Ejemplo n.º 1
0
void Ship::StaticUpdate(const float timeStep)
{
	AITimeStep(timeStep);		// moved to correct place, maybe

	if (GetHullTemperature() > 1.0) {
		Space::KillBody(this);
	}

	UpdateAlertState();

	/* FUEL SCOOPING!!!!!!!!! */
	if (m_equipment.Get(Equip::SLOT_FUELSCOOP) != Equip::NONE) {
		Body *astro = GetFrame()->m_astroBody;
		if (astro && astro->IsType(Object::PLANET)) {
			Planet *p = static_cast<Planet*>(astro);
			if (p->IsSuperType(SBody::SUPERTYPE_GAS_GIANT)) {
				double dist = GetPosition().Length();
				double pressure, density;
				p->GetAtmosphericState(dist, &pressure, &density);
			
				double speed = GetVelocity().Length();
				vector3d vdir = GetVelocity().Normalized();
				matrix4x4d rot;
				GetRotMatrix(rot);
				vector3d pdir = -vector3d(rot[8], rot[9], rot[10]).Normalized();
				double dot = vdir.Dot(pdir);
				if ((m_stats.free_capacity) && (dot > 0.95) && (speed > 2000.0) && (density > 1.0)) {
					double rate = speed*density*0.00001f;
					if (Pi::rng.Double() < rate) {
						m_equipment.Add(Equip::HYDROGEN);
						if (this == reinterpret_cast<Ship*>(Pi::player)) {
							Pi::Message(stringf(Lang::FUEL_SCOOP_ACTIVE_N_TONNES_H_COLLECTED,
									formatarg("quantity", m_equipment.Count(Equip::SLOT_CARGO, Equip::HYDROGEN))));
						}
						UpdateMass();
					}
				}
			}
		}
	}

	// Cargo bay life support
	if (m_equipment.Get(Equip::SLOT_CARGOLIFESUPPORT) != Equip::CARGO_LIFE_SUPPORT) {
		// Hull is pressure-sealed, it just doesn't provide
		// temperature regulation and breathable atmosphere
		
		// kill stuff roughly every 5 seconds
		if ((!m_dockedWith) && (5.0*Pi::rng.Double() < timeStep)) {
			Equip::Type t = (Pi::rng.Int32(2) ? Equip::LIVE_ANIMALS : Equip::SLAVES);
			
			if (m_equipment.Remove(t, 1)) {
				m_equipment.Add(Equip::FERTILIZER);
				if (this == reinterpret_cast<Ship*>(Pi::player)) {
					Pi::Message(Lang::CARGO_BAY_LIFE_SUPPORT_LOST);
				}
			}
		}
	}
	
	if (m_flightState == FLYING)
		m_launchLockTimeout -= timeStep;
	if (m_launchLockTimeout < 0) m_launchLockTimeout = 0;
	/* can't orient ships in SetDockedWith() because it gets
	 * called from collision handler, and collision system gets a bit
	 * weirded out if bodies are moved in the middle of collision detection
	 */
	if (m_dockedWith) m_dockedWith->OrientDockedShip(this, m_dockedWithPort);

	// lasers
	for (int i=0; i<ShipType::GUNMOUNT_MAX; i++) {
		m_gunRecharge[i] -= timeStep;
		float rateCooling = 0.01f;
		if (m_equipment.Get(Equip::SLOT_LASERCOOLER) != Equip::NONE)  {
			rateCooling *= float(EquipType::types[ m_equipment.Get(Equip::SLOT_LASERCOOLER) ].pval);
		}
		m_gunTemperature[i] -= rateCooling*timeStep;
		if (m_gunTemperature[i] < 0.0f) m_gunTemperature[i] = 0;
		if (m_gunRecharge[i] < 0.0f) m_gunRecharge[i] = 0;

		if (!m_gunState[i]) continue;
		if (m_gunRecharge[i] > 0.0f) continue;
		if (m_gunTemperature[i] > 1.0) continue;

		FireWeapon(i);
	}

	if (m_ecmRecharge > 0.0f) {
		m_ecmRecharge = std::max(0.0f, m_ecmRecharge - timeStep);
	}

	if (m_stats.shield_mass_left < m_stats.shield_mass) {
		// 250 second recharge
		float recharge_rate = 0.004f;
		if (m_equipment.Get(Equip::SLOT_ENERGYBOOSTER) != Equip::NONE) {
			recharge_rate *= float(EquipType::types[ m_equipment.Get(Equip::SLOT_ENERGYBOOSTER) ].pval);
		}
		m_stats.shield_mass_left += m_stats.shield_mass * recharge_rate * timeStep;
	}
	m_stats.shield_mass_left = Clamp(m_stats.shield_mass_left, 0.0f, m_stats.shield_mass);

	if (m_wheelTransition) {
		m_wheelState += m_wheelTransition*0.3f*timeStep;
		m_wheelState = Clamp(m_wheelState, 0.0f, 1.0f);
		if (float_equal_exact(m_wheelState, 0.0f) || float_equal_exact(m_wheelState, 1.0f))
			m_wheelTransition = 0;
	}

	if (m_testLanded) TestLanded();

	if (m_equipment.Get(Equip::SLOT_HULLAUTOREPAIR) == Equip::HULL_AUTOREPAIR) {
		const ShipType &stype = GetShipType();
		m_stats.hull_mass_left = std::min(m_stats.hull_mass_left + 0.1f*timeStep, float(stype.hullMass));
	}

	// After calling StartHyperspaceTo this Ship must not spawn objects
	// holding references to it (eg missiles), as StartHyperspaceTo
	// removes the ship from Space::bodies and so the missile will not
	// have references to this cleared by NotifyDeleted()
	if (m_hyperspace.countdown > 0.0f) {
		m_hyperspace.countdown = m_hyperspace.countdown - timeStep;
		if (m_hyperspace.countdown <= 0.0f) {
			m_hyperspace.countdown = 0;
			m_hyperspace.now = true;
		}
	}

	if (m_hyperspace.now) {
		m_hyperspace.now = false;
		Space::StartHyperspaceTo(this, &m_hyperspace.dest);
	}
}
Ejemplo n.º 2
0
void Player::StaticUpdate(const float timeStep)
{
	vector3d v;
	matrix4x4d m;

	Ship::StaticUpdate(timeStep);		// also calls autopilot AI

	if (GetFlightState() == Ship::FLYING) {
		switch (m_flightControlState) {
		case CONTROL_FIXSPEED:
			if (Pi::GetView() == Pi::worldView) PollControls(timeStep);
			if (IsAnyThrusterKeyDown()) break;
			GetRotMatrix(m);
			v = m * vector3d(0, 0, -m_setSpeed);
			if (m_setSpeedTarget) {
				v += m_setSpeedTarget->GetVelocityRelTo(GetFrame());
			}
			AIMatchVel(v);
			break;
		case CONTROL_MANUAL:
			if (Pi::GetView() == Pi::worldView) PollControls(timeStep);
			break;
		case CONTROL_AUTOPILOT:
			if (AIIsActive()) break;
			Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X);
//			AIMatchVel(vector3d(0.0));			// just in case autopilot doesn't...
						// actually this breaks last timestep slightly in non-relative target cases
			AIMatchAngVelObjSpace(vector3d(0.0));
			if (GetFrame()->IsRotatingFrame()) SetFlightControlState(CONTROL_FIXSPEED);
			else SetFlightControlState(CONTROL_MANUAL);
			m_setSpeed = 0.0;
			break;
		}
	}
	else SetFlightControlState(CONTROL_MANUAL);
	
	/* This wank probably shouldn't be in Player... */
	/* Ship engine noise. less loud inside */
	float v_env = (Pi::worldView->GetCamType() == WorldView::CAM_EXTERNAL ? 1.0f : 0.5f) * Sound::GetSfxVolume();
	static Sound::Event sndev;
	float volBoth = 0.0f;
	volBoth += 0.5f*fabs(GetThrusterState().y);
	volBoth += 0.5f*fabs(GetThrusterState().z);
	
	float targetVol[2] = { volBoth, volBoth };
	if (GetThrusterState().x > 0.0)
		targetVol[0] += 0.5f*float(GetThrusterState().x);
	else targetVol[1] += -0.5f*float(GetThrusterState().x);

	targetVol[0] = v_env * Clamp(targetVol[0], 0.0f, 1.0f);
	targetVol[1] = v_env * Clamp(targetVol[1], 0.0f, 1.0f);
	float dv_dt[2] = { 4.0f, 4.0f };
	if (!sndev.VolumeAnimate(targetVol, dv_dt)) {
		sndev.Play("Thruster_large", 0.0f, 0.0f, Sound::OP_REPEAT);
		sndev.VolumeAnimate(targetVol, dv_dt);
	}
	float angthrust = 0.1f * v_env * float(Pi::player->GetAngThrusterState().Length());

	static Sound::Event angThrustSnd;
	if (!angThrustSnd.VolumeAnimate(angthrust, angthrust, 5.0f, 5.0f)) {
		angThrustSnd.Play("Thruster_Small", 0.0f, 0.0f, Sound::OP_REPEAT);
		angThrustSnd.VolumeAnimate(angthrust, angthrust, 5.0f, 5.0f);
	}
}
Ejemplo n.º 3
0
void Player::PollControls(const float timeStep)
{
	static bool stickySpeedKey = false;

	if (Pi::game->GetTimeAccel() == Game::TIMEACCEL_PAUSED || Pi::player->IsDead() || GetFlightState() != FLYING)
		return;

	// if flying 
	{
		ClearThrusterState();
		SetGunState(0,0);
		SetGunState(1,0);

		vector3d wantAngVel(0.0);
		double angThrustSoftness = 50.0;

		// have to use this function. SDL mouse position event is bugged in windows
		int mouseMotion[2];
		SDL_GetRelativeMouseState (mouseMotion+0, mouseMotion+1);	// call to flush
		if (Pi::MouseButtonState(SDL_BUTTON_RIGHT))
		{
			matrix4x4d rot; GetRotMatrix(rot);
			if (!m_mouseActive) {
				m_mouseDir = vector3d(-rot[8],-rot[9],-rot[10]);	// in world space
				m_mouseX = m_mouseY = 0;
				m_mouseActive = true;
			}
			vector3d objDir = m_mouseDir * rot;

			const double radiansPerPixel = 0.002;

			m_mouseX += mouseMotion[0] * radiansPerPixel;
			double modx = clipmouse(objDir.x, m_mouseX);			
			m_mouseX -= modx;

			const bool invertY = (Pi::IsMouseYInvert() ? !m_invertMouse : m_invertMouse);

			m_mouseY += mouseMotion[1] * radiansPerPixel * (invertY ? -1 : 1);
			double mody = clipmouse(objDir.y, m_mouseY);
			m_mouseY -= mody;

			if(!float_is_zero_general(modx) || !float_is_zero_general(mody)) {
				matrix4x4d mrot = matrix4x4d::RotateYMatrix(modx); mrot.RotateX(mody);
				m_mouseDir = (rot * (mrot * objDir)).Normalized();
			}
		}
		else m_mouseActive = false;

		// disable all keyboard controls while the console is active
		if (!Pi::IsConsoleActive()) {
			if (m_flightControlState == CONTROL_FIXSPEED) {
				double oldSpeed = m_setSpeed;
				if (stickySpeedKey) {
					if (!(KeyBindings::increaseSpeed.IsActive() || KeyBindings::decreaseSpeed.IsActive())) {
						stickySpeedKey = false;
					}
				}
				
				if (!stickySpeedKey) {
					if (KeyBindings::increaseSpeed.IsActive())
						m_setSpeed += std::max(fabs(m_setSpeed)*0.05, 1.0);
					if (KeyBindings::decreaseSpeed.IsActive())
						m_setSpeed -= std::max(fabs(m_setSpeed)*0.05, 1.0);
					if ( ((oldSpeed < 0.0) && (m_setSpeed >= 0.0)) ||
						 ((oldSpeed > 0.0) && (m_setSpeed <= 0.0)) ) {
						// flipped from going forward to backwards. make the speed 'stick' at zero
						// until the player lets go of the key and presses it again
						stickySpeedKey = true;
						m_setSpeed = 0;
					}
				}
			}

			if (KeyBindings::thrustForward.IsActive()) SetThrusterState(2, -1.0);
			if (KeyBindings::thrustBackwards.IsActive()) SetThrusterState(2, 1.0);
			if (KeyBindings::thrustUp.IsActive()) SetThrusterState(1, 1.0);
			if (KeyBindings::thrustDown.IsActive()) SetThrusterState(1, -1.0);
			if (KeyBindings::thrustLeft.IsActive()) SetThrusterState(0, -1.0);
			if (KeyBindings::thrustRight.IsActive()) SetThrusterState(0, 1.0);

			if (KeyBindings::fireLaser.IsActive() || (Pi::MouseButtonState(SDL_BUTTON_LEFT) && Pi::MouseButtonState(SDL_BUTTON_RIGHT))) {
					SetGunState(Pi::worldView->GetActiveWeapon(), 1);
			}

			if (KeyBindings::yawLeft.IsActive()) wantAngVel.y += 1.0;
			if (KeyBindings::yawRight.IsActive()) wantAngVel.y += -1.0;
			if (KeyBindings::pitchDown.IsActive()) wantAngVel.x += -1.0;
			if (KeyBindings::pitchUp.IsActive()) wantAngVel.x += 1.0;
			if (KeyBindings::rollLeft.IsActive()) wantAngVel.z += 1.0;
			if (KeyBindings::rollRight.IsActive()) wantAngVel.z -= 1.0;

			if (KeyBindings::fastRotate.IsActive())
				angThrustSoftness = 10.0;
		}

		vector3d changeVec;
		changeVec.x = KeyBindings::pitchAxis.GetValue();
		changeVec.y = KeyBindings::yawAxis.GetValue();
		changeVec.z = KeyBindings::rollAxis.GetValue();

		// Deadzone
		if(changeVec.LengthSqr() < m_joystickDeadzone)
			changeVec = vector3d(0.0);

		changeVec *= 2.0;
		wantAngVel += changeVec;

		double invTimeAccelRate = 1.0 / Pi::game->GetTimeAccelRate();
		for (int axis=0; axis<3; axis++)
			wantAngVel[axis] = Clamp(wantAngVel[axis], -invTimeAccelRate, invTimeAccelRate);
		
		if (m_mouseActive) AIFaceDirection(m_mouseDir);
		else AIModelCoordsMatchAngVel(wantAngVel, angThrustSoftness);
	}
}
Ejemplo n.º 4
0
void Player::PollControls(const float timeStep)
{
	double time_accel = Pi::GetTimeAccel();
	double invTimeAccel = 1.0 / time_accel;
	static bool stickySpeedKey = false;

	if ((time_accel == 0) || GetDockedWith() || Pi::player->IsDead() ||
	    (GetFlightState() != FLYING)) {
		return;
	}

	// if flying 
	{
		ClearThrusterState();
		
		vector3d wantAngVel(0.0);

		// have to use this function. SDL mouse position event is bugged in windows
		int mouseMotion[2];
		SDL_GetRelativeMouseState (mouseMotion+0, mouseMotion+1);	// call to flush
		if (Pi::MouseButtonState(3))
		{
			matrix4x4d rot; GetRotMatrix(rot);
			if (!m_mouseActive) {
				m_mouseDir = vector3d(-rot[8],-rot[9],-rot[10]);	// in world space
				m_mouseX = m_mouseY = 0;
				m_mouseActive = true;
			}
			vector3d objDir = m_mouseDir * rot;

			m_mouseX += mouseMotion[0] * 0.002;
			double modx = clipmouse(objDir.x, m_mouseX);			
			m_mouseX -= modx;

			m_mouseY += mouseMotion[1] * 0.002;		// factor pixels => radians
			double mody = clipmouse(objDir.y, m_mouseY);
			m_mouseY -= mody;

			if(modx != 0.0 || mody != 0.0) {
				matrix4x4d mrot = matrix4x4d::RotateYMatrix(modx); mrot.RotateX(mody);
				m_mouseDir = (rot * (mrot * objDir)).Normalized();
			}
		}
		else m_mouseActive = false;
		
	
		if (m_flightControlState == CONTROL_FIXSPEED) {
			double oldSpeed = m_setSpeed;
			if (stickySpeedKey) {
				if (!(KeyBindings::increaseSpeed.IsActive() || KeyBindings::decreaseSpeed.IsActive())) {
					stickySpeedKey = false;
				}
			}
			
			if (!stickySpeedKey) {
				if (KeyBindings::increaseSpeed.IsActive()) m_setSpeed += std::max(m_setSpeed*0.05, 1.0);
				if (KeyBindings::decreaseSpeed.IsActive()) m_setSpeed -= std::max(m_setSpeed*0.05, 1.0);
				if ( ((oldSpeed < 0.0) && (m_setSpeed >= 0.0)) ||
				     ((oldSpeed > 0.0) && (m_setSpeed <= 0.0)) ) {
					// flipped from going forward to backwards. make the speed 'stick' at zero
					// until the player lets go of the key and presses it again
					stickySpeedKey = true;
					m_setSpeed = 0;
				}
			}
		}

		if (KeyBindings::thrustForward.IsActive()) SetThrusterState(2, -1.0);
		if (KeyBindings::thrustBackwards.IsActive()) SetThrusterState(2, 1.0);
		if (KeyBindings::thrustUp.IsActive()) SetThrusterState(1, 1.0);
		if (KeyBindings::thrustDown.IsActive()) SetThrusterState(1, -1.0);
		if (KeyBindings::thrustLeft.IsActive()) SetThrusterState(0, -1.0);
		if (KeyBindings::thrustRight.IsActive()) SetThrusterState(0, 1.0);
		
		SetGunState(0,0);
		SetGunState(1,0);
		if (KeyBindings::fireLaser.IsActive() || (Pi::MouseButtonState(1) && Pi::MouseButtonState(3))) {
				SetGunState(Pi::worldView->GetActiveWeapon(), 1);
		}

		if (KeyBindings::yawLeft.IsActive()) wantAngVel.y += 1.0;
		if (KeyBindings::yawRight.IsActive()) wantAngVel.y += -1.0;
		if (KeyBindings::pitchDown.IsActive()) wantAngVel.x += -1.0;
		if (KeyBindings::pitchUp.IsActive()) wantAngVel.x += 1.0;
		if (KeyBindings::rollLeft.IsActive()) wantAngVel.z += 1.0;
		if (KeyBindings::rollRight.IsActive()) wantAngVel.z -= 1.0;

		wantAngVel.x += 2 * KeyBindings::pitchAxis.GetValue();
		wantAngVel.y += 2 * KeyBindings::yawAxis.GetValue();
		wantAngVel.z += 2 * KeyBindings::rollAxis.GetValue();

		for (int axis=0; axis<3; axis++)
			wantAngVel[axis] = Clamp(wantAngVel[axis], -invTimeAccel, invTimeAccel);

//		matrix4x4d rot; GetRotMatrix(rot);
		const double angThrustSoftness = KeyBindings::fastRotate.IsActive() ? 10.0 : 50.0;
		
		if (m_mouseActive) AIFaceDirection(m_mouseDir);
		else AIModelCoordsMatchAngVel(wantAngVel, angThrustSoftness);
	}
}
Ejemplo n.º 5
0
void Ship::AIModelCoordsMatchSpeedRelTo(const vector3d v, const Ship *other)
{
	matrix4x4d m; GetRotMatrix(m);
	vector3d relToVel = m.InverseOf() * other->GetVelocity() + v;
	AIAccelToModelRelativeVelocity(relToVel);
}
Ejemplo n.º 6
0
// vel is desired velocity in ship's frame
// returns true if this can be attained in a single timestep
// todo: check space station rotating frame case
bool Ship::AIMatchVel(const vector3d &vel)
{
	matrix4x4d rot; GetRotMatrix(rot);
	vector3d diffvel = (vel - GetVelocityRelTo(GetFrame())) * rot;		// convert to object space
	return AIChangeVelBy(diffvel);
}
Ejemplo n.º 7
0
bool SpaceStation::OnCollision(Object *b, Uint32 flags, double relVel)
{
	if ((flags & 0x10) && (b->IsType(Object::SHIP))) {
		Ship *s = static_cast<Ship*>(b);
		matrix4x4d rot;
		GetRotMatrix(rot);
		
		bool canDock = true;
		int port = -1;
		for (int i=0; i<MAX_DOCKING_PORTS; i++) {
			if (m_shipDocking[i].ship == s) { port = i; break; }
		}
		if (m_type->dockOneAtATimePlease) {
			for (int i=0; i<m_type->numDockingPorts; i++) {
				if (m_shipDocking[i].ship && m_shipDocking[i].stage != 1 &&
				    (m_shipDocking[i].stage != m_type->numDockingStages+1)) {
					canDock = false;
					break;
				}
			}
		} else {
			// for non-dockOneAtATimePlease, the ship is expected
			// to hit the right docking trigger surface for that port
			if (m_shipDocking[flags&0xf].ship != s) canDock = false;
		}
		if (port == -1) canDock = false;

		// hitting docking area of a station
		if (canDock) {
			SpaceStationType::positionOrient_t dport;
			// why stage 2? Because stage 1 is permission to dock
			// granted, stage 2 is start of docking animation.
			PiVerify(m_type->GetDockAnimPositionOrient(port, 2, 0.0f, vector3d(0.0), dport, s));
		
			double speed = s->GetVelocity().Length();
			
			// must be oriented sensibly and have wheels down
			if (IsGroundStation()) {
				matrix4x4d shiprot;
				s->GetRotMatrix(shiprot);
				matrix4x4d invShipRot = shiprot.InverseOf();
				
				vector3d dockingNormal = rot*dport.yaxis;

				// check player is sortof sensibly oriented for landing
				const double dot = vector3d(invShipRot[1], invShipRot[5], invShipRot[9]).Dot(dockingNormal);
				if ((dot < 0.99) || (s->GetWheelState() < 1.0)) return false;
			}
			
			if ((speed < MAX_LANDING_SPEED) &&
			    (!s->GetDockedWith()) &&
			    (m_shipDocking[port].stage == 1)) {
				// if there is more docking port anim to do,
				// don't set docked yet
				if (m_type->numDockingStages >= 2) {
					shipDocking_t &sd = m_shipDocking[port];
					sd.ship = s;
					sd.stage = 2;
					sd.stagePos = 0;
					sd.fromPos = rot.InverseOf() * (s->GetPosition() - GetPosition());
					matrix4x4d temp;
					s->GetRotMatrix(temp);
					sd.fromRot = Quaterniond::FromMatrix4x4(temp);
					s->Disable();
					s->ClearThrusterState();
					s->SetFlightState(Ship::DOCKING);
				} else {
					s->SetDockedWith(this, port);
					CreateBB();
					Pi::luaOnShipDocked->Queue(s, this);
				}
			}
		}
		return false;
	} else {
		return true;
	}
}
Ejemplo n.º 8
0
void SpaceStation::DoDockingAnimation(const double timeStep)
{
	matrix4x4d rot, wantRot;
	vector3d p1, p2, zaxis;
	for (int i=0; i<MAX_DOCKING_PORTS; i++) {
		shipDocking_t &dt = m_shipDocking[i];
		if (!dt.ship) continue;
		if (!dt.stage) continue;
		// docked stage is m_type->numDockingPorts + 1
		if (dt.stage > m_type->numDockingStages) continue;
		GetRotMatrix(rot);

		double stageDuration = (dt.stage > 0 ?
				m_type->dockAnimStageDuration[dt.stage-1] :
				m_type->undockAnimStageDuration[abs(dt.stage)-1]);
		dt.stagePos += timeStep / stageDuration;

		if (dt.stage == 1) {
			// SPECIAL stage! Docking granted but waiting for ship
			// to dock
			m_openAnimState[i] += 0.3*timeStep;
			m_dockAnimState[i] -= 0.3*timeStep;

			if (dt.stagePos >= 1.0) {
				if (dt.ship == static_cast<Ship*>(Pi::player)) Pi::onDockingClearanceExpired.emit(this);
				dt.ship = 0;
				dt.stage = 0;
			}
			continue;
		}
	
		if (dt.stagePos > 1.0) {
			dt.stagePos = 0;
			if (dt.stage >= 0) dt.stage++;
			else dt.stage--;
			dt.fromPos = rot.InverseOf() * (dt.ship->GetPosition() - GetPosition());
			matrix4x4d temp;
			dt.ship->GetRotMatrix(temp);
			dt.fromRot = Quaterniond::FromMatrix4x4(temp);
		}

		SpaceStationType::positionOrient_t shipOrient;
		bool onRails = m_type->GetDockAnimPositionOrient(i, dt.stage, dt.stagePos, dt.fromPos, shipOrient, dt.ship);
		
		if (onRails) {
			dt.ship->SetPosition(GetPosition() + rot*shipOrient.pos);
			wantRot = matrix4x4d::MakeRotMatrix(
					shipOrient.xaxis, shipOrient.yaxis,
					shipOrient.xaxis.Cross(shipOrient.yaxis)) * rot;
			// use quaternion spherical linear interpolation to do
			// rotation smoothly
			Quaterniond wantQuat = Quaterniond::FromMatrix4x4(wantRot);
			Quaterniond q = Quaterniond::Nlerp(dt.fromRot, wantQuat, dt.stagePos);
			wantRot = q.ToMatrix4x4<double>();
		//	wantRot.Renormalize();
			dt.ship->SetRotMatrix(wantRot);
		} else {
			if (dt.stage >= 0) {
				// set docked
				dt.ship->SetDockedWith(this, i);
				CreateBB();
				Pi::luaOnShipDocked->Queue(dt.ship, this);
			} else {
				if (!dt.ship->IsEnabled()) {
					// launch ship
					dt.ship->Enable();
					dt.ship->SetFlightState(Ship::FLYING);
					dt.ship->SetAngVelocity(GetFrame()->GetAngVelocity());
					dt.ship->SetForce(vector3d(0,0,0));
					dt.ship->SetTorque(vector3d(0,0,0));
					if (m_type->dockMethod == SpaceStationType::SURFACE) {
						dt.ship->SetThrusterState(1, 1.0);		// up
					} else {
						dt.ship->SetVelocity(GetFrame()->GetStasisVelocityAtPosition(dt.ship->GetPosition()));
						dt.ship->SetThrusterState(2, -1.0);		// forward
					}
					Pi::luaOnShipUndocked->Queue(dt.ship, this);
				}
			}
		}
		if ((dt.stage < 0) && ((-dt.stage) > m_type->numUndockStages)) {
		       dt.stage = 0;
		       dt.ship = 0;
		}
	}
	for (int i=0; i<MAX_DOCKING_PORTS; i++) {
		m_openAnimState[i] = Clamp(m_openAnimState[i], 0.0, 1.0);
		m_dockAnimState[i] = Clamp(m_dockAnimState[i], 0.0, 1.0);
	}
}