[7346] | 1 | /*! |
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| 2 | * @file space_ship.h |
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| 3 | * Implements the Control of a Spaceship |
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[9958] | 4 | * Space Ships are the core class for all types of ships in Orxonox |
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[7346] | 5 | */ |
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| 6 | |
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| 7 | #ifndef _SPACE_SHIP_H |
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| 8 | #define _SPACE_SHIP_H |
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| 9 | |
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| 10 | #include "playable.h" |
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| 11 | #include "extendable.h" |
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| 12 | |
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| 13 | // Forward Declaration |
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| 14 | template<class T> class tList; |
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| 15 | class Vector; |
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| 16 | class Event; |
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| 17 | class ParticleEmitter; |
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| 18 | class ParticleSystem; |
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| 19 | |
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| 20 | class SpaceShip : public Playable |
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| 21 | { |
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[9869] | 22 | ObjectListDeclaration(SpaceShip); |
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[7346] | 23 | |
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| 24 | public: |
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| 25 | SpaceShip(const std::string& fileName); |
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| 26 | SpaceShip(const TiXmlElement* root = NULL); |
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| 27 | virtual ~SpaceShip(); |
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| 28 | |
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| 29 | virtual void loadParams(const TiXmlElement* root); |
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| 30 | |
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| 31 | virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f); |
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| 32 | |
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| 33 | virtual void enter(); |
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| 34 | virtual void leave(); |
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| 35 | |
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| 36 | virtual void reset(); |
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| 37 | |
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| 38 | virtual void postSpawn(); |
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| 39 | virtual void leftWorld(); |
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[9869] | 40 | |
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[9235] | 41 | virtual void destroy(WorldEntity* killer); |
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[9008] | 42 | virtual void respawn(); |
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[7346] | 43 | |
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| 44 | virtual void collidesWith(WorldEntity* entity, const Vector& location); |
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| 45 | virtual void tick(float time); |
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| 46 | virtual void draw() const; |
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| 47 | |
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| 48 | virtual void process(const Event &event); |
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| 49 | |
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[9950] | 50 | //Functions for GUI |
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[9957] | 51 | inline float getShieldCur() { return this->shieldCur; }; //!< returns current shield value |
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| 52 | inline float getShieldMax() { return this->shieldMax; }; //!< returns maximum shield value |
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[9950] | 53 | |
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[9957] | 54 | inline float getArmorCur() { return this->armorCur; }; //!< returns current armor value |
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| 55 | inline float getArmorMax() { return this->armorMax; }; //!< returns current armor value |
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[9950] | 56 | |
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[9957] | 57 | inline float getElectronicCur() { return this->electronicCur; }; //!< returns current electronic value |
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| 58 | inline float getElectronicMax() { return this->electronicMax; }; //!< returns current electronic value |
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[9950] | 59 | |
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[9958] | 60 | inline int getFiredWeapon() { return this->firedWeapon; }; //!< returns index of the fired weapon |
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| 61 | |
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[9950] | 62 | //damage handler |
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[9957] | 63 | virtual void damage(float pDamage, float eDamage); //!< pDamage physical damage, eDamage electronic damage |
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[9950] | 64 | |
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[7346] | 65 | private: |
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| 66 | void init(); |
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| 67 | |
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| 68 | void calculateVelocity(float time); |
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| 69 | |
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[9957] | 70 | void regen(float time); //!< handler for shield and electronic regeneration |
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[9943] | 71 | |
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[9950] | 72 | //ship atributes |
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[9957] | 73 | float shieldCur; //!< current shield |
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| 74 | float shieldMax; //!< maximum shield |
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[9950] | 75 | float shieldEnergyShare; //!< percentage of reactor output |
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[9957] | 76 | float shieldRegen; //!< shield regeneration rate per tick |
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| 77 | float shieldTH; //!< shield threshhold for reactivation |
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[9950] | 78 | bool shieldActive; //!< wheather the shield is working |
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[9943] | 79 | |
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[9957] | 80 | float armorCur; //!< current armor |
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| 81 | float armorMax; //!< maximum armor |
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[9943] | 82 | |
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[9957] | 83 | float electronicCur; //!< current electronic |
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| 84 | float electronicMax; //!< maximum electronic |
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| 85 | float electronicRegen; //!< electronic regenration rate per tick |
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[9943] | 86 | |
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[9950] | 87 | int engineSpeedCur; //!< speed output |
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| 88 | int enginePowerConsume; //!< energy needed |
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| 89 | float engineEnergyShare; //!< percentage of reactor output |
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[9943] | 90 | |
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[9950] | 91 | int weaponEnergySlot; //!< number of energy weapon slots |
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| 92 | int weaponEnergyUsed; |
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| 93 | float weaponEnergyShare; |
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| 94 | int weaponSpecialSlot; //!< number of special weapon slots |
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| 95 | int weaponSpecialUsed; |
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[9943] | 96 | |
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[9950] | 97 | int reactorOutput; //!< reactor output |
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| 98 | int reactorCapacity; //!< reactor capacity |
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[9943] | 99 | |
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[9958] | 100 | |
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| 101 | int curWeaponPrimary; //!< current primary weapon |
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| 102 | int curWeaponSecondary; //!< current secondary weapon |
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| 103 | int firedWeapon; //!< index of the fired weapon for the weapon manager |
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| 104 | |
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[7346] | 105 | bool bUp; //!< up button pressed. |
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| 106 | bool bDown; //!< down button pressed. |
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| 107 | bool bLeft; //!< left button pressed. |
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| 108 | bool bRight; //!< right button pressed. |
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| 109 | bool bAscend; //!< ascend button pressed. |
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| 110 | bool bDescend; //!< descend button presses. |
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| 111 | // bool bFire; //!< fire button pressed.(moved to playable) |
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| 112 | bool bRollL; //!< rolling button pressed (left) |
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| 113 | bool bRollR; //!< rolling button pressed (right) |
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| 114 | |
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| 115 | float xMouse; //!< mouse moved in x-Direction |
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| 116 | float yMouse; //!< mouse moved in y-Direction |
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| 117 | float mouseSensitivity; //!< the mouse sensitivity |
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| 118 | int yInvert; |
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| 119 | int controlVelocityX; |
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| 120 | int controlVelocityY; |
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| 121 | // float cycle; //!< hovercycle |
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| 122 | |
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| 123 | Vector velocity; //!< the velocity of the player. |
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| 124 | Vector oldVelocity; //!< the velocity the player had last synced |
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| 125 | Quaternion mouseDir; //!< the direction where the player wants to fly |
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| 126 | Quaternion oldMouseDir; //!< the direction where the player wanted to fly |
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| 127 | float shipInertia; //!< the inertia of the ship(how fast the ship reacts to a mouse input) |
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| 128 | Quaternion rotQuat; |
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| 129 | Quaternion pitchDir; |
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| 130 | float travelSpeed; //!< the current speed of the player (to make soft movement) |
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| 131 | float acceleration; //!< the acceleration of the player. |
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| 132 | |
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| 133 | float airViscosity; |
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| 134 | |
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| 135 | byte oldMask; //!< used for synchronisation |
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| 136 | |
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| 137 | ParticleEmitter* burstEmitter; |
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| 138 | ParticleSystem* burstSystem; |
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| 139 | }; |
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| 140 | |
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| 141 | #endif /* _SPACE_SHIPS_H */ |
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