MuckyFoot-UrbanChaos/thrust/ship.cpp

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2017-05-20 03:14:17 +02:00
//
// A thrust ship.
//
#include "always.h"
#include "game.h"
#include "land.h"
#include "log.h"
#include "os.h"
#include "ship.h"
#include "tb.h"
//
// The ships.
//
SHIP_Ship SHIP_ship[SHIP_MAX_SHIPS];
//
// Our ship texture.
//
OS_Texture *SHIP_ot;
//
// The radius of our ship.
//
#define SHIP_RADIUS (1.0F)
void SHIP_init()
{
memset(SHIP_ship, 0, sizeof(SHIP_ship));
SHIP_ot = OS_texture_create("ship.tga");
}
SHIP_Ship *SHIP_create(float x, float y, float mass, float power)
{
SLONG i;
SHIP_Ship *ss;
for (i = 0; i < SHIP_MAX_SHIPS; i++)
{
ss = &SHIP_ship[i];
if (!(ss->flag & SHIP_FLAG_USED))
{
ss->flag = SHIP_FLAG_USED;
ss->tb = 255;
ss->red = 255;
ss->green = 255;
ss->blue = 255;
ss->x = x;
ss->y = y;
ss->dx = 0.0F;
ss->dy = 0.0F;
ss->angle = 0.0F;
ss->mass = mass;
ss->power = power;
return ss;
}
}
return NULL;
}
void SHIP_flag_active(SLONG gameturn)
{
SLONG i;
SHIP_Ship *ss;
for (i = 0; i < SHIP_MAX_SHIPS; i++)
{
ss = &SHIP_ship[i];
if (ss->flag & SHIP_FLAG_USED)
{
if (ss->active <= gameturn)
{
ss->flag |= SHIP_FLAG_ACTIVE;
}
}
}
}
//
// Processes a particular ship.
//
void SHIP_process_one(SHIP_Ship *ss)
{
if (!(ss->flag & SHIP_FLAG_ACTIVE))
{
return;
}
static counter;
LOG_file("Ship %5d = (%f,%f) %f = %f", counter, ss->x, ss->y, ss->angle, ss->x + ss->y + ss->angle);
{
union
{
ULONG a;
float b;
} u1;
union
{
ULONG a;
float b;
} u2;
union
{
ULONG a;
float b;
} u3;
u1.b = ss->x;
u2.b = ss->y;
u3.b = ss->x + ss->y;
LOG_file("%d,%d,%d\n", u1.a, u2.a, u3.a);
}
counter += 1;
if (ss->flag & SHIP_FLAG_KEY_LEFT) {ss->angle += 0.013F;}
if (ss->flag & SHIP_FLAG_KEY_RIGHT) {ss->angle -= 0.013F;}
if (ss->flag & SHIP_FLAG_KEY_THRUST)
{
ss->dx += ss->power * sin(ss->angle) * 0.00025F / ss->mass;
ss->dy -= ss->power * cos(ss->angle) * 0.00025F / ss->mass;
}
// if (WITHIN(counter,635,642))
{
union
{
float f;
int i;
} v[4];
v[0].f = ss->x;
v[1].f = ss->y;
v[2].f = ss->dx;
v[3].f = ss->dy;
LOG_file("1: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
}
ss->dy -= 0.00007F;
// if (WITHIN(counter,635,642))
{
union
{
float f;
int i;
} v[4];
v[0].f = ss->x;
v[1].f = ss->y;
v[2].f = ss->dx;
v[3].f = ss->dy;
LOG_file("2: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
}
if (fabs(ss->dx) > 0.00004F) {ss->dx *= 0.999F;} else {ss->dx = 0.0F;}
if (fabs(ss->dy) > 0.00004F) {ss->dy *= 0.999F;} else {ss->dy = 0.0F;}
// if (WITHIN(counter,635,642))
{
union
{
float f;
int i;
} v[4];
v[0].f = ss->x;
v[1].f = ss->y;
v[2].f = ss->dx;
v[3].f = ss->dy;
LOG_file("3: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
}
ss->x += ss->dx;
ss->y += ss->dy;
// if (WITHIN(counter,635,642))
{
union
{
float f;
int i;
} v[4];
v[0].f = ss->x;
v[1].f = ss->y;
v[2].f = ss->dx;
v[3].f = ss->dy;
LOG_file("4: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
}
if (ss->x < -SHIP_ARENA) {ss->dx = fabs(ss->dx);}
if (ss->y < -SHIP_ARENA) {ss->dy = fabs(ss->dy);}
if (ss->x > SHIP_ARENA) {ss->dx = -fabs(ss->dx);}
if (ss->y > SHIP_ARENA) {ss->dy = -fabs(ss->dy);}
//
// Collide with the landscape.
//
float nx;
float ny;
ss->flag &= ~SHIP_FLAG_COLLIDED;
if (LAND_collide_sphere(ss->x, ss->y, SHIP_RADIUS, &nx, &ny))
{
LOG_file(" SHIP COLLISION! Ship pos = (%f,%f) vel = (%f,%f)\n", ss->x, ss->y, ss->dx, ss->dy);
//
// Bounce the ship against the normal.
//
float dprod;
dprod = ss->dx*nx + ss->dy*ny;
{
union
{
float f;
int i;
} v[4];
v[0].f = dprod;
LOG_file("5: %f %d\n", v[0].f, v[0].i);
}
{
union
{
float f;
int i;
} v[4];
v[0].f = nx;
v[1].f = ny;
v[2].f = nx * dprod * 2.0F;
v[3].f = ny * dprod * 2.0F;
LOG_file("6: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
}
ss->dx -= nx * dprod * 2.0F;
ss->dy -= ny * dprod * 2.0F;
{
union
{
float f;
int i;
} v[4];
v[0].f = ss->x;
v[1].f = ss->y;
v[2].f = ss->dx;
v[3].f = ss->dy;
LOG_file("7: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
}
//
// Make sure the ship is moving on a positive direction
// along the normal of the collision point.
//
dprod = ss->dx*nx + ss->dy*ny;
if (dprod < 0.0F)
{
ss->dx = -ss->dx;
ss->dy = -ss->dy;
}
{
union
{
float f;
int i;
} v[4];
v[0].f = dprod;
LOG_file("8: %f %d\n", v[0].f, v[0].i);
}
ss->x += ss->dx;
ss->y += ss->dy;
{
union
{
float f;
int i;
} v[4];
v[0].f = ss->x;
v[1].f = ss->y;
v[2].f = ss->dx;
v[3].f = ss->dy;
LOG_file("9: (%f,%f) (%f,%f) (%d,%d) (%d,%d)\n", v[0].f, v[1].f, v[2].f, v[3].f, v[0].i, v[1].i, v[2].i, v[3].i);
}
ss->flag |= SHIP_FLAG_COLLIDED;
}
//
// Create/destroy a tractor beam.
//
if (ss->flag & SHIP_FLAG_KEY_TRACTOR_BEAM)
{
ss->flag &= ~SHIP_FLAG_KEY_TRACTOR_BEAM;
if (ss->flag & SHIP_FLAG_TRACTORING)
{
//
// Get rid of the current tractor beam.
//
TB_destroy(&TB_tb[ss->tb]);
//
// No longer got a tractor beam.
//
ss->flag &= ~SHIP_FLAG_TRACTORING;
ss->tb = 255;
}
else
{
TB_Tb *tb;
//
// Try to create a tractor beam.
//
tb = TB_create(ss, 5.0F);
if (tb)
{
ss->tb = tb - TB_tb;
ss->flag |= SHIP_FLAG_TRACTORING;
}
}
}
}
void SHIP_process_all()
{
SLONG i;
SHIP_Ship *ss;
for (i = 0; i < SHIP_MAX_SHIPS; i++)
{
ss = &SHIP_ship[i];
if (!(ss->flag & SHIP_FLAG_USED))
{
continue;
}
SHIP_process_one(ss);
}
}
void SHIP_draw_all(float mid_x, float mid_y, float zoom)
{
SLONG i;
ULONG colour;
SHIP_Ship *ss;
OS_Buffer *ob;
ob = OS_buffer_new();
for (i = 0; i < SHIP_MAX_SHIPS; i++)
{
ss = &SHIP_ship[i];
if (!(ss->flag & SHIP_FLAG_USED))
{
continue;
}
colour = ss->red << 16;
colour |= ss->green << 8;
colour |= ss->blue << 0;
if ((GAME_turn & 0x4) && !(ss->flag & SHIP_FLAG_ACTIVE))
{
//
// Inactive ships flash.
//
colour &= 0x7f7f7f7f;
}
OS_buffer_add_sprite_rot(
ob,
0.5F + (ss->x - mid_x) * zoom,
0.5F - (ss->y - mid_y) * zoom * 1.33F,
SHIP_RADIUS * zoom,
ss->angle,
0.0F, 0.0F,
1.0F, 1.0F,
0.0F,
0xffffff);
}
OS_buffer_draw(ob, SHIP_ot, NULL, OS_DRAW_ADD);
}