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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10078

Last change on this file since 10078 was 10078, checked in by marcscha, 17 years ago

Update in swarm launcher, swarm missile, mbolt

File size: 28.2 KB
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[6868]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Benjamin Knecht
13   co-programmer: Silvan Nellen
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
18
19#include "executor/executor.h"
20#include "space_ship.h"
21
[7193]22#include "util/loading/resource_manager.h"
[6868]23
24#include "weapons/test_gun.h"
[9970]25#include "weapons/light_blaster.h"
26#include "weapons/medium_blaster.h"
27#include "weapons/heavy_blaster.h"
[10023]28#include "weapons/swarm_launcher.h"
[9970]29#include "weapons/boomerang_gun.h"
[6868]30#include "weapons/turret.h"
31#include "weapons/cannon.h"
32
[9869]33#include "particles/dot_emitter.h"
[10073]34#include "particles/emitter_node.h"
[9869]35#include "particles/sprite_particles.h"
[6868]36
[7193]37#include "util/loading/factory.h"
[6868]38#include "key_mapper.h"
39
40#include "network_game_manager.h"
[8708]41#include "shared_network_data.h"
[6868]42
43#include "power_ups/weapon_power_up.h"
44#include "power_ups/param_power_up.h"
45
46#include "graphics_engine.h"
47
48#include "plane.h"
49
50#include "state.h"
51#include "player.h"
52
[7193]53#include "util/loading/load_param.h"
[10020]54#include "time.h"
[6868]55
[7056]56
[6868]57// #include "lib/gui/gl_gui/glgui_bar.h"
58// #include "lib/gui/gl_gui/glgui_pushbutton.h"
59
60
[9869]61#include "class_id_DEPRECATED.h"
62ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
63CREATE_FACTORY(SpaceShip);
[9406]64
[9061]65#include "script_class.h"
[9869]66CREATE_SCRIPTABLE_CLASS(SpaceShip,
67                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
68                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
69                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
70                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
71                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
72                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
73                        //Coordinates
74                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
75                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
76                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
77                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
[10017]78                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
[9061]79                       );
[6868]80
81/**
82 *  destructs the spaceship, deletes alocated memory
83 */
84SpaceShip::~SpaceShip ()
85{
[6986]86  this->setPlayer(NULL);
[6868]87}
88
89/**
90 * loads a Spaceships information from a specified file.
91 * @param fileName the name of the File to load the spaceship from (absolute path)
92 */
[7221]93SpaceShip::SpaceShip(const std::string& fileName)
[10019]94    : secWeaponMan(this) //,
95    //supportedPlaymodes(Playable::Vertical) ,
96    //playmode(Playable::Vertical)
[6868]97{
98  this->init();
99  TiXmlDocument doc(fileName);
100
101  if(!doc.LoadFile())
102  {
[7221]103    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
[6868]104    return;
105  }
106
107  this->loadParams(doc.RootElement());
108}
109
110/**
111 *  creates a new Spaceship from Xml Data
112 * @param root the xml element containing spaceship data
113
114   @todo add more parameters to load
115*/
116SpaceShip::SpaceShip(const TiXmlElement* root)
[10019]117    : secWeaponMan(this) //,
118    //supportedPlaymodes(Playable::Vertical) ,
119    //playmode(Playable::Vertical)
[6868]120{
121  this->init();
122  if (root != NULL)
123    this->loadParams(root);
124
125}
126
127
128/**
129 * initializes a Spaceship
130 */
131void SpaceShip::init()
132{
[9998]133
[10022]134  srand(time(0));   //initialize Random Nomber Generator
135
[9869]136  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
137  this->registerObject(this, SpaceShip::_objectList);
[10064]138  this->toList(OM_GROUP_00);
[6868]139  PRINTF(4)("SPACESHIP INIT\n");
140
[9998]141  secWeaponMan.showCrosshair();
142
[6868]143  //weapons:
[9998]144
[9996]145  Weapon* wpRight1 = new LightBlaster ();
[10073]146  wpRight1->setName( "LightBlaster");
147  wpRight1->setParent( this);
[9996]148  Weapon* wpLeft1 = new LightBlaster ();
[10073]149  wpLeft1->setName( "LightBlaster");
150  wpLeft1->setParent( this);
[6868]151
[9996]152  Weapon* wpRight2 = new MediumBlaster ();
[10073]153  wpRight2->setName( "MediumBlaster");
154  wpRight2->setParent( this);
[9996]155  Weapon* wpLeft2 = new MediumBlaster ();
[10073]156  wpLeft2->setName( "MediumBlaster");
157  wpLeft2->setParent( this);
[9996]158
[10030]159  Weapon* wpRight3 = new HeavyBlaster ();
[10073]160  wpRight3->setName( "HeavyBlaster");
161  wpRight3->setParent( this);
[9996]162  Weapon* wpLeft3 = new HeavyBlaster ();
[10073]163  wpLeft3->setName( "HeavyBlaster");
164  wpLeft3->setParent( this);
[9996]165
[10023]166  Weapon* cannon = new SwarmLauncher();
[10073]167  cannon->setName( "SwarmLauncher");
168  cannon->setParent( this);
[6868]169
[9961]170
[10016]171  this->weaponMan.addWeapon( wpLeft1, 0, 0);
172  this->weaponMan.addWeapon( wpRight1, 0, 1);
173  this->weaponMan.addWeapon( wpLeft2, 0, 2);
174  this->weaponMan.addWeapon( wpRight2, 0, 3);
[10030]175  this->weaponMan.addWeapon( wpLeft3, 0, 4);
176  this->weaponMan.addWeapon( wpRight3, 0, 5);
[9998]177
[10023]178  this->secWeaponMan.addWeapon( cannon, 1, 0);
[9961]179
[9965]180  this->weaponMan.changeWeaponConfig(0);
[10023]181  this->secWeaponMan.changeWeaponConfig(1);
[9961]182
[9996]183  wpRight1->requestAction(WA_ACTIVATE);
184  wpLeft1->requestAction(WA_ACTIVATE);
185  wpRight2->requestAction(WA_ACTIVATE);
186  wpLeft2->requestAction(WA_ACTIVATE);
[10030]187  wpRight3->requestAction(WA_ACTIVATE);
188  wpLeft3->requestAction(WA_ACTIVATE);
[9998]189
[9961]190  cannon->requestAction(WA_ACTIVATE);
[9965]191
[9970]192  curWeaponPrimary    = 0;
193  curWeaponSecondary  = 0;
[9965]194
195  Playable::weaponConfigChanged();
196
[9970]197  reactorOutput     = 10;
[9965]198
[9970]199  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
200  engineSpeedBase   = 5;
201  shieldRegen       = 2;
202
203  shieldEnergyShare = 0.3;
204  weaponEnergyShare = 0.3;
205  engineEnergyShare = 0.4;
206
207  shieldCur         = 20;
208  shieldMax         = 100;
[10020]209  shieldTH          = .2* shieldMax;   // shield power must be 20% before shield kicks in again
[9970]210
[10024]211  electronicCur = 50;
[10022]212  electronicMax = 50;
[10020]213  electronicRegen   = 3;
214  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
215
[6868]216
[9970]217  this->loadModel("models/ships/mantawing.obj");
[10017]218  //this->setVisibiliy(false);
[6868]219
[10017]220  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
221 
[6868]222
[9970]223  this->setHealthMax(shieldMax);
224  this->setHealth(shieldCur);
[6868]225
[10017]226  this->travelNode = new PNode();
227
228  // camera - issue
229  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
230  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
231
[6868]232
[9965]233
[6868]234  //add events to the eventlist
[6997]235  registerEvent(KeyMapper::PEV_FORWARD);
236  registerEvent(KeyMapper::PEV_BACKWARD);
[6868]237  registerEvent(KeyMapper::PEV_LEFT);
238  registerEvent(KeyMapper::PEV_RIGHT);
239  //registerEvent(SDLK_q);
240  //registerEvent(SDLK_e);
241  registerEvent(KeyMapper::PEV_FIRE1);
[9958]242  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
[6868]243  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
244  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
245  //registerEvent(SDLK_PAGEUP);
246  //registerEvent(SDLK_PAGEDOWN);
247  registerEvent(EV_MOUSE_MOTION);
248
[10073]249  this->weaponMan.setParentEntity( this);
250  this->secWeaponMan.setParentEntity( this);
251
[9965]252  this->weaponMan.setSlotCount(6);
[6868]253
[10064]254  this->weaponMan.setSlotPosition(0, Vector(-2.6, 0, -3.0));
[9965]255  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]256
[10064]257  this->weaponMan.setSlotPosition(1, Vector(-2.6, 0, 3.0));
[9965]258  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]259
[10064]260  this->weaponMan.setSlotPosition(2, Vector(-1.5, 0, -.5));
[9965]261  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[6868]262
[10064]263  this->weaponMan.setSlotPosition(3, Vector(-1.5, 0, .5));
[9965]264  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[6868]265
[10064]266  this->weaponMan.setSlotPosition(4, Vector(-1.5, 0, .5));
[9965]267  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
[6868]268
[10064]269  this->weaponMan.setSlotPosition(5, Vector(-1.5, 0, -.5));
[9965]270  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9961]271
272  this->secWeaponMan.setSlotCount(6);
273
[10073]274  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
[9961]275  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
276
[10073]277  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
[9961]278  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
279
[10073]280  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
[9961]281  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
282
[10073]283  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
[9961]284  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
285
[10073]286  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
[9961]287  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
288
[10073]289  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
[9961]290  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9965]291
[6868]292
[9965]293  this->weaponMan.getFixedTarget()->setParent(this);
294  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]295
[9998]296 
[9961]297  this->secWeaponMan.getFixedTarget()->setParent(this);
298  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]299  this->secWeaponMan.setRotationSpeed(0);
[6868]300
[9965]301  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
[9961]302
[10073]303  this->burstEmitter = new DotEmitter(800, 0.0, .01);
[6868]304  this->burstEmitter->setParent(this);
305  this->burstEmitter->setRelCoor(-1, .5, 0);
306  this->burstEmitter->setName("SpaceShip_Burst_emitter");
[10073]307  this->burstEmitter->setEmissionRate(800);
[6868]308
[10073]309  this->burstSystem = new SpriteParticles(400);
[6868]310  this->burstSystem->addEmitter(this->burstEmitter);
311  this->burstSystem->setName("SpaceShip_Burst_System");
312  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
[10073]313  this->burstSystem->setLifeSpan(0.3, .3);
[6868]314  this->burstSystem->setRadius(0.0, 1.0);
315  this->burstSystem->setRadius(0.05, 1.0);
[10064]316  this->burstSystem->setRadius(.5, .6);
[6868]317  this->burstSystem->setRadius(1.0, 0);
[10073]318  this->burstSystem->setColor(0.0, .7,.7,1,.5);
319  this->burstSystem->setColor(0.2, 0,0,0.8,.7);
[6868]320  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
321  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
[9008]322
[10017]323  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
324  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
325  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
326  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
327  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
328  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
[10023]329  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
[10017]330  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
331
332  //this->airFriction = 0.5f;
[10019]333  this->travelDistancePlus = Vector2D(38.0, 43.0);
334  this->travelDistanceMinus = Vector2D(-38.0, -43.0);
[10017]335  this->cameraSpeed = 40;
[10019]336  this->cameraLook = 0.0f;
337  //this->airFriction = 0.0f;
[10017]338
[10020]339  srand(time(0));  //initaialize RNG
340
[10017]341  this->travelNode->debugDraw();
[10032]342
343  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
[6868]344}
345
346
347/**
348 * loads the Settings of a SpaceShip from an XML-element.
349 * @param root the XML-element to load the Spaceship's properties from
350 */
351void SpaceShip::loadParams(const TiXmlElement* root)
352{
353  Playable::loadParams(root);
[10032]354
355  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
[6868]356}
357
[10032]358
[10017]359void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
[7056]360{
[10032]361  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
[7056]362}
[6868]363
[7085]364void SpaceShip::reset()
365{
[10017]366  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
[7056]367
[10017]368  //xMouse = yMouse = 0;
[7085]369
370  this->setHealth(80);
371  this->velocity = Vector(0.0, 0.0, 0.0);
372}
373
374
[6868]375void SpaceShip::enter()
376{
[10004]377  this->secWeaponMan.showCrosshair();
[10064]378  this->toList( OM_GROUP_01 );
[10078]379  /*for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); it++)
380  {
381    (*it)->toList( OM_GROUP_01);
382  }*/
[10004]383  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
[10019]384  //this->attachCamera();
[10032]385 // this->setPlaymode(Playable::Horizontal);
[6868]386}
387
388void SpaceShip::leave()
389{
[10004]390  this->secWeaponMan.hideCrosshair();
[10073]391  this->toList( OM_GROUP_00);
[10078]392  /*for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); it++)
393  {
394    (*it)->toList( OM_GROUP_00);
395  }*/
[10004]396  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
[10019]397  //this->detachCamera();
[6868]398}
399
400
401/**
402 *  effect that occurs after the SpaceShip is spawned
403*/
404void SpaceShip::postSpawn ()
405{
406  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
407}
408
409/**
410 *  the action occuring if the spaceship left the game
411*/
412void SpaceShip::leftWorld ()
[10073]413{
414
[10064]415}
[6868]416
417WorldEntity* ref = NULL;
418/**
419 *  this function is called, when two entities collide
420 * @param entity: the world entity with whom it collides
421 *
422 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
423 */
424void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
425{
426}
427
428/**
429 *  draws the spaceship after transforming it.
430*/
431void SpaceShip::draw () const
432{
433  WorldEntity::draw();
434
435  //this->debug(0);
436}
437
438/**
439 *  the function called for each passing timeSnap
440 * @param time The timespan passed since last update
441*/
442void SpaceShip::tick (float time)
443{
[9961]444  // Playable::tick(time);$
[6868]445
[9961]446  // Own Tick Setup, as a different fire routine is used on the weapon manager
[9965]447  this->weaponMan.tick(time);
[9961]448  this->secWeaponMan.tick(time);
449
[10020]450  if( this->systemFailure() )
451    bFire = bSecFire = false;
452
[10037]453  // fire reqeust/release for primary weapons
[9965]454  if( this->bFire)
455    this->weaponMan.fire();
[10036]456  else
457    this->weaponMan.releaseFire();
458
[10037]459  // fire reqeust/release for secondary weapons
[9961]460  if( this->bSecFire)
461    this->secWeaponMan.fire();
[10036]462  else
463    this->secWeaponMan.releaseFire();
[9961]464
[9970]465
466  // Shield Regeneration and other regular calculations on the ship
467  this->regen(time);
468
469  // Weapon Regeneration and other regular calculations on the ship
[9965]470  this->weaponRegen(time);
471
[9970]472  // current engine speed output
473  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
474
[10043]475  // calculation of maxSpeed and acceleration:
476  this->travelSpeed = this->engineSpeedCur * 5;
477  this->acceleration = this->travelSpeed * 2;
[9970]478
[10017]479  /*
[8708]480  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
[9869]481  {
[6868]482    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
483    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
484    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
485    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
486
487    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
488
489    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
490    xMouse = yMouse = 0;
[9869]491  }
[10017]492*/
[6868]493
[9235]494  // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
[7954]495  //if (this->getOwner() == this->getHostID())
[6868]496
[10017]497  //is->calculateVelocity(time);
[6959]498
[6868]499
[10017]500  //vector move = velocity*time;
501
502  /*
[6868]503  //orient the velocity in the direction of the spaceship.
504  travelSpeed = velocity.len();
505  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
506  velocity = (velocity.getNormalized())*travelSpeed;
[10017]507  */
508  this->movement(time);
509
510   // TRYING TO FIX PNode.
511  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
512  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
513
[10043]514  this->burstEmitter->setEmissionRate(this->cameraSpeed + (velocity.z>0)*velocity.z);
515  this->burstEmitter->setEmissionVelocity(this->cameraSpeed + (velocity.z>0)*velocity.z, travelSpeed *.1);
[6868]516
517  //orient the spaceship in direction of the mouse
[10017]518  /*
[9869]519  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
520  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
[6868]521    this->setAbsDir( rotQuat);
[9869]522  //this->setAbsDirSoft(mouseDir,5);
[10017]523  */
[6868]524
525  // this is the air friction (necessary for a smooth control)
[10017]526  /*
[6868]527  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
528  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
[10017]529  */
[6868]530
531  //other physics (gravity)
532  //if(travelSpeed < 120)
533  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
534
535  //hoover effect
536  //cycle += time;
537  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
538
539  //readjust
540  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
541  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
542
543  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
544
[10017]545  /*
[6868]546  this->shiftCoor(move);
[10017]547  */
[6868]548
[9869]549  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
[6868]550
551}
552
553/**
554 * @todo switch statement ??
555 */
556void SpaceShip::process(const Event &event)
557{
[9961]558  //Playable::process(event);
[6868]559
560  if( event.type == KeyMapper::PEV_LEFT)
[10017]561    this->bLeft = event.bPressed;
[6868]562  else if( event.type == KeyMapper::PEV_RIGHT)
[10017]563    this->bRight = event.bPressed;
[6997]564  else if( event.type == KeyMapper::PEV_FORWARD)
[10017]565    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]566  else if( event.type == KeyMapper::PEV_BACKWARD)
[10017]567    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[9961]568  else if( event.type == KeyMapper::PEV_FIRE2)
569    this->bSecFire = event.bPressed;
[9958]570  else if( event.type == KeyMapper::PEV_FIRE1)
[9965]571    this->bFire = event.bPressed;
[10017]572
573
574  /*
[6868]575  else if( event.type == EV_MOUSE_MOTION)
576  {
[9961]577
[6868]578    this->xMouse += event.xRel;
579    this->yMouse += event.yRel;
580  }
[10017]581  */
[6868]582}
583
[9235]584void SpaceShip::destroy( WorldEntity* killer )
[9008]585{
586  PRINTF(0)("spaceship destroy\n");
[10064]587
[10073]588  EmitterNode* node  = NULL;
589  DotEmitter* emitter = NULL;
590  SpriteParticles*  explosionParticles  = NULL;
[10064]591
[10073]592  explosionParticles = new SpriteParticles(100);
593  explosionParticles->setName("MBoltExplosionParticles");
594  explosionParticles->setLifeSpan(.5, .3);
595  explosionParticles->setRadius(0.0, 10.0);
596  explosionParticles->setRadius(.5, 6.0);
597  explosionParticles->setRadius(1.0, 3.0);
598  explosionParticles->setColor(0.0, 1,1,0,.9);
599  explosionParticles->setColor(0.5, .8,.8,0,.5);
600  explosionParticles->setColor(1.0, .8,.8,.7,.0);
[10064]601
[10073]602 
603  emitter = new DotEmitter( 200, 0, 0);
604  emitter->setSpread( M_PI, M_PI);
605  emitter->setSpread( 50);
606  emitter->setEmissionRate( 50.0);
607  emitter->setEmissionVelocity( 150.0);
608  emitter->setSystem( explosionParticles);
609  emitter->setAbsCoor( this->getAbsCoor());
[10064]610
[10073]611  node  = new EmitterNode( 1);
612  node->setupParticle( emitter, explosionParticles);
613  node->setVelocity( this->getParent()->getVelocity());
614  node->setAbsCoor( this->getAbsCoor());
615  node->start();
[10064]616
[10073]617  this->setAbsCoor(Vector(-10000,10000,10000));
618  this->hide();
619
620  this->toList( OM_DEAD);
[10078]621  /*for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); it++)
622  {
623    (*it)->toList( OM_DEAD);
624  }*/
[10073]625    PRINTF(0)("spaceship destroy == ship translated \n");
[9008]626}
[6868]627
[9008]628void SpaceShip::respawn( )
629{
[10073]630  //this->show();
631  //this->toList( OM_GROUP_00);
[9008]632}
[6868]633
634
[9957]635void SpaceShip::damage(float pDamage, float eDamage){
[10064]636  PRINTF(0)("ship hit");
637  printf("Shit hit");
638  if( this->shieldActive) {
[9950]639    if( this->shieldCur > pDamage) {
640      this->shieldCur = this->shieldCur - pDamage;
641    }
642    else { // shield <= pDamage
[9987]643      this->shieldCur -=pDamage;
644      this->shieldActive = false; //shield collapses
[9950]645      pDamage = pDamage - this->shieldCur;
646      if( !this->shieldActive) {
[9957]647        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
[9953]648        this->electronicCur -= eDamage;
[9950]649      }
650    }
651  }
652  else {
653    this->armorCur = this->armorCur - pDamage;
654    this->electronicCur = this->electronicCur - eDamage;
655  }
656  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
[10064]657    this->destroy(this);
[9950]658}
659
[9987]660
[9957]661void SpaceShip::regen(float time){
662  float tmp;
[9963]663  if (this->armorCur != this->armorMax || this->armorRegen != 0){
664    tmp = this->armorCur + this->armorRegen * time;
665    if ( tmp > electronicMax)
666      this->armorCur = this->armorMax;
667    else
668      this->armorCur = tmp;
669  }
670  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
[9970]671    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
[9957]672    if( tmp > shieldMax)
[9953]673      this->shieldCur = this->shieldMax;
674    else
[9957]675      this->shieldCur = tmp;
676    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
[9953]677  }
[9970]678
679  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
680
[9963]681  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
[9957]682    tmp = this->electronicCur + this->electronicRegen * time;
683    if ( tmp > electronicMax)
[9953]684      this->electronicCur = this->electronicMax;
685    else
[9957]686      this->electronicCur = tmp;
[9953]687  }
[9950]688}
[9965]689
[9987]690
[9965]691/**
692 * Weapon regeneration
693 * does not use any reactor capacity, as it wouldn't work in a consistent way.
694 */
695void SpaceShip::weaponRegen(float time)
696{
697  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
698  Weapon* weapon;
[9987]699  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
[9965]700  {
701    weapon = this->weaponMan.getWeapon(i);
702    if( weapon != NULL && weapon->isActive())
703    {
704      weapon->increaseEnergy( energy);
705    }
706
707  }
708  // weaponMan.increaseAmmunition( weapon, energy);
709}
[9975]710
[9987]711
[9975]712void SpaceShip::enterPlaymode(Playable::Playmode playmode)
713{
[10017]714  switch(playmode)
715  {
716    case Playable::Full3D:
717      /*
718      if (State::getCameraNode != NULL)
719      {
720        Vector absCoor = this->getAbsCoor();
721        this->setParent(PNode::getNullParent());
722        this->setAbsCoor(absCoor);
723        State::getCameraNode()->setParentSoft(&this->cameraNode);
724        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
725        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
726        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
727
728      }
729      */
730      //break;
731
[10032]732      break;
733    case Playable::Horizontal:
[10017]734      if (State::getCameraNode != NULL)
735      {
736        this->debugNode(1);
737        this->travelNode->debugNode(1);
738
739        this->travelNode->setAbsCoor(this->getAbsCoor());
740        this->travelNode->updateNode(0.01f);
741
742        this->setParent(this->travelNode);
743        this->setRelCoor(0,0,0);
744
745        State::getCameraNode()->setParentSoft(this->travelNode);
[10032]746        State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
[10017]747        State::getCameraTargetNode()->setParentSoft(this->travelNode);
[10019]748        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
[10017]749
750        this->debugNode(1);
751        this->travelNode->debugNode(1);
752      }
753      break;
754
755    default:
756      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
757  }
[9975]758}
759
[10017]760/**
761 * @brief calculate the velocity
762 * @param time the timeslice since the last frame
763*/
[9987]764
[9975]765void SpaceShip::movement (float dt)
766{
[10019]767  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
768  //the ship doesn't slide too much.
769  float airCoeff = 2.5;
770  float pi = 3.14;
[10032]771 
[10017]772
[10032]773  switch(this->getPlaymode())
[10017]774  {
[10032]775    case Playable::Horizontal:
[10017]776    {
[10032]777      // these routines will change the travel movement into zero in a short amout of time, if the player
778      // doesn't press any buttons.
779      if (this->velocity.x >= 0)
[10017]780      {
[10032]781        if (this->velocity.x > airCoeff*this->acceleration * dt)
782          this->velocity.x -= airCoeff* this->acceleration * dt;
783        else
784          this->velocity.x = 0;
[10017]785      }
786      else
787      {
[10032]788        if (this->velocity.x < -airCoeff*this->acceleration * dt)
789          this->velocity.x += airCoeff* this->acceleration * dt;
790        else
791          this->velocity.x = 0;
[10017]792      }
[10032]793      if (this->velocity.z >= 0)
[10017]794      {
[10032]795        if (this->velocity.z > airCoeff*this->acceleration * dt)
796          this->velocity.z -= airCoeff* this->acceleration * dt;
797        else
798          this->velocity.z = 0;
[10017]799      }
800      else
801      {
[10032]802        if (this->velocity.z < -airCoeff*this->acceleration * dt)
803          this->velocity.z += airCoeff* this->acceleration * dt;
804        else
805          this->velocity.z = 0;
[10017]806      }
[10032]807   
808      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
809      // and its continuing to slide a bit.
810      Vector oldCoor = this->getRelCoor();
811      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
812      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
813      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
814      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
815   
816      if( this->systemFailure() )
817        bForward = bBackward = bLeft = bRight = false;
818   
819      if( this->bForward )
[10019]820      {
[10032]821        if(this->getRelCoor().x < this->travelDistancePlus.x)
822        {
823          if (this->velocity.x < this->travelSpeed)
824          {
825            this->velocity.x += (airCoeff + 1.0)*this->acceleration*dt;
826          }
827          else
828          {
829            this->velocity.x = this->travelSpeed;
830          }
831        }
832        else
833        {
834          this->velocity.x = 0.0f;
835        }
[10019]836      }
[10032]837   
838      if( this->bBackward )
[10019]839      {
[10032]840        if(this->getRelCoor().x > this->travelDistanceMinus.x)
841        {
842          if (this->velocity.x > -this->travelSpeed)
843          {
844            this->velocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
845          }
846          else
847          {
848            this->velocity.x = -this->travelSpeed;
849          }
850        }
851        else
852        {
853          this->velocity.x = 0.0f;
854        }
[10019]855      }
[10032]856   
857      if( this->bLeft)
[10019]858      {
[10032]859        if(this->getRelCoor().z > this->travelDistanceMinus.y)
860        {
861          if (this->velocity.z > -this->travelSpeed)
862          {
863            this->velocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
864          }
865          else
866          {
867            this->velocity.z = -this->travelSpeed;
868          }
869        }
870        else
871        {
872          this->velocity.z = 0.0f;
873        }
[10043]874        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
[10019]875      }
[10032]876   
877      if( this->bRight)
[10019]878      {
[10032]879        if(this->getRelCoor().z < this->travelDistancePlus.y)
880        {
881          if (this->velocity.z < this->travelSpeed)
882          {
883            this->velocity.z += (airCoeff + 1.0)*this->acceleration*dt;
884          }
885          else
886          {
887            this->velocity.z = this->travelSpeed;
888          }
889        }
890        else
891        {
892          this->velocity.z = 0.0f;
893        }
[10043]894        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
[10019]895      }
[10032]896      if (!this->bRight && !this->bLeft)
897      {
[10043]898        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
[10032]899      }
[10043]900     
[10032]901
902      this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
903      this->shiftCoor (this->velocity * dt);
904
[10043]905    //normalisation of the vectors (vector sum must be <= travelspeed)
906    float xzNorm = sqrt(pow(this->velocity.x, 2) + pow(this->velocity.z, 2));
907    if (xzNorm > this->travelSpeed)
908    {
909      this->velocity.x = this->velocity.x/xzNorm * this->travelSpeed;
910      this->velocity.z = this->velocity.z/xzNorm * this->travelSpeed;
911    }
[10032]912
[10043]913    //this moves camera and ship along the travel path.
914    this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
915   
916    //set new coordinates calculated through key- events.
917    this->shiftCoor (this->velocity * dt);
918    break;
[10019]919    }
[10032]920    case Playable::Vertical:
921      break;
[10017]922    default:
[10032]923      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
[10017]924  }
[9975]925}
[10017]926
[10032]927void SpaceShip::setPlaymodeXML(const std::string& playmode)
928{
929  this->setPlaymode(Playable::stringToPlaymode(playmode));
930}
931
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