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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_modelname = "ships/" + shipmodel->modelname();
entity_name = shipmodel->name() + ": <" + owner->name() + ">";
ship_shipmodel = shipmodel;
entity_moduletypeid = ship_enttype;
current_target_direction = 0.0f;
current_target_pitch = 0.0f;;
current_target_roll = 0.0f;;
}
Ship::~Ship()
{
if (entity_owner)
entity_owner->remove_asset(this);
}
void Ship::frame(float seconds)
{
const float direction_change_speed = 2;
// update thrust
math::clamp(target_thrust, 0.0f, 1.0f);
entity_thrust = target_thrust;
// update pitch
math::clamp(target_pitch, -1.0f, 1.0f);
if (current_target_pitch < target_pitch) {
current_target_pitch += direction_change_speed * seconds;
} else if (current_target_pitch > target_pitch) {
current_target_pitch -= direction_change_speed * seconds;
}
if (fabs(current_target_pitch) < direction_change_speed * seconds) {
current_target_pitch = 0.0f;
} else {
math::clamp(current_target_pitch, -1.0f, 1.0f);
float pitch_offset = seconds * current_target_pitch;
entity_axis.change_pitch(360.0f * ship_shipmodel->turnspeed() * pitch_offset);
}
// update direction
math::clamp(target_direction, -1.0f, 1.0f);
if (current_target_direction < target_direction) {
current_target_direction += direction_change_speed * seconds;
} else if (current_target_direction > target_direction) {
current_target_direction -= direction_change_speed * seconds;
}
if (fabs(current_target_direction) < direction_change_speed * seconds) {
current_target_direction = 0.0f;
} else {
math::clamp(current_target_direction, -1.0f, 1.0f);
float direction_offset = seconds * current_target_direction;
entity_axis.change_direction(360.0f * ship_shipmodel->turnspeed() * direction_offset);
}
// update roll
math::clamp(target_roll, -1.0f, 1.0f);
if (current_target_roll < target_roll) {
current_target_roll += direction_change_speed * seconds;
} else if (current_target_roll > target_roll) {
current_target_roll -= direction_change_speed * seconds;
}
if (fabs(current_target_roll) < direction_change_speed * seconds) {
current_target_roll = 0.0f;
} else {
math::clamp(current_target_roll, -1.0f, 1.0f);
float roll_offset = seconds * current_target_roll;
entity_axis.change_roll(360.0f * ship_shipmodel->turnspeed() * roll_offset);
}
// 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 < 0.0f) entity_speed = 0.0f;
}
if (entity_speed != 0.0f) {
entity_location += entity_axis.forward() * entity_speed * seconds;
entity_dirty = true;
} else if ((current_target_pitch != 0.0f) || (current_target_direction != 0.0f) || (current_target_roll != 0.0f)) {
entity_dirty = true;
}
}
} // namespace game
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