/* * Copyright (c) 2006 Kai Braaten * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /* * This file contains various utility functions to handle a ship's * behaviour in three dimensional space. * * The code assumes that you have replaced the old position and * heading variables in SPACE_DATA like this: * * struct ship_data * { * Vector3 pos; // current position * Vector3 head; // heading/trajectory * }; * * Don't forget to initialze the structures before use: * vector_init( &ship->pos ); * vector_init( &ship->head ); * * To get the most out of the Vector3 library it is recommended to use * it for everything related to positions and movement, including planets, * asteroids, missiles, and whatever else might apply to your codebase. * It will likely require a little work, as planets' positions were * originally handled as integers. * * A reminder about floating point comparisons: * Testing two floats or doubles for equality is not reliable in C. * This means that the following code may not give you the result you want: * * // Bad code follows: * if( vector_distance( &ship->pos, &target->pos ) == 100.0 ) * { * ... your code here * } * * Instead you must use a little slack like this: * if( myDouble < 101.0 && myDouble > 99.0 ) */ #include <stdio.h> #include "vector3.h" #include "mud.h" #include "vector3_aux.h" /* * To check if a ship is facing a specific position, which can be another * ship, a planet, an asteroid, etc. * * if( ship_is_facing( ship, &target->pos ) ) * { * ... your code here * } */ static bool ship_is_facing( const SHIP_DATA * const ship, const Vector3 * const target ) { Vector3 h, d; bool facing = FALSE; double cosofa = 0.0; vector_copy( &h, &ship->head ); d.x = target->x - ship->pos.x; d.y = target->y - ship->pos.y; d.z = target->z - ship->pos.z; cosofa = vector_dot( &h, &d ) / ( vector_length( &h ) + vector_length( &d ) ); if( cosofa > 0.75 ) facing = TRUE; return facing; } bool ship_is_facing_ship( const SHIP_DATA * const ship, const SHIP_DATA * const target ) { return ship_is_facing( ship, &target->pos ); } bool ship_is_facing_planet( const SHIP_DATA * const ship, const PLANET_DATA * const target ) { return ship_is_facing( ship, &target->pos ); } /* * Flip the trajectory to head the opposite way (180 degrees). */ void ship_turn_180( SHIP_DATA * const ship ) { ship->head.x *= -1; ship->head.y *= -1; ship->head.z *= -1; } /* * Set a new course towards another space object's position. * * Towards another ship. * ship_set_course( ship, &target->pos ); * * Towards a planet. * ship_set_course( ship, &planet->pos ); * * Etc, etc... */ void ship_set_course( SHIP_DATA * const ship, const Vector3 * const destination ) { ship->head.x = destination->x - ship->pos.x; ship->head.y = destination->y - ship->pos.y; ship->head.z = destination->z - ship->pos.z; vector_normalize( &ship->head ); } void ship_set_course_to_ship( SHIP_DATA * const ship, const SHIP_DATA * const target ) { ship_set_course( ship, &target->pos ); } void ship_set_course_to_planet( SHIP_DATA * const ship, const PLANET_DATA * const target ) { ship_set_course( ship, &target->pos ); } void missile_set_course_to_ship( MISSILE_DATA * const missile, const SHIP_DATA * const target ) { missile->head.x = target->pos.x - missile->pos.x; missile->head.y = target->pos.y - missile->pos.y; missile->head.z = target->pos.z - missile->pos.z; vector_normalize( &missile->head ); } /* * High-level function to align a ship's trajectory with another's. * Useful for grouped ships, docked ships, etc. */ void ship_align_heading( SHIP_DATA * const ship, const SHIP_DATA * const target ) { vector_copy( &ship->head, &target->head ); } /* * Calculate new position based on heading and speed. */ static void move_space_object( Vector3 * const pos, const Vector3 * const head, const int speed ) { if( speed > 0 ) { const double change = vector_length( head ); if( change > 0 ) { Vector3 tmpv; tmpv.x = head->x / change; tmpv.y = head->y / change; tmpv.z = head->z / change; pos->x += ( tmpv.x * speed ) / 5; pos->y += ( tmpv.y * speed ) / 5; pos->z += ( tmpv.z * speed ) / 5; } } } void ship_move( SHIP_DATA * const ship ) { move_space_object( &ship->pos, &ship->head, ship->currspeed ); } void missile_move( MISSILE_DATA * const missile ) { move_space_object( &missile->pos, &missile->head, missile->speed ); } double ship_distance_to_ship( const SHIP_DATA * const ship, const SHIP_DATA * const target ) { return vector_distance( &ship->pos, &target->pos ); } double ship_distance_to_planet( const SHIP_DATA * const ship, const PLANET_DATA * const planet ) { return vector_distance( &ship->pos, &planet->pos ); } double missile_distance_to_ship( const MISSILE_DATA * const missile, const SHIP_DATA * const target ) { return vector_distance( &missile->pos, &target->pos ); } void vector_randomize( Vector3 * const vec, int from, int to ) { vec->x += number_range( from, to ); vec->y += number_range( from, to ); vec->z += number_range( from, to ); }