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/*
   game/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 
*/

// project headers
#include "game/game.h"
#include "game/ship.h"
#include "math/mathlib.h"

// C++ headers
#include <iostream>

using math::degrees360f;
using math::degrees180f;

namespace game {

Ship::Ship(core::Player *owner, ShipModel *shipmodel) :
	core::EntityControlable(owner, ship_enttype)
{
	// entity properties
	entity_owner = owner;
	entity_modelname = "ships/" + shipmodel->modelname();
	entity_name = shipmodel->name() + ": <" + owner->name() + ">";
	ship_shipmodel = shipmodel;
}

Ship::~Ship() 
{
}

void Ship::frame(float seconds) 
{
	// update thrust
	entity_thrust = target_thrust;
	if (entity_thrust < 0)
		entity_thrust = 0.0f;
	else if(entity_thrust > 1)
		entity_thrust = 1.0f;

	// update direction
	float direction_offset = degrees180f(target_direction - entity_direction);
	float d = ship_shipmodel->turnspeed() * seconds * direction_offset;
	entity_direction = degrees360f(entity_direction + d);

	// update speed
	if (entity_speed < entity_thrust * ship_shipmodel->maxspeed()) {
		entity_speed += ship_shipmodel->acceleration() * seconds;
		if (entity_speed > entity_thrust * ship_shipmodel->maxspeed()) {
			entity_speed = entity_thrust * ship_shipmodel->maxspeed();
		}
	} else if(entity_speed > entity_thrust * ship_shipmodel->maxspeed()) {
		entity_speed -= ship_shipmodel->acceleration() * seconds;
		if (entity_speed < 0) entity_speed = 0;
	}

	// location TODO avoid sin/cos calculations
	entity_location.x += cosf(entity_direction * M_PI / 180) * entity_speed * seconds;
	entity_location.y += sinf(entity_direction * M_PI / 180) * entity_speed * seconds;
	
	entity_dirty = true;
}

} // namespace game