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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.h @ 10019

Last change on this file since 10019 was 10019, checked in by muellmic, 17 years ago

finally: vertical scroller moves implemented :-)

File size: 7.2 KB
Line 
1/*!
2 * @file space_ship.h
3 * Implements the Control of a Spaceship
4 * Space Ships are the core class for all types of ships in Orxonox
5 */
6
7#ifndef _SPACE_SHIP_H
8#define _SPACE_SHIP_H
9
10#include "playable.h"
11#include "extendable.h"
12
13// Forward Declaration
14template<class T> class tList;
15class Vector;
16class Event;
17class ParticleEmitter;
18class ParticleSystem;
19
20class SpaceShip : public Playable
21{
22  ObjectListDeclaration(SpaceShip);
23
24  public:
25    SpaceShip(const std::string& fileName);
26    SpaceShip(const TiXmlElement* root = NULL);
27    virtual ~SpaceShip();
28
29    virtual void loadParams(const TiXmlElement* root);
30
31    virtual void setPlayDirection(const Quaternion& rot, float speed = 0.0f);
32    void setTravelSpeed(float travelSpeed);
33    /*
34    void setTravelHeight(float travelHeight);
35    void setTravelDistance(const Vector2D& distance);
36    void setTravelDistance(float x, float y);
37    */
38
39    //void setAirFriction(float friction) { this->airFriction = friction; };
40
41    virtual void enter();
42    virtual void leave();
43
44    virtual void reset();
45
46    virtual void postSpawn();
47    virtual void leftWorld();
48
49    virtual void destroy(WorldEntity* killer);
50    virtual void respawn();
51
52    virtual void collidesWith(WorldEntity* entity, const Vector& location);
53    virtual void tick(float time);
54    virtual void draw() const;
55
56    virtual void process(const Event &event);
57
58    inline WeaponManager getWeaponManagerSecondary() { return this->secWeaponMan; };
59
60    //Functions for GUI
61    inline float getShieldCur() { return this->shieldCur; };        //!< returns current shield value
62    inline float getShieldMax() { return this->shieldMax; };        //!< returns maximum shield value
63
64    inline float getArmorCur() { return this->armorCur; };          //!< returns current armor value
65    inline float getArmorMax() { return this->armorMax; };          //!< returns current armor value
66
67    inline float getElectronicCur() { return this->electronicCur; }; //!< returns current electronic value
68    inline float getElectronicMax() { return this->electronicMax; }; //!< returns current electronic value
69
70    //damage handler
71    virtual void damage(float pDamage, float eDamage);  //!< pDamage physical damage, eDamage electronic damage
72
73    virtual void enterPlaymode(Playable::Playmode playmode);
74    virtual void movement (float dt);
75
76  private:
77    void init();
78
79    void calculateVelocity(float time);
80
81    void regen(float time);  //!< handler for shield and electronic regeneration
82
83    void weaponRegen(float time);   //!< weapon energy regeneration
84
85    //WeaponManager         weaponMan;      //!< the primary weapon manager: managing a list of energy weapons to wepaon-slot mapping
86    WeaponManager         secWeaponMan;       //!< the secondary weapon manager: managing a list of special weapons to weapon-slot mapping
87    short                 supportedPlaymodes; //!< What Playmodes are Supported in this Playable.
88    Playable::Playmode    playmode;           //!< The current playmode.
89    bool                  bSecFire;
90
91    //ship atributes
92    float       shieldCur;          //!< current shield
93    float       shieldMax;          //!< maximum shield
94    float       shieldEnergyShare;  //!< percentage of reactor output
95    float       shieldRegen;        //!< shield regeneration rate per second
96    float       shieldTH;           //!< shield threshhold for reactivation
97    bool        shieldActive;       //!< wheather the shield is working
98
99    float       armorCur;           //!< current armor
100    float       armorMax;           //!< maximum armor
101    float       armorRegen;         //!< armor regeneration per tick (usable on bioships?)
102
103    float       electronicCur;      //!< current electronic
104    float       electronicMax;      //!< maximum electronic
105    float       electronicRegen;    //!< electronic regenration rate per tick
106
107    float       engineSpeedCur;     //!< speed output for movement = speed base + energy share part
108    float       engineSpeedBase;    //!< speed base
109    int         enginePowerConsume; //!< energy needed
110    float       engineEnergyShare;  //!< percentage of reactor output
111
112    int         weaponEnergySlot;   //!< number of energy weapon slots
113    int         weaponEnergyUsed;
114    float       weaponEnergyShare;
115    float       weaponEnergyRegen;
116    int         weaponSpecialSlot;  //!< number of special weapon slots
117    int         weaponSpecialUsed;
118
119    float       reactorOutput;      //!< reactor output
120    float       reactorCapacity;    //!< reactor capacity
121
122    int         curWeaponPrimary;   //!< current primary weapon config
123    int         curWeaponSecondary; //!< current secondary weapon config
124
125    bool                  bForward;                //!< up button pressed.
126    bool                  bBackward;              //!< down button pressed.
127    bool                  bLeft;              //!< left button pressed.
128    bool                  bRight;             //!< right button pressed.
129    bool                  bAscend;            //!< ascend button pressed.
130    bool                  bDescend;           //!< descend button presses.
131//    bool                  bFire;              //!< fire button pressed.(moved to playable)
132    bool                  bRollL;             //!< rolling button pressed (left)
133    bool                  bRollR;             //!< rolling button pressed (right)
134
135    /*
136    float                 xMouse;             //!< mouse moved in x-Direction
137    float                 yMouse;             //!< mouse moved in y-Direction
138    float                 mouseSensitivity;   //!< the mouse sensitivity
139    int                   yInvert;
140    int                   controlVelocityX;
141    int                   controlVelocityY;
142    */
143//   float                 cycle;              //!< hovercycle
144
145
146    Vector                velocity;           //!< the velocity of the player.
147    //Vector                oldVelocity;        //!< the velocity the player had last synced
148
149
150
151// 2D-traveling
152    PNode*                travelNode;
153    float                 travelSpeed;        //!< the current speed of the Ship (to make soft movement)
154    Vector2D              travelDistancePlus;     //!< Travel-Distance away from the TravelNode
155    Vector2D              travelDistanceMinus;
156
157// Camera
158    PNode                 cameraNode;
159    float                 cameraLook;
160    float                 rotation;
161    float                 cameraSpeed;
162
163    /*
164    Quaternion            mouseDir;           //!< the direction where the player wants to fly
165    Quaternion            oldMouseDir;        //!< the direction where the player wanted to fly
166    float                 shipInertia;        //!< the inertia of the ship(how fast the ship reacts to a mouse input)
167    Quaternion            rotQuat;
168    Quaternion            pitchDir;
169    float                 dogdeSpeed;        //!< the dogde Speed of the ship.
170    */
171
172    Quaternion            direction;          //!< the direction of the ship.
173    float                 acceleration;       //!< the acceleration of the ship.
174    //float                 airFriction;        //!< AirFriction.
175    //float                 airViscosity;
176
177    byte                  oldMask;            //!< used for synchronisation
178
179    ParticleEmitter*      burstEmitter;
180    ParticleSystem*       burstSystem;
181};
182
183#endif /* _SPACE_SHIPS_H */
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