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source: orxonox.OLD/trunk/src/world_entities/space_ships/space_ship.cc @ 7868

Last change on this file since 7868 was 7868, checked in by bensch, 18 years ago

trunk: merge Check in the Event-changes:
r7867 | bensch | 2006-05-26 13:19:46 +0200 (Fri, 26 May 2006) | 1 line

Events better subscribed


r7866 | bensch | 2006-05-26 13:11:10 +0200 (Fri, 26 May 2006) | 1 line

Events are subscribed at the EventListener, and not the EventHandler

File size: 20.4 KB
Line 
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 "weapons/test_gun.h"
25#include "weapons/turret.h"
26#include "weapons/cannon.h"
27
28#include "dot_emitter.h"
29#include "sprite_particles.h"
30
31#include "util/loading/factory.h"
32#include "key_mapper.h"
33
34#include "network_game_manager.h"
35
36#include "power_ups/weapon_power_up.h"
37#include "power_ups/param_power_up.h"
38
39#include "graphics_engine.h"
40
41#include "plane.h"
42
43#include "state.h"
44#include "player.h"
45
46#include "util/loading/load_param.h"
47
48
49// #include "lib/gui/gl_gui/glgui_bar.h"
50// #include "lib/gui/gl_gui/glgui_pushbutton.h"
51
52
53using namespace std;
54
55CREATE_FACTORY(SpaceShip, CL_SPACE_SHIP);
56
57
58/**
59 *  destructs the spaceship, deletes alocated memory
60 */
61SpaceShip::~SpaceShip ()
62{
63  this->setPlayer(NULL);
64}
65
66/**
67 * loads a Spaceships information from a specified file.
68 * @param fileName the name of the File to load the spaceship from (absolute path)
69 */
70SpaceShip::SpaceShip(const std::string& fileName)
71{
72  this->init();
73  TiXmlDocument doc(fileName);
74
75  if(!doc.LoadFile())
76  {
77    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
78    return;
79  }
80
81  this->loadParams(doc.RootElement());
82}
83
84/**
85 *  creates a new Spaceship from Xml Data
86 * @param root the xml element containing spaceship data
87
88   @todo add more parameters to load
89*/
90SpaceShip::SpaceShip(const TiXmlElement* root)
91{
92  this->init();
93  if (root != NULL)
94    this->loadParams(root);
95  else
96  {
97    //this->loadModel("models/ships/reap_#.obj");
98    //TODO HACK this is only for network multiplayer games.
99    if( this->getOwner()%2 == 0)
100    {
101      this->loadModel("models/ships/reap_#.obj");
102      this->toList(OM_GROUP_00);
103    }
104    else
105    {
106      this->loadModel( "models/ships/fighter.obj" );
107      this->toList(OM_GROUP_01);
108    }
109  }
110
111}
112
113
114/**
115 * initializes a Spaceship
116 */
117void SpaceShip::init()
118{
119//  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
120  this->setClassID(CL_SPACE_SHIP, "SpaceShip");
121
122  PRINTF(4)("SPACESHIP INIT\n");
123
124  //weapons:
125  Weapon* wpRight = new TestGun(0);
126  wpRight->setName("testGun Right");
127  Weapon* wpLeft = new TestGun(1);
128  wpLeft->setName("testGun Left");
129  //Weapon* cannon = dynamic_cast<Weapon*>(Factory::fabricate(CL_CANNON));
130
131  //cannon->setName("BFG");
132
133  this->addWeapon(wpLeft, 1, 0);
134  this->addWeapon(wpRight,1 ,1);
135  //this->addWeapon(cannon, 0, 6);
136
137  this->getWeaponManager().changeWeaponConfig(1);
138
139  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
140
141  xMouse = yMouse = 0;
142  yInvert = 1;
143  mouseSensitivity = 0.001;
144  airViscosity = 0.9;
145  controlVelocityX = 25;
146  controlVelocityY = 150;
147  shipInertia = 1.5;
148//  cycle = 0.0;
149
150  this->setHealthMax(100);
151  this->setHealth(80);
152
153  travelSpeed = 0.0;
154  acceleration = 3;
155  this->velocity = this->getAbsDirX()*travelSpeed;
156  this->mouseDir = this->getAbsDir();
157  this->pitchDir = this->getAbsDir();
158
159//   GLGuiButton* button = new GLGuiPushButton();
160//    button->show();
161//    button->setLabel("orxonox");
162//    button->setBindNode(this);
163//     GLGuiBar* bar = new GLGuiBar();
164//     bar->show();
165//     bar->setValue(7.0);
166//     bar->setMaximum(10);
167//     bar->setSize2D( 20, 100);
168//     bar->setAbsCoor2D( 10, 200);
169
170  //add events to the eventlist
171  registerEvent(KeyMapper::PEV_FORWARD);
172  registerEvent(KeyMapper::PEV_BACKWARD);
173  registerEvent(KeyMapper::PEV_LEFT);
174  registerEvent(KeyMapper::PEV_RIGHT);
175  //registerEvent(SDLK_q);
176  //registerEvent(SDLK_e);
177  registerEvent(KeyMapper::PEV_FIRE1);
178  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
179  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
180  //registerEvent(SDLK_PAGEUP);
181  //registerEvent(SDLK_PAGEDOWN);
182  registerEvent(EV_MOUSE_MOTION);
183
184  this->getWeaponManager().setSlotCount(7);
185
186  this->getWeaponManager().setSlotPosition(0, Vector(-2.6, .1, -3.0));
187  this->getWeaponManager().setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
188
189  this->getWeaponManager().setSlotPosition(1, Vector(-2.6, .1, 3.0));
190  this->getWeaponManager().setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
191
192  this->getWeaponManager().setSlotPosition(2, Vector(-1.5, .5, -.5));
193  this->getWeaponManager().setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
194
195  this->getWeaponManager().setSlotPosition(3, Vector(-1.5, .5, .5));
196  this->getWeaponManager().setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
197
198  this->getWeaponManager().setSlotPosition(4, Vector(-1.5, -.5, .5));
199  this->getWeaponManager().setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
200
201  this->getWeaponManager().setSlotPosition(5, Vector(-1.5, -.5, -.5));
202  this->getWeaponManager().setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
203//
204   this->getWeaponManager().setSlotPosition(6, Vector(-1, 0.0, 0));
205   this->getWeaponManager().setSlotCapability(6, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
206   //
207//   this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
208//   this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
209//
210//   this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
211//   this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
212
213  this->getWeaponManager().getFixedTarget()->setParent(this);
214  this->getWeaponManager().getFixedTarget()->setRelCoor(100000,0,0);
215
216  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
217
218  this->burstEmitter = new DotEmitter(200, 0.0, .01);
219  this->burstEmitter->setParent(this);
220  this->burstEmitter->setRelCoor(-1, .5, 0);
221  this->burstEmitter->setName("SpaceShip_Burst_emitter");
222
223  this->burstSystem = new SpriteParticles(1000);
224  this->burstSystem->addEmitter(this->burstEmitter);
225  this->burstSystem->setName("SpaceShip_Burst_System");
226  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
227  this->burstSystem->setLifeSpan(1.0, .3);
228  this->burstSystem->setRadius(0.0, 1.0);
229  this->burstSystem->setRadius(0.05, 1.0);
230  this->burstSystem->setRadius(.5, .8);
231  this->burstSystem->setRadius(1.0, 0);
232  this->burstSystem->setColor(0.0, .7,.7,1,.7);
233  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
234  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
235  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
236
237}
238
239
240/**
241 * loads the Settings of a SpaceShip from an XML-element.
242 * @param root the XML-element to load the Spaceship's properties from
243 */
244void SpaceShip::loadParams(const TiXmlElement* root)
245{
246  Playable::loadParams(root);
247}
248
249void SpaceShip::setPlayDirection(const Quaternion& quat, float speed)
250{
251  this->mouseDir = quat;
252}
253
254
255void SpaceShip::reset()
256{
257  bUp = bDown = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = false;
258
259  xMouse = yMouse = 0;
260
261  this->setHealth(80);
262  this->velocity = Vector(0.0, 0.0, 0.0);
263}
264
265
266void SpaceShip::enter()
267{
268  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( true);
269  this->attachCamera();
270}
271
272void SpaceShip::leave()
273{
274  dynamic_cast<Element2D*>(this->getWeaponManager().getFixedTarget())->setVisibility( false);
275  this->detachCamera();
276}
277
278
279/**
280 *  effect that occurs after the SpaceShip is spawned
281*/
282void SpaceShip::postSpawn ()
283{
284  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
285}
286
287/**
288 *  the action occuring if the spaceship left the game
289*/
290void SpaceShip::leftWorld ()
291{}
292
293WorldEntity* ref = NULL;
294/**
295 *  this function is called, when two entities collide
296 * @param entity: the world entity with whom it collides
297 *
298 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
299 */
300void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
301{
302  Playable::collidesWith(entity, location);
303
304  if( entity->isA(CL_PROJECTILE) && entity != ref)
305  {
306    if ( isServer() )
307    {
308      networkCollisionList.push_back( entity->getHealth() );
309      doCollideNetwork( entity->getHealth() );
310    }
311  }
312//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
313}
314
315/**
316 *  draws the spaceship after transforming it.
317*/
318void SpaceShip::draw () const
319{
320  WorldEntity::draw();
321
322  //this->debug(0);
323}
324
325/**
326 *  the function called for each passing timeSnap
327 * @param time The timespan passed since last update
328*/
329void SpaceShip::tick (float time)
330{
331  Playable::tick(time);
332
333  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
334   {
335    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
336    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
337    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
338    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
339
340    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
341
342    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
343    xMouse = yMouse = 0;
344   }
345
346
347//   if( this != State::getPlayer()->getControllable())
348//     return;
349
350  // spaceship controlled movement
351  if (this->getOwner() == this->getHostID())
352    this->calculateVelocity(time);
353
354
355  Vector move = velocity*time;
356
357  //orient the velocity in the direction of the spaceship.
358  travelSpeed = velocity.len();
359  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
360  velocity = (velocity.getNormalized())*travelSpeed;
361  this->burstEmitter->setEmissionRate(travelSpeed);
362  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
363
364  //orient the spaceship in direction of the mouse
365   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
366   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
367    this->setAbsDir( rotQuat);
368   //this->setAbsDirSoft(mouseDir,5);
369
370  // this is the air friction (necessary for a smooth control)
371  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
372  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
373
374  //other physics (gravity)
375  //if(travelSpeed < 120)
376  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
377
378  //hoover effect
379  //cycle += time;
380  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
381
382  //readjust
383  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
384  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
385
386  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
387
388  this->shiftCoor(move);
389
390
391}
392
393/**
394 *  calculate the velocity
395 * @param time the timeslice since the last frame
396*/
397void SpaceShip::calculateVelocity (float time)
398{
399  Vector accel(0.0, 0.0, 0.0);
400  /*
401  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
402  */
403  //float rotVal = 0.0;
404  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
405  /* calculate the direction in which the craft is heading  */
406
407  //Plane plane(Vector(0,1,0), Vector(0,0,0));
408
409  if( this->bUp )
410   {
411     //this->shiftCoor(this->getAbsDirX());
412      //accel += (this->getAbsDirX())*2;
413      accel += (this->getAbsDirX())*acceleration;
414
415   }
416
417  if( this->bDown )
418   {
419     //this->shiftCoor((this->getAbsDirX())*-1);
420     //accel -= (this->getAbsDirX())*2;
421    //if(velocity.len() > 50)
422     accel -= (this->getAbsDirX())*0.5*acceleration;
423
424
425
426   }
427
428  if( this->bLeft/* > -this->getRelCoor().z*2*/)
429  {
430    this->shiftDir(Quaternion(time, Vector(0,1,0)));
431//    accel -= rightDirection;
432    //velocityDir.normalize();
433    //rot +=Vector(1,0,0);
434    //rotVal -= .4;
435  }
436  if( this->bRight /* > this->getRelCoor().z*2*/)
437  {
438    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
439
440    //    accel += rightDirection;
441    //velocityDir.normalize();
442    //rot += Vector(1,0,0);
443    //rotVal += .4;
444  }
445
446
447  if( this->bRollL /* > -this->getRelCoor().z*2*/)
448  {
449    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
450//    accel -= rightDirection;
451    //velocityDir.normalize();
452    //rot +=Vector(1,0,0);
453    //rotVal -= .4;
454  }
455  if( this->bRollR /* > this->getRelCoor().z*2*/)
456  {
457    mouseDir *= Quaternion(time*2, Vector(1,0,0));
458
459    //    accel += rightDirection;
460    //velocityDir.normalize();
461    //rot += Vector(1,0,0);
462    //rotVal += .4;
463  }
464  if (this->bAscend )
465  {
466    this->shiftDir(Quaternion(time, Vector(0,0,1)));
467
468//    accel += upDirection;
469    //velocityDir.normalize();
470    //rot += Vector(0,0,1);
471    //rotVal += .4;
472  }
473  if (this->bDescend )
474  {
475    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
476
477    //    accel -= upDirection;
478    //velocityDir.normalize();
479    //rot += Vector(0,0,1);
480    //rotVal -= .4;
481  }
482
483  velocity += accel*time*10;
484  //rot.normalize();
485  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
486}
487
488/**
489 * @todo switch statement ??
490 */
491void SpaceShip::process(const Event &event)
492{
493  Playable::process(event);
494
495  if( event.type == KeyMapper::PEV_LEFT)
496      this->bRollL = event.bPressed;
497  else if( event.type == KeyMapper::PEV_RIGHT)
498      this->bRollR = event.bPressed;
499  else if( event.type == KeyMapper::PEV_FORWARD)
500    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
501  else if( event.type == KeyMapper::PEV_BACKWARD)
502    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
503  else if( event.type == EV_MOUSE_MOTION)
504  {
505    this->xMouse += event.xRel;
506    this->yMouse += event.yRel;
507  }
508}
509
510
511#define MASK_bUp         1
512#define MASK_bDown       2
513#define MASK_bLeft       4
514#define MASK_bRight      8
515#define MASK_bAscend    16
516#define MASK_bDescend   32
517#define MASK_bRollL     64
518#define MASK_bRollR    128
519
520#define DATA_state       1
521#define DATA_flags       2
522#define DATA_mouse       3
523#define DATA_sync        4
524#define DATA_velocity    5
525#define DATA_playables   6
526#define DATA_collision   7
527
528int SpaceShip::writeBytes( const byte * data, int length, int sender )
529{
530  SYNCHELP_READ_BEGIN();
531
532  byte b;
533
534  while ( SYNCHELP_READ_REMAINING()>0 )
535  {
536    SYNCHELP_READ_BYTE( b, NWT_SS_B );
537
538    if ( b == DATA_state )
539    {
540      setRequestedSync( false );
541      setIsOutOfSync( false );
542      SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_SS_WE_STATE );
543
544      continue;
545    }
546
547    if ( b == DATA_flags )
548    {
549      if ( this->getOwner() != this->getHostID() )
550      {
551        byte flags = 0;
552        SYNCHELP_READ_BYTE( flags, NWT_SS_FLAGS );
553
554        bUp = (flags & MASK_bUp) != 0;
555        bDown = (flags & MASK_bDown) != 0;
556        bLeft = (flags & MASK_bLeft) != 0;
557        bRight = (flags & MASK_bRight) != 0;
558        bAscend = (flags & MASK_bAscend) != 0;
559        bDescend = (flags & MASK_bDescend) != 0;
560        bRollL = (flags & MASK_bRollL) != 0;
561        bRollR = (flags & MASK_bRollR) != 0;
562
563      }
564      else
565        assert(false);
566
567      continue;
568    }
569
570    if ( b == DATA_mouse )
571    {
572      if ( this->getOwner() != this->getHostID() )
573      {
574        SYNCHELP_READ_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
575        SYNCHELP_READ_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
576        SYNCHELP_READ_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
577        SYNCHELP_READ_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
578      }
579      else
580        assert(false);
581
582      continue;
583    }
584
585    if ( b == DATA_sync )
586    {
587      if ( this->getOwner() != this->getHostID() )
588      {
589        SYNCHELP_READ_FKT( PNode::writeSync, NWT_SS_PN_SYNC );
590      }
591      else
592        assert(false);
593
594      continue;
595    }
596
597    if ( b == DATA_velocity )
598    {
599      if ( this->getOwner() != this->getHostID() )
600      {
601        SYNCHELP_READ_FLOAT( velocity.x, NWT_SS_VELX );
602        SYNCHELP_READ_FLOAT( velocity.y, NWT_SS_VELY );
603        SYNCHELP_READ_FLOAT( velocity.z, NWT_SS_VELZ );
604      }
605      else
606        assert(false);
607
608      continue;
609    }
610
611    if ( b == DATA_playables )
612    {
613      if ( this->getOwner() != this->getHostID() )
614      {
615        SYNCHELP_READ_FKT( Playable::writeSync, NWT_SS_PL_SYNC );
616      }
617      else
618        assert(false);
619    }
620
621    if ( b == DATA_collision )
622    {
623      int n;
624      float energy;
625      SYNCHELP_READ_INT( n, NWT_SS_CO_N );
626
627      for ( int i = 0; i<n; i++ )
628      {
629        SYNCHELP_READ_FLOAT( energy, NWT_SS_CO_CLID );
630        doCollideNetwork( energy );
631      }
632    }
633  }
634
635  return SYNCHELP_READ_N;
636}
637
638
639
640int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
641{
642  SYNCHELP_WRITE_BEGIN();
643
644  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
645  {
646    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
647    setRequestedSync( true );
648    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
649  }
650
651  int rec = this->getRequestSync();
652  if ( rec > 0 )
653  {
654    *reciever = rec;
655
656    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
657
658    SYNCHELP_WRITE_BYTE( (byte)DATA_state, NWT_SS_B );
659
660    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_SS_WE_STATE );
661
662    return SYNCHELP_WRITE_N;
663  }
664
665  *reciever = 0 - this->getOwner();
666  //TODO: implement with SYNCHELP_WRITE_SENT()
667  bool sentSomething = false;
668
669  if ( PNode::needsReadSync() && ( this->getHostID()==0 || this->getOwner() == this->getHostID() ) )
670  {
671    PRINTF(0)("sending PNode::readSync\n");
672    SYNCHELP_WRITE_BYTE( DATA_sync, NWT_SS_B );
673    SYNCHELP_WRITE_FKT( PNode::readSync, NWT_SS_PN_SYNC );
674    sentSomething = true;
675  }
676
677  if ( this->getHostID()==0 || this->getHostID()==this->getOwner() )
678  {
679    byte mask = 0;
680
681    if ( bUp )
682      mask |= MASK_bUp;
683    if ( bDown )
684      mask |= MASK_bDown;
685    if ( bLeft )
686      mask |= MASK_bLeft;
687    if ( bRight )
688      mask |= MASK_bRight;
689    if ( bAscend )
690      mask |= MASK_bAscend;
691    if ( bRollL )
692      mask |= MASK_bRollL;
693    if ( bRollR )
694      mask |= MASK_bRollR;
695
696
697    if ( mask != oldMask )
698    {
699      oldMask = mask;
700      PRINTF(0)("sending mask\n");
701      sentSomething = true;
702      SYNCHELP_WRITE_BYTE( DATA_flags, NWT_SS_B );
703      SYNCHELP_WRITE_BYTE( mask, NWT_SS_FLAGS );
704    }
705#define __OFFSET_MDIR_W 0.01
706#define __OFFSET_MDIR_V 0.01
707    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_MDIR_W ||
708         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_MDIR_V ||
709         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_MDIR_V ||
710         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_MDIR_V )
711    {
712      oldMouseDir = mouseDir;
713
714      SYNCHELP_WRITE_BYTE( DATA_mouse, NWT_SS_B );
715      PRINTF(0)("SENDING mousedir\n");
716      sentSomething = true;
717      SYNCHELP_WRITE_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
718      SYNCHELP_WRITE_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
719      SYNCHELP_WRITE_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
720      SYNCHELP_WRITE_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
721    }
722#define __OFFSET_VEL 0.05
723    if ( fabs( oldVelocity.x - velocity.x ) > __OFFSET_VEL*fabs(oldVelocity.x)+0.1 ||
724         fabs( oldVelocity.y - velocity.y ) > __OFFSET_VEL*fabs(oldVelocity.y)+0.1 ||
725         fabs( oldVelocity.z - velocity.z ) > __OFFSET_VEL*fabs(oldVelocity.z)+0.1 )
726    {
727      oldVelocity.x = velocity.x;
728      oldVelocity.y = velocity.y;
729      oldVelocity.z = velocity.z;
730      PRINTF(0)("SENDING velocity\n");
731      sentSomething = true;
732      SYNCHELP_WRITE_BYTE( DATA_velocity, NWT_SS_B );
733      SYNCHELP_WRITE_FLOAT( velocity.x, NWT_SS_VELX );
734      SYNCHELP_WRITE_FLOAT( velocity.y, NWT_SS_VELY );
735      SYNCHELP_WRITE_FLOAT( velocity.z, NWT_SS_VELZ );
736    }
737
738    while ( Playable::needsReadSync() )
739    {
740      sentSomething = true;
741      PRINTF(0)("SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC )\n");
742      SYNCHELP_WRITE_BYTE( DATA_playables, NWT_SS_B );
743      SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC );
744    }
745
746  }
747
748  if ( !sentSomething )
749  {
750    *reciever = 0;
751
752    if ( networkCollisionList.size()>0 )
753    {
754      SYNCHELP_WRITE_BYTE( DATA_collision, NWT_SS_B );
755
756      SYNCHELP_WRITE_INT( networkCollisionList.size(), NWT_SS_CO_N );
757
758      for ( std::list<float>::iterator it = networkCollisionList.begin(); it!=networkCollisionList.end(); it++ )
759      {
760        SYNCHELP_WRITE_FLOAT( *it, NWT_SS_CO_CLID );
761      }
762
763      networkCollisionList.clear();
764    }
765  }
766
767  return SYNCHELP_WRITE_N;
768}
769
770
771void SpaceShip::doCollideNetwork( float energy )
772{
773  this->decreaseHealth( energy );
774  if( this->getHealth() <= 0)
775  {
776    this->die();
777  }
778}
779
780
781
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