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path: root/sons_of_sol/private_db/PlayerShip.cpp
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#include "glox/GloxCommon.hpp"

#include "sons_of_sol/PlayerShip.hpp"

#include "glox/GloxColor.hpp"

using namespace glox;
using namespace std;

float randomJitter(float jitter) {
  return ((rand() % 2000 - 1000) / 1000.0) * jitter;
}

void PlayerShip::pitch(float angle) {
  /* Update the forward vector */
  m_forward *= (float)GloxCos(angle);
  m_forward += (m_up * (float)GloxSin(angle));
  m_forward.normalize();

  m_up = m_right.cross(m_forward);
}

void PlayerShip::roll(float angle) {
  m_right *= (float)GloxCos(angle);
  m_right += m_up * GloxSin(angle);
  m_right.normalize();

  m_up = m_right.cross(m_forward);
}

void PlayerShip::yaw(float angle) {
  m_right *= (float)GloxCos(angle);
  m_right += m_forward * GloxSin(angle);
  m_right.normalize();

  m_forward = m_up.cross(m_right);
}

void PlayerShip::renderPerspective() {

  GloxPoint<> noise(randomJitter(m_jitter), randomJitter(m_jitter),
                    randomJitter(m_jitter));
  if (m_is_firing) {
    noise +=
        GloxPointf(randomJitter(0.01), randomJitter(0.01), randomJitter(0.01));
  }
  m_perspective.setLookAtPoint(m_position + m_forward.toPoint() + noise);
  m_perspective.setPosition(m_position + (m_forward.toPoint() * 0.2f));
  m_perspective.setUpVector(m_up.toPoint());

  GloxColor(255, 255, 255).render();
  GloxWith(GL_LINES, GloxPoint<>(0, 0, 0).plot(); m_position.plot());
}

void PlayerShip::drawHUD() {}

static inline float update_val(float to, float x, int inertia) {
  return (to + (inertia - 1) * x) / inertia;
}

void PlayerShip::onControlMotion(const ControlMotionEvent& evt) {
  //printf( "Event Mag: %f\n", evt.getMagnitude() );

  if (evt.getType() == ControlMotionEvent::PITCH) {
    m_dpitch = update_val(evt.getMagnitude(), m_dpitch, 10);
  }

  else if (evt.getType() == ControlMotionEvent::THROTTLE) {
    m_dforward_to = evt.getMagnitude();
  }

  else if (evt.getType() == ControlMotionEvent::YAW) {
    m_dyaw = update_val(evt.getMagnitude(), m_dyaw, 10);
  }

  else if (evt.getType() == ControlMotionEvent::ROLL) {
    m_droll_to = evt.getMagnitude();
  }

  else if (evt.getType() == ControlMotionEvent::STRAFE_SIDE) {
    m_dright_to = evt.getMagnitude();
  }

  else if (evt.getType() == ControlMotionEvent::STRAFE_UP) {
    m_dup_to = evt.getMagnitude();
  }

  else if (evt.getType() == ControlMotionEvent::FIRE_PRIMARY) {
    m_is_firing = evt.getMagnitude() != 0;
  }
}

void PlayerShip::update() {
  static const float projectile_speed = 150;
  // printf( "dpitch: %f, droll: %f, dyaw: %f, dforward: %f, dright: %f, dup: %f\n",
  // 	m_dpitch, m_droll, m_dyaw, m_dforward, m_dright, m_dup );

  pitch(m_dpitch);
  roll(m_droll);
  yaw(m_dyaw);

  int i = 0;
  for (vector<Projectile>::iterator itr = m_living_projectiles.begin();
       itr != m_living_projectiles.end(); ++itr) {
    if (!(*itr).isDead()) {
      (*itr).update();
      if ((*itr).isDead()) {
        m_open_positions.push(i);
      }
    }
    ++i;
  }

  m_position += (m_forward * m_dforward).toPoint();
  m_position += (m_right * m_dright).toPoint();
  m_position += (m_up * m_dup).toPoint();

  m_droll = update_val(m_droll_to, m_droll, 20);
  m_dup = update_val(m_dup_to, m_dup, 20);
  m_dright = update_val(m_dright_to, m_dright, 20);

  float last_dforward = m_dforward;
  m_dforward = update_val(m_dforward_to, m_dforward, 200);

  float accel = m_dforward - last_dforward;
  if (accel > 0) {
    m_jitter = accel / 40.0;
  } else {
    m_jitter = 0.0;
  }

  // This is only the case if we are using a mouse
  m_dpitch = update_val(0, m_dpitch, 100);
  m_dyaw = update_val(0, m_dyaw, 100);
  // m_droll = (m_droll_to * ( 1 - exp( - m_droll_count ) ) + m_droll * ( 1 - exp( - m_droll_count ) ) )/ 2.0;
  if (m_is_firing) {
    GloxPointf spread(randomJitter(0.03), randomJitter(0.03),
                      randomJitter(0.03));
    Projectile proj((m_position - m_up.toPoint() - m_right.toPoint()),
                    (m_forward.toPoint() + spread) * projectile_speed);

    if (m_open_positions.empty()) {
      m_living_projectiles.push_back(proj);
    } else {
      int idx = m_open_positions.front();
      m_open_positions.pop();
      m_living_projectiles[idx] = proj;
    }
  }

  renderPerspective();
}

void PlayerShip::drawProjectiles() {
  for (vector<Projectile>::iterator itr = m_living_projectiles.begin();
       itr != m_living_projectiles.end(); ++itr) {
    if (!(*itr).isDead()) {
      itr->draw();
    }
  }
}