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source: orxonox.OLD/branches/presentation/src/world_entities/space_ships/space_ship.cc @ 10750

Last change on this file since 10750 was 10750, checked in by rennerc, 17 years ago

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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
22#include "util/loading/resource_manager.h"
23
24#include "world_entities/weapons/weapon_manager.h"
25
26#include "weapons/test_gun.h"
27#include "weapons/light_blaster.h"
28#include "weapons/medium_blaster.h"
29#include "weapons/heavy_blaster.h"
30#include "weapons/rf_cannon.h"
31#include "weapons/nadion_laser.h"
32#include "weapons/disruptor.h"
33#include "weapons/swarm_launcher.h"
34#include "weapons/spike_thrower.h"
35#include "weapons/acid_launcher.h"
36#include "weapons/boomerang_gun.h"
37#include "weapons/turret.h"
38#include "weapons/cannon.h"
39
40#include "elements/glgui_energywidgetvertical.h"
41#include "glgui_bar.h"
42
43#include "particles/dot_emitter.h"
44#include "particles/emitter_node.h"
45#include "particles/sprite_particles.h"
46#include "effects/trail.h"
47
48#include "effects/wobblegrid.h"
49
50#include "util/loading/factory.h"
51#include "key_mapper.h"
52
53#include "network_game_manager.h"
54#include "shared_network_data.h"
55
56#include "items/power_ups/weapon_power_up.h"
57#include "items/power_ups/param_power_up.h"
58
59#include "graphics_engine.h"
60
61#include "plane.h"
62
63#include "state.h"
64#include "player.h"
65#include "tools/camera.h"
66#include "tools/cameraman.h"
67
68#include "tools/mount_point.h"
69#include "weapons/weapon_slot.h"
70
71#include "util/loading/load_param.h"
72#include "time.h"
73
74#include "track/track.h"
75#include "track/action_box.h"
76
77#include "event_handler.h"
78
79#include "story_entity.h"
80
81
82#include "weapons/aiming_system.h"
83
84ObjectListDefinition(SpaceShip);
85CREATE_FACTORY(SpaceShip);
86
87#include "script_class.h"
88CREATE_SCRIPTABLE_CLASS(SpaceShip,
89                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
90                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
91                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
92                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
93                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
94                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
95                        //Coordinates
96                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
97                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
98                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
99                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
100                        //->addMethod("setCameraSpeed", Executor1<SpVector(1,0,0)aceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
101                        ->addMethod("pause", Executor1<WorldEntity, lua_State*, bool>(&WorldEntity::pauseTrack))
102                        ->addMethod("setCameraDist", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraDistance))
103                       );
104
105/**
106 *  destructs the spaceship, deletes alocated memory
107 */
108SpaceShip::~SpaceShip ()
109{
110  this->setPlayer(NULL);
111}
112
113/**
114 * loads a Spaceships information from a specified file.
115 * @param fileName the name of the File to load the spaceship from (absolute path)
116 */
117SpaceShip::SpaceShip(const std::string& fileName)
118    : secWeaponMan(this) //,
119    //supportedPlaymodes(Playable::Vertical) ,
120    //playmode(Playable::Vertical)
121{
122  this->init();
123  TiXmlDocument doc(fileName);
124
125  if(!doc.LoadFile())
126  {
127    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
128    return;
129  }
130
131  this->loadParams(doc.RootElement());
132}
133
134/**
135 *  creates a new Spaceship from Xml Data
136 * @param root the xml element containing spaceship data
137
138   @todo add more parameters to load
139*/
140SpaceShip::SpaceShip(const TiXmlElement* root)
141    : secWeaponMan(this) //,
142    //supportedPlaymodes(Playable::Vertical) ,
143    //playmode(Playable::Vertical)
144{
145  this->init();
146  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
147  if (root != NULL)
148    this->loadParams(root);
149 
150  printf("SSGROUP: %d\n", this->getOMListNumber());
151
152}
153
154
155/**
156 * initializes a Spaceship
157 */
158void SpaceShip::init()
159{
160  toList( OM_GROUP_01 );
161
162  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
163  this->registerObject(this, SpaceShip::_objectList);
164  PRINTF(4)("SPACESHIP INIT\n");
165  this->weaponMan.setParentEntity( this);
166  //weapons:
167
168  this->weaponMan.setParentEntity( this);
169  this->secWeaponMan.setParentEntity( this);
170
171  this->weaponMan.setSlotCount(8);
172  this->secWeaponMan.setSlotCount(6);
173
174  this->weaponMan.createWeaponSlot(0, 3.270, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
175  this->weaponMan.createWeaponSlot(1, 3.270, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
176  this->weaponMan.createWeaponSlot(2, 4.385, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
177  this->weaponMan.createWeaponSlot(3, 4.385, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
178  this->weaponMan.createWeaponSlot(4, 1.635, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
179  this->weaponMan.createWeaponSlot(5, 1.536, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
180  this->weaponMan.createWeaponSlot(6, 1.536, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
181  this->weaponMan.createWeaponSlot(7, 1.536, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
182
183
184  this->weaponMan.addWeaponToSlot(0, 0, "RFCannon");
185  this->weaponMan.addWeaponToSlot(0, 1, "RFCannon");
186  this->weaponMan.addWeaponToSlot(0, 2, "RFCannon");
187  this->weaponMan.addWeaponToSlot(0, 3, "RFCannon");
188  this->weaponMan.addWeaponToSlot(1, 0, "RFCannon");
189  this->weaponMan.addWeaponToSlot(1, 1, "RFCannon");
190  this->weaponMan.addWeaponToSlot(1, 2, "RFCannon");
191  this->weaponMan.addWeaponToSlot(1, 3, "RFCannon");
192
193  this->weaponMan.addWeaponToSlot(0, 4, "NadionLaser");
194  this->weaponMan.addWeaponToSlot(0, 5, "NadionLaser");
195  this->weaponMan.addWeaponToSlot(2, 4, "NadionLaser");
196  this->weaponMan.addWeaponToSlot(2, 5, "NadionLaser");
197
198  this->weaponMan.addWeaponToSlot(0, 6, "Disruptor");
199  this->weaponMan.addWeaponToSlot(0, 7, "Disruptor");
200  this->weaponMan.addWeaponToSlot(3, 6, "Disruptor");
201  this->weaponMan.addWeaponToSlot(3, 7, "Disruptor");
202
203
204  this->secWeaponMan.createWeaponSlot(0, 1.5, 3, 0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
205  this->secWeaponMan.createWeaponSlot(1, 2.6, 0, 3.0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
206  this->secWeaponMan.createWeaponSlot(2, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
207  this->secWeaponMan.createWeaponSlot(3, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
208  this->secWeaponMan.createWeaponSlot(4, 1.5, 0, .5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
209  this->secWeaponMan.createWeaponSlot(5, 1.5, 0, -.5, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
210
211  this->secWeaponMan.addWeaponToSlot(0, 2, "SwarmLauncher");
212
213  this->mouseSensitivity = 4;
214  this->xMouse = this->yMouse = 0;
215
216
217  this->weaponMan.changeWeaponConfig(0);
218  this->secWeaponMan.changeWeaponConfig(0);
219 
220  this->deadBox = NULL;
221
222
223  Playable::weaponConfigChanged();
224
225  this->bInit = false;
226
227  loadEnergyShare(.3,.3,.4);
228  loadShield(80, 100, .2, 2);
229  loadHealth(100, 100);
230  loadElectronic(40, 50, .7, 3.0);
231  loadReactor(10);
232  loadWeapon(10);
233  loadEngine(15);
234
235  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
236
237  this->travelNode = new PNode();
238
239  // camera - issue
240  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
241  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
242
243
244//   this->electronicWidget = NULL;
245//   this->shieldWidget = NULL;
246
247  //add events to the eventlist
248  registerEvent(KeyMapper::PEV_FORWARD);
249  registerEvent(KeyMapper::PEV_BACKWARD);
250  registerEvent(KeyMapper::PEV_LEFT);
251  registerEvent(KeyMapper::PEV_RIGHT);
252  //registerEvent(SDLK_q);
253  //registerEvent(SDLK_e);
254  registerEvent(KeyMapper::PEV_FIRE1);
255  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
256  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
257  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
258  //registerEvent(SDLK_PAGEUP);
259  //registerEvent(SDLK_PAGEDOWN);
260  registerEvent(EV_MOUSE_MOTION);
261
262
263  this->weaponMan.getFixedTarget()->setParent(this);
264  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
265
266
267  this->secWeaponMan.getFixedTarget()->setParent(this);
268  this->secWeaponMan.getFixedTarget()->setRelCoor(50000,0,0);
269  this->secWeaponMan.setRotationSpeed(0);
270
271  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
272
273
274  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
275  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
276  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
277  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
278  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
279  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
280  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
281  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
282//   registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
283
284  //this->airFriction = 0.5f;
285  //this->travelDistancePlus = Vector2D(38.0, 43.0);
286  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
287  this->travelDistancePlus = Vector2D(50,50);
288  this->travelDistanceMinus = Vector2D(-50,-50);
289  this->isTravelDistanceInit = true;
290  this->actionWidthPercentage = 1;
291
292  this->cameraSpeed = 40;
293  this->cameraLook = 0.0f;
294  //this->airFriction = 0.0f;
295
296//   srand(time(0));  //initaialize RNG
297
298  this->travelNode->debugDraw();
299
300  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
301
302
303  //this->toList(OM_GROUP_00);
304
305
306  dynamic_cast<WorldEntity*>(this)->createHealthWidget();
307  dynamic_cast<WorldEntity*>(this)->createShieldWidget();
308  dynamic_cast<WorldEntity*>(this)->createElectronicWidget();
309
310  if ( this->hasPlayer() ){
311    State::getPlayer()->hud().setShieldWidget(this->getShieldWidget());
312    State::getPlayer()->hud().setEnergyWidget(this->getElectronicWidget());
313  }
314}
315
316
317/**
318 * loads the Settings of a SpaceShip from an XML-element.
319 * @param root the XML-element to load the Spaceship's properties from
320 */
321void SpaceShip::loadParams(const TiXmlElement* root)
322{
323  if(!root)
324    return;
325
326  Playable::loadParams(root);
327
328  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
329  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
330  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
331  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
332
333  State::getCamera()->setViewMode(Camera::ViewNormal);
334  State::getCameraTargetNode()->setParent(this);
335  State::getCamera()->setParent(this);
336
337  LoadParam(root, "loadReactor", this, SpaceShip, loadReactor)
338  .describe("set reactor output");
339  LoadParam(root, "loadShield", this, WorldEntity, loadShield)
340  .describe("set shield parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate");
341//   LoadParam(root, "loadHealth", this, WorldEntity, loadHealth)
342//   .describe("set armor/health parameters: current strenght , max strenght");
343  LoadParam(root, "loadElectronic", this, WorldEntity, loadElectronic)
344  .describe("set electronics parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate");
345  LoadParam(root, "loadEngine", this, SpaceShip, loadEngine)
346  .describe("set base speed");
347  LoadParam(root, "loadEnergyShare", this, SpaceShip, loadEnergyShare)
348  .describe("set energy partitioning: shield, weapons, engine (sum should be 1)");
349  LoadParam(root, "loadWeapon", this, SpaceShip, loadWeapon)
350  .describe("set weapon regeneration");
351
352  LoadParam(root, "mouseSenitivity", this, SpaceShip, setMouseSensitivity);
353
354}
355
356
357void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
358{
359  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
360}
361
362void SpaceShip::reset()
363{
364  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
365
366  this->resetHealth();
367  this->resetShield();
368  this->resetElectronic();
369  this->velocity = Vector(0.0, 0.0, 0.0);
370  this->xMouse = this->yMouse = 0;
371}
372
373
374void SpaceShip::enter()
375{
376  this->secWeaponMan.showCrosshair();
377  //this->toList( OM_GROUP_01 );
378  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
379  State::getPlayer()->hud().setOverlayActive(true);
380}
381
382void SpaceShip::leave()
383{
384  this->secWeaponMan.hideCrosshair();
385  //this->toList( OM_GROUP_00);
386  State::getPlayer()->hud().setOverlayActive(false);
387  State::getCamera()->setEventHandling(true);
388  State::getPlayer()->hud().setRadarCenterNode(NULL);
389}
390
391
392/**
393 *  effect that occurs after the SpaceShip is spawned
394*/
395void SpaceShip::postSpawn ()
396{
397  if(this->hasPlayer())
398    Playable::postSpawn();
399}
400
401/**
402 *  the action occuring if the spaceship left the game
403*/
404void SpaceShip::leftWorld ()
405{
406
407}
408
409WorldEntity* ref = NULL;
410
411/**
412 *  draws the spaceship after transforming it.
413*/
414void SpaceShip::draw () const
415{
416 if( this->entityTrack != NULL /*&& this->isDrawTrack()*/)
417    this->entityTrack->drawGraph();
418
419  WorldEntity::draw();
420
421}
422
423/**
424 *  the function called for each passing timeSnap
425 * @param time The timespan passed since last update
426*/
427void SpaceShip::tick (float time)
428{
429  if ( deadBox != NULL )
430  {
431    OrxGui::GLGuiHandler::getInstance()->tick( time );
432  }
433 // printf("SSGROUP: %d\n", this->getOMListNumber());
434
435  if( !this->bInit)
436  {
437    // now get slots from the mount points
438    std::map<int, MountPoint*>::iterator it = this->mountPointMap.begin();
439    for( ;it != this->mountPointMap.end(); it++)
440    {
441      WeaponSlot* ws = dynamic_cast<WeaponSlot*>((*it).second->getMount());
442      if( ws != NULL && ws->isA(WeaponSlot::staticClassID()))
443      {
444        int slot = ws->getWeaponSlot();
445//         int side = ws->getWeaponSide(); // HACK needed for some weapons (left/right)
446        this->getWeaponManager().setSlotPosition(slot, (*it).second->getCenter());
447        this->getWeaponManager().setSlotDirection(slot, ws->getRelDir());
448//         PRINTF(0)("setting slot %i\n", slot);
449//         (*it).second->getCenter().debug();
450      }
451    }
452  this->bInit = true;
453  }
454
455
456  // Own Tick Setup, as a different fire routine is used on the weapon manager
457  this->weaponMan.tick(time);
458  this->secWeaponMan.tick(time);
459
460  if( this->systemFailure() )
461    bFire = bSecFire = false;
462
463  // fire reqeust/release for primary weapons
464  if( this->bFire)
465    this->weaponMan.fire();
466  else
467    this->weaponMan.releaseFire();
468
469  // fire reqeust/release for secondary weapons
470  if( this->bSecFire)
471    this->secWeaponMan.fire();
472  else
473    this->secWeaponMan.releaseFire();
474
475  // Tracktick
476  if(this->entityTrack)
477    this->entityTrack->tick(time);
478
479
480  // Shield Regeneration and other regular calculations on the ship
481  this->regen(time);
482
483  // Weapon Regeneration and other regular calculations on the ship
484  this->weaponRegen(time);
485
486  // current engine speed output
487  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
488
489  // calculation of maxSpeed and acceleration:
490  this->travelSpeed = this->engineSpeedCur * 5;
491  this->acceleration = this->travelSpeed * 2;
492
493  this->movement(time);
494
495   // TRYING TO FIX PNode.
496  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
497  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
498
499
500  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
501  this->oldPos    = this->getAbsCoor();
502
503  if (!this->isTravelDistanceInit)
504  {
505    this->updateTravelDistance();
506    //this->isTravelDistanceInit = true;
507  }
508}
509
510/**
511 * @todo switch statement ??
512 */
513void SpaceShip::process(const Event &event)
514{
515//   Playable::process(event);
516
517  if( event.type == KeyMapper::PEV_LEFT)
518    this->bLeft = event.bPressed;
519  else if( event.type == KeyMapper::PEV_RIGHT)
520  {
521    this->bRight = event.bPressed;
522//     printf("ShipCoors: %f , %f, %f \n", this->getAbsCoor().x, this->getAbsCoor().y, this->getAbsCoor().z);
523  }
524  else if( event.type == KeyMapper::PEV_FORWARD)
525  {
526    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
527
528  }
529  else if( event.type == KeyMapper::PEV_BACKWARD)
530    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
531  else if( event.type == KeyMapper::PEV_FIRE2)
532    this->bSecFire = event.bPressed;
533  else if( event.type == KeyMapper::PEV_FIRE1)
534  {
535    printf(" %f, %f, %f \n",this->getAbsCoor().x,this->getAbsCoor().y,this->getAbsCoor().z );
536    this->bFire = event.bPressed;
537  }
538  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
539  {
540    this->nextWeaponConfig();
541  }
542  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
543    this->previousWeaponConfig();
544  else if( event.type == EV_MOUSE_MOTION)
545  {
546//     printf("Spaceship Mouse Motion Event\n");
547//     dynamic_cast<Crosshair*>(this->weaponMan.getFixedTarget())->process(event);
548//     this->weaponMan.process(event);
549    this->xMouse += event.xRel;
550    this->yMouse += event.yRel;
551  //  printf("Mouse Coord: %f, %f\n", this->xMouse, this->yMouse);
552   
553    float maxMouseDist = 75.1;
554    #define sqr(a) ((a)*(a))
555    float mouseDist = sqrt( sqr(0.6*xMouse) + sqr(yMouse) );
556
557    if ( mouseDist > maxMouseDist )
558    {
559        xMouse /= mouseDist/maxMouseDist;
560        yMouse /= mouseDist/maxMouseDist;
561    }
562
563    this->weaponMan.getFixedTarget()->setRelCoor(100000, -100 * this->mouseSensitivity * yMouse, 100 * this->mouseSensitivity * xMouse);
564    this->secWeaponMan.getFixedTarget()->setRelCoor(50000, -50 * this->mouseSensitivity * yMouse, 50 * this->mouseSensitivity * xMouse);
565  }
566  else if (!(State::getCamera()->getEventHandling()))
567  {
568    //PRINTF(0)("\n\n\n\n\n\n\n\nSETCAMERA %x\n\n\n\n\n\n\n", State::getCamera());
569    if( event.type == KeyMapper::PEV_VIEW0)
570    {
571      State::getCamera()->setViewMode(Camera::ViewNormal);
572      State::getCameraTargetNode()->setParent(this);
573      State::getCamera()->setParent(this);
574    }
575    else if( event.type == KeyMapper::PEV_VIEW1)
576    {
577      State::getCamera()->setViewMode(Camera::ViewBehind);
578      State::getCameraTargetNode()->setParent(this);
579      State::getCamera()->setParent(this);
580    }
581    else if( event.type == KeyMapper::PEV_VIEW2)
582    {
583      State::getCamera()->setViewMode(Camera::ViewFront);
584      State::getCameraTargetNode()->setParent(this);
585      State::getCamera()->setParent(this);
586    }
587    else if( event.type == KeyMapper::PEV_VIEW3)
588    {
589      State::getCamera()->setViewMode(Camera::ViewLeft);
590      State::getCameraTargetNode()->setParent(this);
591      State::getCamera()->setParent(this);
592    }
593    else if( event.type == KeyMapper::PEV_VIEW4)
594    {
595      State::getCamera()->setViewMode(Camera::ViewRight);
596      State::getCameraTargetNode()->setParent(this);
597      State::getCamera()->setParent(this);
598    }
599    else if( event.type == KeyMapper::PEV_VIEW5)
600    {
601      State::getCamera()->setViewMode(Camera::ViewTop);
602      State::getCameraTargetNode()->setParent(this->travelNode);
603      State::getCamera()->setParent(this->travelNode);
604    }
605  }
606
607}
608
609void SpaceShip::respawn( )
610{
611  Playable::respawn();
612}
613
614
615/**
616 * Weapon regeneration
617 * does not use any reactor capacity, as it wouldn't work in a consistent way.
618 */
619void SpaceShip::weaponRegen(float time)
620{
621  float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time ;
622  Weapon* weapon;
623  int weaponCount = 0;
624  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
625    weapon = this->weaponMan.getWeapon(i);
626    if( weapon != NULL && weapon->isActive()) {
627      weaponCount++;
628    }
629  }
630
631  if (weaponCount == 0)
632    return;
633  energy *= ( this->weaponMan.getSlotCount() / (float)weaponCount );
634
635  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
636    weapon = this->weaponMan.getWeapon(i);
637    if( weapon != NULL && weapon->isActive()) {
638      weapon->increaseEnergy( energy);
639    }
640  }
641  // weaponMan.increaseAmmunition( weapon, energy);
642}
643
644
645void SpaceShip::enterPlaymode(Playable::Playmode playmode){
646  switch(playmode)
647  {
648    case Playable::Full3D:
649      /*
650      if (State::getCameraNode != NULL)
651      {
652        Vector absCoor = this->getAbsCoor();
653        this->setParent(PNode::getNullParent());
654        this->setAbsCoor(absCoor);
655        State::getCameraNode()->setParentSoft(&this->cameraNode);
656        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
657        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
658        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
659
660      }
661      */
662      //break;
663
664      break;
665    case Playable::Horizontal:
666      if (State::getCameraNode != NULL)
667      {
668        this->debugNode(1);
669        this->travelNode->debugNode(1);
670
671        this->travelNode->setAbsCoor(this->getAbsCoor());
672        this->travelNode->updateNode(0.01f);
673
674        this->isTravelDistanceInit = false;
675
676        if(this->entityTrack)
677           this->travelNode->setParent(this->entityTrack->getTrackNode());
678
679        this->setParent(this->travelNode);
680        this->setRelCoor(0,0,0);
681
682        State::getCameraNode()->setParentSoft(this->travelNode);
683        //State::getCameraNode()->setParentSoft(this);
684        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
685        State::getCameraTargetNode()->setParentSoft(this->travelNode);
686        //State::getCameraTargetNode()->setParentSoft(this);
687        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
688        this->setCameraMode(Camera::ViewTop);
689        State::getCamera()->setEventHandling(false);
690        registerEvent(KeyMapper::PEV_VIEW0);
691        registerEvent(KeyMapper::PEV_VIEW1);
692        registerEvent(KeyMapper::PEV_VIEW2);
693        registerEvent(KeyMapper::PEV_VIEW3);
694        registerEvent(KeyMapper::PEV_VIEW4);
695        registerEvent(KeyMapper::PEV_VIEW5);
696
697        State::getCamera()->setParentMode(PNODE_ALL);
698
699        //this->updateTravelDistance();
700
701        this->debugNode(1);
702        this->travelNode->debugNode(1);
703      }
704      break;
705
706
707    case Playable::Vertical:
708    {
709        this->travelNode->setAbsCoor(this->getAbsCoor());
710        this->travelNode->updateNode(0.01f);
711
712        this->isTravelDistanceInit = false;
713
714        if(this->entityTrack)
715           this->travelNode->setParent(this->entityTrack->getTrackNode());
716
717        this->setParent(this->travelNode);
718        this->setRelCoor(0,0,0);
719
720        State::getCameraNode()->setParentSoft(this->travelNode);
721        //State::getCameraNode()->setParentSoft(this);
722        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
723        State::getCameraTargetNode()->setParentSoft(this->travelNode);
724        //State::getCameraTargetNode()->setParentSoft(this);
725        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
726        //this->setCameraMode(Camera::ViewNormal);
727        State::getCamera()->setEventHandling(false);
728
729        PRINTF(0)("SETCAMERA %x\n", State::getCamera());
730        State::getCamera()->setViewMode(Camera::ViewNormal);
731        State::getCameraTargetNode()->setParent(this);
732        State::getCamera()->setParent(this);
733
734
735        registerEvent(KeyMapper::PEV_VIEW0);
736        registerEvent(KeyMapper::PEV_VIEW1);
737        registerEvent(KeyMapper::PEV_VIEW2);
738        registerEvent(KeyMapper::PEV_VIEW3);
739        registerEvent(KeyMapper::PEV_VIEW4);
740        registerEvent(KeyMapper::PEV_VIEW5);
741
742        State::getCamera()->setParentMode(PNODE_ALL);
743
744      break;
745    }
746
747    default:
748      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
749  }
750}
751
752/**
753 * @brief calculate the velocity
754 * @param time the timeslice since the last frame
755*/
756
757void SpaceShip::movement (float dt)
758{
759  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
760  //the ship doesn't slide too much.
761  float airCoeff = 2.5;
762  float pi = 3.14;
763
764  switch(this->getPlaymode())
765  {
766    case Playable::Horizontal:
767    {
768      // these routines will change the travel movement into zero in a short amout of time, if the player
769      // doesn't press any buttons.
770      if (this->travelVelocity.x >= 0)
771      {
772        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
773          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
774        else
775          this->travelVelocity.x = 0;
776      }
777      else
778      {
779        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
780          this->travelVelocity.x += airCoeff* this->acceleration * dt;
781        else
782          this->travelVelocity.x = 0;
783      }
784      if (this->travelVelocity.z >= 0)
785      {
786        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
787          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
788        else
789          this->travelVelocity.z = 0;
790      }
791      else
792      {
793        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
794          this->travelVelocity.z += airCoeff* this->acceleration * dt;
795        else
796          this->travelVelocity.z = 0;
797      }
798
799      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
800      // and its continuing to slide a bit.
801      Vector oldCoor = this->getRelCoor();
802      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
803      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
804      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
805      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
806
807      if( this->systemFailure() )
808        bForward = bBackward = bLeft = bRight = false;
809
810      if( this->bForward )
811      {
812        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
813        if(this->getRelCoor().x < this->travelDistancePlus.x)
814        {
815          if (this->travelVelocity.x < this->travelSpeed)
816          {
817            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
818          }
819          else
820          {
821            this->travelVelocity.x = this->travelSpeed;
822          }
823        }
824        else
825        {
826          this->travelVelocity.x = 0.0f;
827        }
828      }
829
830      if( this->bBackward )
831      {
832        if(this->getRelCoor().x > this->travelDistanceMinus.x)
833        {
834          if (this->travelVelocity.x > -this->travelSpeed)
835          {
836            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
837          }
838          else
839          {
840            this->travelVelocity.x = -this->travelSpeed;
841          }
842        }
843        else
844        {
845          this->travelVelocity.x = 0.0f;
846        }
847      }
848
849      if( this->bLeft)
850      {
851        if(this->getRelCoor().z > this->travelDistanceMinus.y)
852        {
853          if (this->travelVelocity.z > -this->travelSpeed)
854          {
855            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
856          }
857          else
858          {
859            this->travelVelocity.z = -this->travelSpeed;
860          }
861        }
862        else
863        {
864          this->travelVelocity.z = 0.0f;
865        }
866        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
867      }
868
869      if( this->bRight)
870      {
871        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
872        if(this->getRelCoor().z < this->travelDistancePlus.y)
873        {
874          if (this->travelVelocity.z < this->travelSpeed)
875          {
876            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
877          }
878          else
879          {
880            this->travelVelocity.z = this->travelSpeed;
881          }
882        }
883        else
884        {
885          this->travelVelocity.z = 0.0f;
886        }
887        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
888      }
889      if (!this->bRight && !this->bLeft)
890      {
891        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
892      }
893
894    //normalisation of the vectors (vector sum must be <= travelspeed)
895    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
896    if (xzNorm > this->travelSpeed)
897    {
898      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
899      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
900    }
901
902    //this moves camera and ship along the travel path.
903    if(!this->entityTrack)
904       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
905
906    break;
907    }
908    case Playable::Vertical:
909    {
910      if ( !entityTrack || !entityTrack->getActionBox() )
911      {
912        break;
913      }
914      ActionBox * box = entityTrack->getActionBox();
915
916      this->travelVelocity = Vector(0, 0, 0);
917      float ssss = 50;
918      if ( this->bForward )
919      {
920        this->travelVelocity += Vector( 0, ssss, 0 );
921      }
922      if ( this->bBackward )
923      {
924        this->travelVelocity += Vector( 0, -ssss, 0 );
925      }
926      if ( this->bLeft )
927      {
928        this->travelVelocity += Vector( 0, 0, -ssss );
929      }
930      if ( this->bRight )
931      {
932        this->travelVelocity += Vector( 0, 0, ssss );
933      }
934
935      Vector ds = this->travelVelocity*dt;
936      Vector newPos = this->getRelCoor() + ds;
937      if ( newPos.y < -(box->getHeight_2()) || newPos.y > box->getHeight_2() )
938      {
939        this->travelVelocity.y = 0;
940      }
941      if ( newPos.z > box->getWidth_2() || newPos.z < -(box->getWidth_2()) )
942      {
943        this->travelVelocity.z = 0;
944      }
945    }
946      break;
947    default:
948      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
949  }
950   //set new coordinates calculated through key- events.
951  this->shiftCoor (this->travelVelocity * dt);
952}
953
954void SpaceShip::setPlaymodeXML(const std::string& playmode)
955{
956  this->setPlaymode(Playable::stringToPlaymode(playmode));
957}
958
959/**
960 * @brief jumps to the next WeaponConfiguration
961 */
962void SpaceShip::nextWeaponConfig()
963{
964  PRINTF(0)("Requested next weapon config!\n");
965  this->weaponMan.nextWeaponConfig();
966  Playable::weaponConfigChanged();
967}
968
969/**
970 * @brief moves to the last WeaponConfiguration
971 */
972void SpaceShip::previousWeaponConfig()
973{
974  /*
975  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
976  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
977  */
978  this->weaponMan.previousWeaponConfig();
979  Playable::weaponConfigChanged();
980}
981
982// void SpaceShip::updateElectronicWidget()
983// {
984//   if (this->electronicWidget != NULL)
985//   { //if it exists already: update it
986//      this->electronicWidget->setMaximum(this->electronicMax);
987//      this->electronicWidget->setValue(this->electronicCur);
988//   }
989//   else
990//   { //create the widget
991//     this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
992//     this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
993//     //this->electronicWidget->setDisplayedName("Electronics:");
994//     //this->electronicWidget->setSize2D(100,20);
995//     //this->electronicWidget->setAbsCoor2D(150,200);
996//     this->updateElectronicWidget();
997//     if (this->hasPlayer())
998//       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
999//   }
1000// }
1001//
1002// void SpaceShip::updateShieldWidget()
1003// {
1004//   if (this->shieldWidget != NULL)
1005//   {
1006//     this->shieldWidget->setMaximum(this->shieldMax);
1007//     this->shieldWidget->setValue(this->shieldCur);;
1008//   }
1009//   else
1010//   {
1011//     this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1012//     this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1013//     //this->shieldWidget->setDisplayedName("Shield:");
1014//     //his->shieldWidget->setSize2D(100,20);
1015//     //this->shieldWidget->setAbsCoor2D(200,200);
1016//     this->updateShieldWidget();
1017//     if (this->hasPlayer())
1018//       State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1019//   }
1020// }
1021
1022
1023void SpaceShip::setCameraDistance(float dist)
1024{
1025  Camera* c = State::getCamera();
1026  c->setViewTopDistance(dist);
1027
1028  if (this->hasPlayer())
1029    this->isTravelDistanceInit = false;
1030}
1031
1032void SpaceShip::setCameraFovy(float fovy)
1033{
1034
1035  Camera* c = State::getCamera();
1036  c->setViewTopFovy(fovy);
1037
1038  if (this->hasPlayer())
1039    this->isTravelDistanceInit = false;
1040}
1041
1042void SpaceShip::updateTravelDistance()
1043{
1044
1045  Camera* c = State::getCamera();
1046
1047  float x = 1.25 * this->actionWidthPercentage * fabsf(c->getAbsCoor().y) * tan(c->getFovy()*M_PI /360.0);
1048  float y = x / c->getAspectRatio() / this->actionWidthPercentage;
1049  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1050
1051
1052  //State::getCamera()->getAbsCoor().print();
1053  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1054
1055  //printf("x: %f, y: %f \n", x, y);
1056  this->travelDistancePlus = Vector2D(y, x);
1057  this->travelDistanceMinus = Vector2D(-y, -x);
1058
1059  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1060//   PRINTF(0)("TravelDistance has been updated\n");
1061  this->isTravelDistanceInit = true;
1062}
1063
1064void SpaceShip::setActionWidthPercentage(int i)
1065{
1066  if (i>100) i=100;
1067  if (i<0) i=0;
1068  this->actionWidthPercentage = i/100.0;
1069
1070  if (this->hasPlayer())
1071    this->isTravelDistanceInit = false;
1072};
1073
1074void SpaceShip::hit( float damage, WorldEntity * killer )
1075{
1076  PRINTF(0)("SS HIT: %f\n", this->getHealth() );
1077  Playable::hit( damage, killer );
1078  PRINTF(0)("SS HIT: %f\n", this->getHealth() ); 
1079}
1080
1081void SpaceShip::destroy( WorldEntity * killer )
1082{
1083  Playable::destroy( killer );
1084  this->showDeadScreen();
1085  myList = this->getOMListNumber();
1086  toList( OM_DEAD );
1087}
1088
1089void SpaceShip::onButtonContinue( )
1090{
1091  OrxGui::GLGuiHandler::getInstance()->deactivateCursor( true );
1092  EventHandler::getInstance()->popState();
1093  WorldEntity::reset();
1094  toList( myList );
1095  deadBox->hideAll();
1096}
1097
1098void SpaceShip::onButtonExit( )
1099{
1100  State::getCurrentStoryEntity()->setNextStoryID( 0 );
1101  State::getCurrentStoryEntity()->stop();
1102}
1103
1104void SpaceShip::showDeadScreen( )
1105{
1106  EventHandler::getInstance()->pushState( ES_MENU );
1107
1108  OrxGui::GLGuiHandler::getInstance()->activateCursor();
1109 
1110  if ( deadBox )
1111    delete deadBox;
1112  deadBox = new OrxGui::GLGuiBox();
1113  deadBox->setAbsCoor2D( 100, 100 );
1114
1115  OrxGui::GLGuiText* text = new OrxGui::GLGuiText();
1116  text->setText( "Game Over! - You died!" );
1117  OrxGui::GLGuiPushButton* exitButton = new OrxGui::GLGuiPushButton( "exit" );
1118  exitButton->released.connect(this, &SpaceShip::onButtonExit);
1119  OrxGui::GLGuiPushButton* continueButton = new OrxGui::GLGuiPushButton( "continue" );
1120  continueButton->released.connect(this, &SpaceShip::onButtonContinue);
1121
1122  deadBox->pack( text );
1123  deadBox->pack( continueButton );
1124  deadBox->pack( exitButton );
1125
1126  deadBox->showAll();
1127}
1128
1129
1130
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