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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 7001

Last change on this file since 7001 was 7001, checked in by bensch, 18 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 "objModel.h"
23#include "resource_manager.h"
24
25#include "weapons/weapon_manager.h"
26#include "weapons/test_gun.h"
27#include "weapons/turret.h"
28#include "weapons/cannon.h"
29
30#include "dot_emitter.h"
31#include "sprite_particles.h"
32
33#include "factory.h"
34#include "key_mapper.h"
35#include "event_handler.h"
36
37#include "network_game_manager.h"
38
39#include "power_ups/weapon_power_up.h"
40#include "power_ups/param_power_up.h"
41
42#include "graphics_engine.h"
43
44#include "plane.h"
45
46#include "state.h"
47#include "player.h"
48
49
50// #include "lib/gui/gl_gui/glgui_bar.h"
51// #include "lib/gui/gl_gui/glgui_pushbutton.h"
52
53
54using namespace std;
55
56CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
57
58
59/**
60 *  destructs the spaceship, deletes alocated memory
61 */
62SpaceShip::~SpaceShip ()
63{
64  this->setPlayer(NULL);
65}
66
67/**
68 * loads a Spaceships information from a specified file.
69 * @param fileName the name of the File to load the spaceship from (absolute path)
70 */
71SpaceShip::SpaceShip(const char* fileName)
72{
73  this->init();
74  TiXmlDocument doc(fileName);
75
76  if(!doc.LoadFile())
77  {
78    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName);
79    return;
80  }
81
82  this->loadParams(doc.RootElement());
83}
84
85/**
86 *  creates a new Spaceship from Xml Data
87 * @param root the xml element containing spaceship data
88
89   @todo add more parameters to load
90*/
91SpaceShip::SpaceShip(const TiXmlElement* root)
92{
93  this->init();
94  if (root != NULL)
95    this->loadParams(root);
96  else
97  {
98    //this->loadModel("models/ships/reap_#.obj");
99    //TODO HACK this is only for network multiplayer games.
100    if( this->getOwner()%2 == 0)
101    {
102      this->loadModel("models/ships/reap_#.obj");
103      this->toList(OM_GROUP_00);
104    }
105    else
106    {
107      this->loadModel( "models/ships/fighter.obj" );
108      this->toList(OM_GROUP_01);
109    }
110  }
111
112}
113
114
115/**
116 * initializes a Spaceship
117 */
118void SpaceShip::init()
119{
120//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
121  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
122
123  PRINTF(4)("SPACESHIP INIT\n");
124
125  //weapons:
126  Weapon* wpRight = new TestGun(0);
127  wpRight->setName("testGun Right");
128  Weapon* wpLeft = new TestGun(1);
129  wpLeft->setName("testGun Left");
130  Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
131
132  cannon->setName("BFG");
133
134  this->addWeapon(wpLeft, 1, 0);
135  this->addWeapon(wpRight,1 ,1);
136  this->addWeapon(cannon, 0, 6);
137
138  this->getWeaponManager()->changeWeaponConfig(1);
139
140  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
141
142  xMouse = yMouse = 0;
143  yInvert = 1;
144  mouseSensitivity = 0.001;
145  airViscosity = 0.05;
146  controlVelocityX = 25;
147  controlVelocityY = 150;
148  shipInertia = 1.5;
149//  cycle = 0.0;
150
151  this->setHealthMax(100);
152  this->setHealth(80);
153
154  travelSpeed = 0.0;
155  acceleration = 3;
156  this->velocity = this->getAbsDirX()*travelSpeed;
157  this->mouseDir = this->getAbsDir();
158  this->pitchDir = this->getAbsDir();
159
160//   GLGuiButton* button = new GLGuiPushButton();
161//    button->show();
162//    button->setLabel("orxonox");
163//    button->setBindNode(this);
164//     GLGuiBar* bar = new GLGuiBar();
165//     bar->show();
166//     bar->setValue(7.0);
167//     bar->setMaximum(10);
168//     bar->setSize2D( 20, 100);
169//     bar->setAbsCoor2D( 10, 200);
170
171  //add events to the eventlist
172  registerEvent(KeyMapper::PEV_FORWARD);
173  registerEvent(KeyMapper::PEV_BACKWARD);
174  registerEvent(KeyMapper::PEV_LEFT);
175  registerEvent(KeyMapper::PEV_RIGHT);
176  //registerEvent(SDLK_q);
177  //registerEvent(SDLK_e);
178  registerEvent(KeyMapper::PEV_FIRE1);
179  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
180  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
181  //registerEvent(SDLK_PAGEUP);
182  //registerEvent(SDLK_PAGEDOWN);
183  registerEvent(EV_MOUSE_MOTION);
184
185  this->getWeaponManager()->setSlotCount(7);
186
187  this->getWeaponManager()->setSlotPosition(0, Vector(-2.6, .1, -3.0));
188  this->getWeaponManager()->setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
189
190  this->getWeaponManager()->setSlotPosition(1, Vector(-2.6, .1, 3.0));
191  this->getWeaponManager()->setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
192
193  this->getWeaponManager()->setSlotPosition(2, Vector(-1.5, .5, -.5));
194  this->getWeaponManager()->setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
195
196  this->getWeaponManager()->setSlotPosition(3, Vector(-1.5, .5, .5));
197  this->getWeaponManager()->setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
198
199  this->getWeaponManager()->setSlotPosition(4, Vector(-1.5, -.5, .5));
200  this->getWeaponManager()->setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
201
202  this->getWeaponManager()->setSlotPosition(5, Vector(-1.5, -.5, -.5));
203  this->getWeaponManager()->setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
204//
205   this->getWeaponManager()->setSlotPosition(6, Vector(-1, 0.0, 0));
206   this->getWeaponManager()->setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
207   //
208//   this->getWeaponManager()->setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
209//   this->getWeaponManager()->setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
210//
211//   this->getWeaponManager()->setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
212//   this->getWeaponManager()->setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
213
214  this->getWeaponManager()->getFixedTarget()->setParent(this);
215  this->getWeaponManager()->getFixedTarget()->setRelCoor(100000,0,0);
216
217  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
218
219  this->burstEmitter = new DotEmitter(200, 0.0, .01);
220  this->burstEmitter->setParent(this);
221  this->burstEmitter->setRelCoor(-1, .5, 0);
222  this->burstEmitter->setName("SpaceShip_Burst_emitter");
223
224  this->burstSystem = new SpriteParticles(1000);
225  this->burstSystem->addEmitter(this->burstEmitter);
226  this->burstSystem->setName("SpaceShip_Burst_System");
227  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
228  this->burstSystem->setLifeSpan(1.0, .3);
229  this->burstSystem->setRadius(0.0, 1.0);
230  this->burstSystem->setRadius(0.05, 1.0);
231  this->burstSystem->setRadius(.5, .8);
232  this->burstSystem->setRadius(1.0, 0);
233  this->burstSystem->setColor(0.0, .7,.7,1,.7);
234  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
235  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
236  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
237
238}
239
240
241/**
242 * loads the Settings of a SpaceShip from an XML-element.
243 * @param root the XML-element to load the Spaceship's properties from
244 */
245void SpaceShip::loadParams(const TiXmlElement* root)
246{
247  Playable::loadParams(root);
248}
249
250
251void SpaceShip::enter()
252{
253  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
254  this->attachCamera();
255}
256
257void SpaceShip::leave()
258{
259  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
260  this->detachCamera();
261}
262
263
264/**
265 *  effect that occurs after the SpaceShip is spawned
266*/
267void SpaceShip::postSpawn ()
268{
269  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
270}
271
272/**
273 *  the action occuring if the spaceship left the game
274*/
275void SpaceShip::leftWorld ()
276{}
277
278WorldEntity* ref = NULL;
279/**
280 *  this function is called, when two entities collide
281 * @param entity: the world entity with whom it collides
282 *
283 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
284 */
285void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
286{
287  Playable::collidesWith(entity, location);
288
289  if( entity->isA(CL_PROJECTILE) && entity != ref)
290  {
291    if ( isServer() )
292    {
293      networkCollisionList.push_back( entity->getHealth() );
294      doCollideNetwork( entity->getHealth() );
295    }
296  }
297//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
298}
299
300/**
301 *  draws the spaceship after transforming it.
302*/
303void SpaceShip::draw () const
304{
305  WorldEntity::draw();
306  this->getWeaponManager()->draw();
307
308  //this->debug(0);
309}
310
311/**
312 *  the function called for each passing timeSnap
313 * @param time The timespan passed since last update
314*/
315void SpaceShip::tick (float time)
316{
317  Playable::tick(time);
318
319  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
320   {
321    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
322    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
323    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
324    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
325
326    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
327
328    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
329    xMouse = yMouse = 0;
330   }
331
332
333//   if( this != State::getPlayer()->getControllable())
334//     return;
335
336  // spaceship controlled movement
337  if (this->getOwner() == this->getHostID())
338    this->calculateVelocity(time);
339
340
341  Vector move = velocity*time;
342
343  //orient the velocity in the direction of the spaceship.
344  travelSpeed = velocity.len();
345  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
346  velocity = (velocity.getNormalized())*travelSpeed;
347  this->burstEmitter->setEmissionRate(travelSpeed);
348  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
349
350  //orient the spaceship in direction of the mouse
351   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
352   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
353    this->setAbsDir( rotQuat);
354   //this->setAbsDirSoft(mouseDir,5);
355
356  // this is the air friction (necessary for a smooth control)
357  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
358  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
359
360  //other physics (gravity)
361  //if(travelSpeed < 120)
362  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
363
364  //hoover effect
365  //cycle += time;
366  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
367
368  //readjust
369  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
370  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
371
372  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
373
374  this->shiftCoor(move);
375
376
377}
378
379/**
380 *  calculate the velocity
381 * @param time the timeslice since the last frame
382*/
383void SpaceShip::calculateVelocity (float time)
384{
385  Vector accel(0.0, 0.0, 0.0);
386  /*
387  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
388  */
389  //float rotVal = 0.0;
390  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
391  /* calculate the direction in which the craft is heading  */
392
393  //Plane plane(Vector(0,1,0), Vector(0,0,0));
394
395  if( this->bUp )
396   {
397     //this->shiftCoor(this->getAbsDirX());
398      //accel += (this->getAbsDirX())*2;
399      accel += (this->getAbsDirX())*acceleration;
400
401   }
402
403  if( this->bDown )
404   {
405     //this->shiftCoor((this->getAbsDirX())*-1);
406     //accel -= (this->getAbsDirX())*2;
407    //if(velocity.len() > 50)
408     accel -= (this->getAbsDirX())*0.5*acceleration;
409
410
411
412   }
413
414  if( this->bLeft/* > -this->getRelCoor().z*2*/)
415  {
416    this->shiftDir(Quaternion(time, Vector(0,1,0)));
417//    accel -= rightDirection;
418    //velocityDir.normalize();
419    //rot +=Vector(1,0,0);
420    //rotVal -= .4;
421  }
422  if( this->bRight /* > this->getRelCoor().z*2*/)
423  {
424    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
425
426    //    accel += rightDirection;
427    //velocityDir.normalize();
428    //rot += Vector(1,0,0);
429    //rotVal += .4;
430  }
431
432
433  if( this->bRollL /* > -this->getRelCoor().z*2*/)
434  {
435    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
436//    accel -= rightDirection;
437    //velocityDir.normalize();
438    //rot +=Vector(1,0,0);
439    //rotVal -= .4;
440  }
441  if( this->bRollR /* > this->getRelCoor().z*2*/)
442  {
443    mouseDir *= Quaternion(time*2, Vector(1,0,0));
444
445    //    accel += rightDirection;
446    //velocityDir.normalize();
447    //rot += Vector(1,0,0);
448    //rotVal += .4;
449  }
450  if (this->bAscend )
451  {
452    this->shiftDir(Quaternion(time, Vector(0,0,1)));
453
454//    accel += upDirection;
455    //velocityDir.normalize();
456    //rot += Vector(0,0,1);
457    //rotVal += .4;
458  }
459  if (this->bDescend )
460  {
461    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
462
463    //    accel -= upDirection;
464    //velocityDir.normalize();
465    //rot += Vector(0,0,1);
466    //rotVal -= .4;
467  }
468
469  velocity += accel*time*10;
470  //rot.normalize();
471  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
472}
473
474/**
475 * @todo switch statement ??
476 */
477void SpaceShip::process(const Event &event)
478{
479  Playable::process(event);
480
481  if( event.type == KeyMapper::PEV_LEFT)
482      this->bRollL = event.bPressed;
483  else if( event.type == KeyMapper::PEV_RIGHT)
484      this->bRollR = event.bPressed;
485  else if( event.type == KeyMapper::PEV_FORWARD)
486    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
487  else if( event.type == KeyMapper::PEV_BACKWARD)
488    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
489  else if( event.type == EV_MOUSE_MOTION)
490  {
491    this->xMouse += event.xRel;
492    this->yMouse += event.yRel;
493  }
494}
495
496
497#define MASK_bUp         1
498#define MASK_bDown       2
499#define MASK_bLeft       4
500#define MASK_bRight      8
501#define MASK_bAscend    16
502#define MASK_bDescend   32
503#define MASK_bRollL     64
504#define MASK_bRollR    128
505
506#define DATA_state       1
507#define DATA_flags       2
508#define DATA_mouse       3
509#define DATA_sync        4
510#define DATA_velocity    5
511#define DATA_playables   6
512#define DATA_collision   7
513
514int SpaceShip::writeBytes( const byte * data, int length, int sender )
515{
516  SYNCHELP_READ_BEGIN();
517
518  byte b;
519
520  while ( SYNCHELP_READ_REMAINING()>0 )
521  {
522    SYNCHELP_READ_BYTE( b, NWT_SS_B );
523
524    if ( b == DATA_state )
525    {
526      setRequestedSync( false );
527      setIsOutOfSync( false );
528      SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_SS_WE_STATE );
529
530      continue;
531    }
532
533    if ( b == DATA_flags )
534    {
535      if ( this->getOwner() != this->getHostID() )
536      {
537        byte flags = 0;
538        SYNCHELP_READ_BYTE( flags, NWT_SS_FLAGS );
539
540        bUp = (flags & MASK_bUp) != 0;
541        bDown = (flags & MASK_bDown) != 0;
542        bLeft = (flags & MASK_bLeft) != 0;
543        bRight = (flags & MASK_bRight) != 0;
544        bAscend = (flags & MASK_bAscend) != 0;
545        bDescend = (flags & MASK_bDescend) != 0;
546        bRollL = (flags & MASK_bRollL) != 0;
547        bRollR = (flags & MASK_bRollR) != 0;
548
549      }
550      else
551        assert(false);
552
553      continue;
554    }
555
556    if ( b == DATA_mouse )
557    {
558      if ( this->getOwner() != this->getHostID() )
559      {
560        SYNCHELP_READ_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
561        SYNCHELP_READ_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
562        SYNCHELP_READ_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
563        SYNCHELP_READ_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
564      }
565      else
566        assert(false);
567
568      continue;
569    }
570
571    if ( b == DATA_sync )
572    {
573      if ( this->getOwner() != this->getHostID() )
574      {
575        SYNCHELP_READ_FKT( PNode::writeSync, NWT_SS_PN_SYNC );
576      }
577      else
578        assert(false);
579
580      continue;
581    }
582
583    if ( b == DATA_velocity )
584    {
585      if ( this->getOwner() != this->getHostID() )
586      {
587        SYNCHELP_READ_FLOAT( velocity.x, NWT_SS_VELX );
588        SYNCHELP_READ_FLOAT( velocity.y, NWT_SS_VELY );
589        SYNCHELP_READ_FLOAT( velocity.z, NWT_SS_VELZ );
590      }
591      else
592        assert(false);
593
594      continue;
595    }
596
597    if ( b == DATA_playables )
598    {
599      if ( this->getOwner() != this->getHostID() )
600      {
601        SYNCHELP_READ_FKT( Playable::writeSync, NWT_SS_PL_SYNC );
602      }
603      else
604        assert(false);
605    }
606
607    if ( b == DATA_collision )
608    {
609      int n;
610      float energy;
611      SYNCHELP_READ_INT( n, NWT_SS_CO_N );
612
613      for ( int i = 0; i<n; i++ )
614      {
615        SYNCHELP_READ_FLOAT( energy, NWT_SS_CO_CLID );
616        doCollideNetwork( energy );
617      }
618    }
619  }
620
621  return SYNCHELP_READ_N;
622}
623
624
625
626int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
627{
628  SYNCHELP_WRITE_BEGIN();
629
630  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
631  {
632    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
633    setRequestedSync( true );
634    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
635  }
636
637  int rec = this->getRequestSync();
638  if ( rec > 0 )
639  {
640    *reciever = rec;
641
642    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
643
644    SYNCHELP_WRITE_BYTE( (byte)DATA_state, NWT_SS_B );
645
646    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_SS_WE_STATE );
647
648    return SYNCHELP_WRITE_N;
649  }
650
651  *reciever = 0 - this->getOwner();
652  //TODO: implement with SYNCHELP_WRITE_SENT()
653  bool sentSomething = false;
654
655  if ( PNode::needsReadSync() && ( this->getHostID()==0 || this->getOwner() == this->getHostID() ) )
656  {
657    PRINTF(0)("sending PNode::readSync\n");
658    SYNCHELP_WRITE_BYTE( DATA_sync, NWT_SS_B );
659    SYNCHELP_WRITE_FKT( PNode::readSync, NWT_SS_PN_SYNC );
660    sentSomething = true;
661  }
662
663  if ( this->getHostID()==0 || this->getHostID()==this->getOwner() )
664  {
665    byte mask = 0;
666
667    if ( bUp )
668      mask |= MASK_bUp;
669    if ( bDown )
670      mask |= MASK_bDown;
671    if ( bLeft )
672      mask |= MASK_bLeft;
673    if ( bRight )
674      mask |= MASK_bRight;
675    if ( bAscend )
676      mask |= MASK_bAscend;
677    if ( bRollL )
678      mask |= MASK_bRollL;
679    if ( bRollR )
680      mask |= MASK_bRollR;
681
682
683    if ( mask != oldMask )
684    {
685      oldMask = mask;
686      PRINTF(0)("sending mask\n");
687      sentSomething = true;
688      SYNCHELP_WRITE_BYTE( DATA_flags, NWT_SS_B );
689      SYNCHELP_WRITE_BYTE( mask, NWT_SS_FLAGS );
690    }
691#define __OFFSET_MDIR_W 0.01
692#define __OFFSET_MDIR_V 0.01
693    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_MDIR_W ||
694         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_MDIR_V ||
695         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_MDIR_V ||
696         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_MDIR_V )
697    {
698      oldMouseDir = mouseDir;
699
700      SYNCHELP_WRITE_BYTE( DATA_mouse, NWT_SS_B );
701      PRINTF(0)("SENDING mousedir\n");
702      sentSomething = true;
703      SYNCHELP_WRITE_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
704      SYNCHELP_WRITE_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
705      SYNCHELP_WRITE_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
706      SYNCHELP_WRITE_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
707    }
708#define __OFFSET_VEL 0.05
709    if ( fabs( oldVelocity.x - velocity.x ) > __OFFSET_VEL*fabs(oldVelocity.x)+0.1 ||
710         fabs( oldVelocity.y - velocity.y ) > __OFFSET_VEL*fabs(oldVelocity.y)+0.1 ||
711         fabs( oldVelocity.z - velocity.z ) > __OFFSET_VEL*fabs(oldVelocity.z)+0.1 )
712    {
713      oldVelocity.x = velocity.x;
714      oldVelocity.y = velocity.y;
715      oldVelocity.z = velocity.z;
716      PRINTF(0)("SENDING velocity\n");
717      sentSomething = true;
718      SYNCHELP_WRITE_BYTE( DATA_velocity, NWT_SS_B );
719      SYNCHELP_WRITE_FLOAT( velocity.x, NWT_SS_VELX );
720      SYNCHELP_WRITE_FLOAT( velocity.y, NWT_SS_VELY );
721      SYNCHELP_WRITE_FLOAT( velocity.z, NWT_SS_VELZ );
722    }
723
724    while ( Playable::needsReadSync() )
725    {
726      sentSomething = true;
727      PRINTF(0)("SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC )\n");
728      SYNCHELP_WRITE_BYTE( DATA_playables, NWT_SS_B );
729      SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC );
730    }
731
732  }
733
734  if ( !sentSomething )
735  {
736    *reciever = 0;
737
738    if ( networkCollisionList.size()>0 )
739    {
740      SYNCHELP_WRITE_BYTE( DATA_collision, NWT_SS_B );
741
742      SYNCHELP_WRITE_INT( networkCollisionList.size(), NWT_SS_CO_N );
743
744      for ( std::list<float>::iterator it = networkCollisionList.begin(); it!=networkCollisionList.end(); it++ )
745      {
746        SYNCHELP_WRITE_FLOAT( *it, NWT_SS_CO_CLID );
747      }
748
749      networkCollisionList.clear();
750    }
751  }
752
753  return SYNCHELP_WRITE_N;
754}
755
756void SpaceShip::doCollideNetwork( float energy )
757{
758  this->decreaseHealth( energy );
759  if( this->getHealth() <= 0)
760  {
761    this->die();
762  }
763}
764
765
766
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