set_dirty();
if (owner() && owner()->view() && owner()->control() == (EntityControlable*) this)
owner()->set_view(0);
} else {
ship_jumpdrive_timer = core::server()->time();
set_dirty();
}
}
return;
} else if (entity_state == core::Entity::ImpulseInitiate) {
// cancel impulse drive if afterburner goes reverse
if (target_afterburner < 0.0f) {
set_state(core::Entity::Normal);
set_dirty();
entity_timer = 0;
} else {
if (ship_impulsedrive_timer + 1.0f <= core::server()->time()) {
entity_timer -= 1.0f;
if (entity_timer <= 0) {
entity_state = core::Entity::Impulse;
entity_timer = 0;
set_dirty();
} else {
ship_impulsedrive_timer = core::server()->time();
set_dirty();
}
}
// clamp input values
//target_thrust = 0.0f;
//target_afterburner = 0.0f;
math::clamp(target_pitch, -1.0f, 1.0f);
math::clamp(target_roll, -1.0f, 1.0f);
math::clamp(target_direction, -1.0f, 1.0f);
}
} else if (entity_state == core::Entity::Impulse) {
// clamp input values
math::clamp(target_pitch, -1.0f, 1.0f);
math::clamp(target_roll, -1.0f, 1.0f);
math::clamp(target_direction, -1.0f, 1.0f);
// cancel impulse drive if afterburner goes reverse
if (target_afterburner < 0.0f) {
set_state(core::Entity::Normal);
set_dirty();
entity_timer = 0;
//target_thrust = 1.0f;
//entity_thrust = 1.0f;
} else {
//target_afterburner = 0.0f;
//target_thrust = 0.0f;
}
} else if (entity_state == core::Entity::Normal) {
// clamp input values
math::clamp(target_thrust, 0.0f, 1.0f);
math::clamp(target_pitch, -1.0f, 1.0f);
math::clamp(target_roll, -1.0f, 1.0f);
math::clamp(target_direction, -1.0f, 1.0f);
math::clamp(target_afterburner, -1.0f, 1.0f);
entity_controlflags = target_controlflags;
} else if (entity_state == core::Entity::Destroyed) {
target_direction = 0;
target_pitch = 0;
target_roll = 0;
target_strafe = 0.0f;
target_vstrafe = 0.0f;
target_afterburner = 0.0f;
target_thrust = 0;
entity_thrust = 0;
entity_controlflags = 0;
}
// current health
entity_health = armor() * 100.0f / maxarmor();
/* -- SNAPPY ------------------------------------------ */
current_target_afterburner = target_afterburner;
if (current_target_afterburner < 0.0f) {
target_thrust = 0;
}
entity_thrust = target_thrust;
current_target_strafe = target_strafe;
current_target_vstrafe = target_vstrafe;
current_target_roll = target_roll;
current_target_pitch = target_pitch;
current_target_direction = target_direction;
// clamp values
math::clamp(entity_thrust, 0.0f, 1.0f);
/* -- NOT SNAPPY -------------------------------------- */
/*
// update afterburner control target
if (current_target_afterburner < target_afterburner) {
current_target_afterburner += afterburner_reaction * seconds;
if (current_target_afterburner > target_afterburner)
current_target_afterburner = target_afterburner;
} else if (current_target_afterburner > target_afterburner) {
current_target_afterburner -= afterburner_reaction * seconds;
if (current_target_afterburner < target_afterburner)
current_target_afterburner = target_afterburner;
}
// update thrust control target
if (current_target_afterburner < 0.0f) {
target_thrust = 0;
}
if (entity_thrust < target_thrust) {
entity_thrust += thrust_reaction * seconds;
if (entity_thrust > target_thrust)
entity_thrust = target_thrust;
} else if (entity_thrust > target_thrust) {
entity_thrust -= thrust_reaction * seconds;
if (entity_thrust < target_thrust)
entity_thrust = target_thrust;
}
math::clamp(entity_thrust, 0.0f, 1.0f);
// update strafe control target
if (current_target_strafe < target_strafe) {
current_target_strafe += strafe_reaction * seconds;
if (current_target_strafe > target_strafe)
current_target_strafe = target_strafe;
} else if (current_target_strafe > target_strafe) {
current_target_strafe -= strafe_reaction * seconds;
if (current_target_strafe < target_strafe)
current_target_strafe = target_strafe;
}
// update vstrafe control target
if (current_target_vstrafe < target_vstrafe) {
current_target_vstrafe += strafe_reaction * seconds;
if (current_target_vstrafe > target_vstrafe)
current_target_vstrafe = target_vstrafe;
} else if (current_target_vstrafe > target_vstrafe) {
current_target_vstrafe -= strafe_reaction * seconds;
if (current_target_vstrafe < target_vstrafe)
current_target_vstrafe = target_vstrafe;
}
// update direction control target
if (current_target_direction < target_direction) {
current_target_direction += direction_reaction * seconds;
if (current_target_direction > target_direction) {
current_target_direction = target_direction;
}
} else if (current_target_direction > target_direction) {
current_target_direction -= direction_reaction * seconds;
if (current_target_direction < target_direction) {
current_target_direction = target_direction;
}
}
// update pitch control target
if (current_target_pitch < target_pitch) {
current_target_pitch += direction_reaction * seconds;
if (current_target_pitch > target_pitch)
current_target_pitch = target_pitch;
} else if (current_target_pitch > target_pitch) {
current_target_pitch -= direction_reaction * seconds;
if (current_target_pitch < target_pitch)
current_target_pitch = target_pitch;
}
// update roll control target
if (current_target_roll < target_roll) {
current_target_roll += direction_reaction * seconds;
if (current_target_roll > target_roll)
current_target_roll = target_roll;
} else if (current_target_roll > target_roll) {
current_target_roll -= direction_reaction * seconds;
if (current_target_roll < target_roll)
current_target_roll = target_roll;
}
*/
EntityControlable::frame(elapsed);
// fire weapons
if (model() && slots() && (state() == core::Entity::Normal) && has_controlflag(core::EntityControlable::ControlFlagFire)) {
const float modelscale = radius() / model()->radius();
for (core::Slots::iterator it = slots()->begin(); it != slots()->end(); it++) {
core::Slot *slot = (*it);
// create projectiles
if (!slot->has_flag(core::Slot::Mounted)) {
continue;
} else if ( !(slot->item() && (slot->item()->info()->type() == Weapon::infotype()))) {
continue;
} else {
const Weapon *weapon = static_cast<const Weapon *>(slot->item()->info());
if ((weapon->subtype() != Weapon::Cannon) && (weapon->subtype() != Weapon::Turret) ) {
continue;
} else if ((weapon->projectile_interval() > 0) && (slot->last_fired() + weapon->projectile_interval() <= core::server()->timestamp())) {
// aim
const float projectile_radius = core::PROJECTILE_RADIUS; // FIXME this should be defined somewhere
math::Axis projectile_axis(axis() * slot->axis());
math::Vector3f projectile_location(location() + (axis() * slot->location() * modelscale) + projectile_axis.forward() * projectile_radius);
math::Vector3f projectile_direction(target_aim - projectile_location);
projectile_direction.normalize();
float cosa = math::dotproduct(projectile_direction, projectile_axis.forward());
// fire a projectile if the angle between the aim direction and the slot's forward direction is small enough
// we only need half the cone angle for the cosine calculation
float conecos = cosf(slot->cone() * 0.5f);
if (cosa >= conecos) {
// aim
math::Vector3f normal(math::crossproduct(projectile_direction, projectile_axis.forward()));
if (normal.length() > MIN_DELTA) {
float sina = sqrt(1.0f - cosa * cosa);
normal.normalize();
projectile_axis.rotate(normal, cosa, sina);
}
// spawn a new projectile
core::EntityProjectile *projectile = new core::EntityProjectile(this);
projectile->set_damage(weapon->damage());
projectile->set_lifespan(weapon->projectile_lifespan());
projectile->set_projectile_modelname(weapon->projectile_modelname());
projectile->set_projectile_soundname(weapon->projectile_soundname());
projectile->set_axis(projectile_axis);
projectile->set_location(projectile_location);
projectile->set_speed(weapon->projectile_speed());
projectile->reset();
slot->set_last_fired(core::server()->timestamp());
}
}
}
}
}
}
} // namespace game
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