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source: orxonox.OLD/branches/network/src/world_entities/space_ships/space_ship.cc @ 6963

Last change on this file since 6963 was 6963, checked in by rennerc, 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}
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 char* 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);
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    ///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 = 0.05;
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_UP);
172  registerEvent(KeyMapper::PEV_DOWN);
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
249
250void SpaceShip::enter()
251{
252  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( true);
253  this->attachCamera();
254}
255
256void SpaceShip::leave()
257{
258  dynamic_cast<Element2D*>(this->getWeaponManager()->getFixedTarget())->setVisibility( false);
259  this->detachCamera();
260}
261
262
263/**
264 *  effect that occurs after the SpaceShip is spawned
265*/
266void SpaceShip::postSpawn ()
267{
268  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
269}
270
271/**
272 *  the action occuring if the spaceship left the game
273*/
274void SpaceShip::leftWorld ()
275{}
276
277WorldEntity* ref = NULL;
278/**
279 *  this function is called, when two entities collide
280 * @param entity: the world entity with whom it collides
281 *
282 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
283 */
284void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
285{
286  Playable::collidesWith(entity, location);
287
288
289  if (entity->isA(CL_TURRET_POWER_UP) && entity != ref)
290  {
291    this->ADDWEAPON();
292    ref = entity;
293  }
294
295  if( entity->isA(CL_PROJECTILE) && entity != ref)
296  {
297    if ( isServer() )
298    {
299      networkCollisionList.push_back( entity->getHealth() );
300      doCollideNetwork( entity->getHealth() );
301    }
302  }
303//  PRINTF(3)("collision %s vs %s @ (%f,%f,%f)\n", this->getClassName(), entity->getClassName(), location.x, location.y, location.z);
304}
305
306/**
307 *  draws the spaceship after transforming it.
308*/
309void SpaceShip::draw () const
310{
311  WorldEntity::draw();
312  this->getWeaponManager()->draw();
313
314  //this->debug(0);
315}
316
317/**
318 *  the function called for each passing timeSnap
319 * @param time The timespan passed since last update
320*/
321void SpaceShip::tick (float time)
322{
323  Playable::tick(time);
324
325  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == this->getHostID() )
326   {
327    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
328    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
329    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
330    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
331
332    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
333
334    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
335    xMouse = yMouse = 0;
336   }
337
338
339//   if( this != State::getPlayer()->getControllable())
340//     return;
341
342  // spaceship controlled movement
343  if (this->getOwner() == this->getHostID())
344    this->calculateVelocity(time);
345
346
347  Vector move = velocity*time;
348
349  //orient the velocity in the direction of the spaceship.
350  travelSpeed = velocity.len();
351  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
352  velocity = (velocity.getNormalized())*travelSpeed;
353  this->burstEmitter->setEmissionRate(travelSpeed);
354  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
355
356  //orient the spaceship in direction of the mouse
357   rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
358   if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
359    this->setAbsDir( rotQuat);
360   //this->setAbsDirSoft(mouseDir,5);
361
362  // this is the air friction (necessary for a smooth control)
363  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
364  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
365
366  //other physics (gravity)
367  //if(travelSpeed < 120)
368  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
369
370  //hoover effect
371  //cycle += time;
372  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
373
374  //readjust
375  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
376  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
377
378  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
379
380  this->shiftCoor(move);
381
382
383}
384
385/**
386 *  calculate the velocity
387 * @param time the timeslice since the last frame
388*/
389void SpaceShip::calculateVelocity (float time)
390{
391  Vector accel(0.0, 0.0, 0.0);
392  /*
393  Vector rot(0.0, 0.0, 0.0); // wird benötigt für Helicopter
394  */
395  //float rotVal = 0.0;
396  /* FIXME: calculating the direction and orthDirection every timeSlice is redundant! save it somewhere */
397  /* calculate the direction in which the craft is heading  */
398
399  //Plane plane(Vector(0,1,0), Vector(0,0,0));
400
401  if( this->bUp )
402   {
403     //this->shiftCoor(this->getAbsDirX());
404      //accel += (this->getAbsDirX())*2;
405      accel += (this->getAbsDirX())*acceleration;
406
407   }
408
409  if( this->bDown )
410   {
411     //this->shiftCoor((this->getAbsDirX())*-1);
412     //accel -= (this->getAbsDirX())*2;
413    //if(velocity.len() > 50)
414     accel -= (this->getAbsDirX())*0.5*acceleration;
415
416
417
418   }
419
420  if( this->bLeft/* > -this->getRelCoor().z*2*/)
421  {
422    this->shiftDir(Quaternion(time, Vector(0,1,0)));
423//    accel -= rightDirection;
424    //velocityDir.normalize();
425    //rot +=Vector(1,0,0);
426    //rotVal -= .4;
427  }
428  if( this->bRight /* > this->getRelCoor().z*2*/)
429  {
430    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
431
432    //    accel += rightDirection;
433    //velocityDir.normalize();
434    //rot += Vector(1,0,0);
435    //rotVal += .4;
436  }
437
438
439  if( this->bRollL /* > -this->getRelCoor().z*2*/)
440  {
441    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
442//    accel -= rightDirection;
443    //velocityDir.normalize();
444    //rot +=Vector(1,0,0);
445    //rotVal -= .4;
446  }
447  if( this->bRollR /* > this->getRelCoor().z*2*/)
448  {
449    mouseDir *= Quaternion(time*2, Vector(1,0,0));
450
451    //    accel += rightDirection;
452    //velocityDir.normalize();
453    //rot += Vector(1,0,0);
454    //rotVal += .4;
455  }
456  if (this->bAscend )
457  {
458    this->shiftDir(Quaternion(time, Vector(0,0,1)));
459
460//    accel += upDirection;
461    //velocityDir.normalize();
462    //rot += Vector(0,0,1);
463    //rotVal += .4;
464  }
465  if (this->bDescend )
466  {
467    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
468
469    //    accel -= upDirection;
470    //velocityDir.normalize();
471    //rot += Vector(0,0,1);
472    //rotVal -= .4;
473  }
474
475  velocity += accel*time*10;
476  //rot.normalize();
477  //this->setRelDirSoft(Quaternion(rotVal, rot), 5);
478}
479
480/**
481 * @todo switch statement ??
482 */
483void SpaceShip::process(const Event &event)
484{
485  Playable::process(event);
486
487  if( event.type == KeyMapper::PEV_LEFT)
488      this->bRollL = event.bPressed;
489  else if( event.type == KeyMapper::PEV_RIGHT)
490      this->bRollR = event.bPressed;
491  else if( event.type == KeyMapper::PEV_UP)
492    this->bUp = event.bPressed; //this->shiftCoor(0,.1,0);
493  else if( event.type == KeyMapper::PEV_DOWN)
494    this->bDown = event.bPressed; //this->shiftCoor(0,-.1,0);
495  else if( event.type == EV_MOUSE_MOTION)
496  {
497    this->xMouse += event.xRel;
498    this->yMouse += event.yRel;
499  }
500}
501
502#include "weapons/aiming_turret.h"
503// FIXME THIS MIGHT BE CONSIDERED EITHER A FEATURE, OR A BUG
504void SpaceShip::ADDWEAPON()
505{
506  Weapon* turret = NULL;
507
508  if ((float)rand()/RAND_MAX < .9)
509  {
510    //if (this->getWeaponManager()->hasFreeSlot(2, WTYPE_TURRET))
511    {
512      turret = new Turret();
513      this->addWeapon(turret, 2);
514      this->getWeaponManager()->changeWeaponConfig(2);
515    }
516  }
517  else
518  {
519    //if (this->getWeaponManager()->hasFreeSlot(3))
520    {
521      turret = dynamic_cast<Weapon*>(Factory::fabricate(CL_TARGETING_TURRET));
522      if (turret != NULL)
523      this->addWeapon(turret, 3);
524
525      this->getWeaponManager()->changeWeaponConfig(3);
526    }
527  }
528
529  if(turret != NULL)
530  {
531    turret->setName("Turret");
532    turret->setStateDuration(WS_SHOOTING, (float)rand()/RAND_MAX*.5+.1);
533  }
534}
535
536#define MASK_bUp         1
537#define MASK_bDown       2
538#define MASK_bLeft       4
539#define MASK_bRight      8
540#define MASK_bAscend    16
541#define MASK_bDescend   32
542#define MASK_bRollL     64
543#define MASK_bRollR    128
544
545#define DATA_state       1
546#define DATA_flags       2
547#define DATA_mouse       3
548#define DATA_sync        4
549#define DATA_velocity    5
550#define DATA_playables   6
551#define DATA_collision   7
552
553int SpaceShip::writeBytes( const byte * data, int length, int sender )
554{
555  SYNCHELP_READ_BEGIN();
556
557  byte b;
558
559  while ( SYNCHELP_READ_REMAINING()>0 )
560  {
561    SYNCHELP_READ_BYTE( b, NWT_SS_B );
562
563    if ( b == DATA_state )
564    {
565      setRequestedSync( false );
566      setIsOutOfSync( false );
567      SYNCHELP_READ_FKT( WorldEntity::writeState, NWT_SS_WE_STATE );
568
569      continue;
570    }
571
572    if ( b == DATA_flags )
573    {
574      if ( this->getOwner() != this->getHostID() )
575      {
576        byte flags = 0;
577        SYNCHELP_READ_BYTE( flags, NWT_SS_FLAGS );
578
579        bUp = (flags & MASK_bUp) != 0;
580        bDown = (flags & MASK_bDown) != 0;
581        bLeft = (flags & MASK_bLeft) != 0;
582        bRight = (flags & MASK_bRight) != 0;
583        bAscend = (flags & MASK_bAscend) != 0;
584        bDescend = (flags & MASK_bDescend) != 0;
585        bRollL = (flags & MASK_bRollL) != 0;
586        bRollR = (flags & MASK_bRollR) != 0;
587
588      }
589      else
590        assert(false);
591
592      continue;
593    }
594
595    if ( b == DATA_mouse )
596    {
597      if ( this->getOwner() != this->getHostID() )
598      {
599        SYNCHELP_READ_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
600        SYNCHELP_READ_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
601        SYNCHELP_READ_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
602        SYNCHELP_READ_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
603      }
604      else
605        assert(false);
606
607      continue;
608    }
609
610    if ( b == DATA_sync )
611    {
612      if ( this->getOwner() != this->getHostID() )
613      {
614        SYNCHELP_READ_FKT( PNode::writeSync, NWT_SS_PN_SYNC );
615      }
616      else
617        assert(false);
618
619      continue;
620    }
621
622    if ( b == DATA_velocity )
623    {
624      if ( this->getOwner() != this->getHostID() )
625      {
626        SYNCHELP_READ_FLOAT( velocity.x, NWT_SS_VELX );
627        SYNCHELP_READ_FLOAT( velocity.y, NWT_SS_VELY );
628        SYNCHELP_READ_FLOAT( velocity.z, NWT_SS_VELZ );
629      }
630      else
631        assert(false);
632
633      continue;
634    }
635
636    if ( b == DATA_playables )
637    {
638      if ( this->getOwner() != this->getHostID() )
639      {
640        SYNCHELP_READ_FKT( Playable::writeSync, NWT_SS_PL_SYNC );
641      }
642      else
643        assert(false);
644    }
645
646    if ( b == DATA_collision )
647    {
648      int n;
649      float energy;
650      SYNCHELP_READ_INT( n, NWT_SS_CO_N );
651
652      for ( int i = 0; i<n; i++ )
653      {
654        SYNCHELP_READ_FLOAT( energy, NWT_SS_CO_CLID );
655        doCollideNetwork( energy );
656      }
657    }
658  }
659
660  return SYNCHELP_READ_N;
661}
662
663
664
665int SpaceShip::readBytes( byte * data, int maxLength, int * reciever )
666{
667  SYNCHELP_WRITE_BEGIN();
668
669  if ( isOutOfSync() && !requestedSync() /*&& this->getHostID()!=this->getOwner()*/ )
670  {
671    (NetworkGameManager::getInstance())->sync( this->getUniqueID(), this->getOwner() );
672    setRequestedSync( true );
673    PRINTF(0)("REQUESTED STATE %d\n", this->getUniqueID());
674  }
675
676  int rec = this->getRequestSync();
677  if ( rec > 0 )
678  {
679    *reciever = rec;
680
681    PRINTF(0)("SEND STATE %d %d\n", this->getUniqueID(), rec);
682
683    SYNCHELP_WRITE_BYTE( (byte)DATA_state, NWT_SS_B );
684
685    SYNCHELP_WRITE_FKT( WorldEntity::readState, NWT_SS_WE_STATE );
686
687    return SYNCHELP_WRITE_N;
688  }
689
690  *reciever = 0 - this->getOwner();
691  //TODO: implement with SYNCHELP_WRITE_SENT()
692  bool sentSomething = false;
693
694  if ( PNode::needsReadSync() && ( this->getHostID()==0 || this->getOwner() == this->getHostID() ) )
695  {
696    PRINTF(0)("sending PNode::readSync\n");
697    SYNCHELP_WRITE_BYTE( DATA_sync, NWT_SS_B );
698    SYNCHELP_WRITE_FKT( PNode::readSync, NWT_SS_PN_SYNC );
699    sentSomething = true;
700  }
701
702  if ( this->getHostID()==0 || this->getHostID()==this->getOwner() )
703  {
704    byte mask = 0;
705
706    if ( bUp )
707      mask |= MASK_bUp;
708    if ( bDown )
709      mask |= MASK_bDown;
710    if ( bLeft )
711      mask |= MASK_bLeft;
712    if ( bRight )
713      mask |= MASK_bRight;
714    if ( bAscend )
715      mask |= MASK_bAscend;
716    if ( bRollL )
717      mask |= MASK_bRollL;
718    if ( bRollR )
719      mask |= MASK_bRollR;
720
721
722    if ( mask != oldMask )
723    {
724      oldMask = mask;
725      PRINTF(0)("sending mask\n");
726      sentSomething = true;
727      SYNCHELP_WRITE_BYTE( DATA_flags, NWT_SS_B );
728      SYNCHELP_WRITE_BYTE( mask, NWT_SS_FLAGS );
729    }
730#define __OFFSET_MDIR_W 0.01
731#define __OFFSET_MDIR_V 0.01
732    if ( fabs( oldMouseDir.w - mouseDir.w ) > __OFFSET_MDIR_W ||
733         fabs( oldMouseDir.v.x - mouseDir.v.x ) > __OFFSET_MDIR_V ||
734         fabs( oldMouseDir.v.y - mouseDir.v.y ) > __OFFSET_MDIR_V ||
735         fabs( oldMouseDir.v.z - mouseDir.v.z ) > __OFFSET_MDIR_V )
736    {
737      oldMouseDir = mouseDir;
738
739      SYNCHELP_WRITE_BYTE( DATA_mouse, NWT_SS_B );
740      PRINTF(0)("SENDING mousedir\n");
741      sentSomething = true;
742      SYNCHELP_WRITE_FLOAT( mouseDir.w, NWT_SS_MOUSEDIRW );
743      SYNCHELP_WRITE_FLOAT( mouseDir.v.x, NWT_SS_MOUSEDIRX );
744      SYNCHELP_WRITE_FLOAT( mouseDir.v.y, NWT_SS_MOUSEDIRY );
745      SYNCHELP_WRITE_FLOAT( mouseDir.v.z, NWT_SS_MOUSEDIRZ );
746    }
747#define __OFFSET_VEL 0.05
748    if ( fabs( oldVelocity.x - velocity.x ) > __OFFSET_VEL*fabs(oldVelocity.x)+0.1 ||
749         fabs( oldVelocity.y - velocity.y ) > __OFFSET_VEL*fabs(oldVelocity.y)+0.1 ||
750         fabs( oldVelocity.z - velocity.z ) > __OFFSET_VEL*fabs(oldVelocity.z)+0.1 )
751    {
752      oldVelocity.x = velocity.x;
753      oldVelocity.y = velocity.y;
754      oldVelocity.z = velocity.z;
755      PRINTF(0)("SENDING velocity\n");
756      sentSomething = true;
757      SYNCHELP_WRITE_BYTE( DATA_velocity, NWT_SS_B );
758      SYNCHELP_WRITE_FLOAT( velocity.x, NWT_SS_VELX );
759      SYNCHELP_WRITE_FLOAT( velocity.y, NWT_SS_VELY );
760      SYNCHELP_WRITE_FLOAT( velocity.z, NWT_SS_VELZ );
761    }
762
763    while ( Playable::needsReadSync() )
764    {
765      sentSomething = true;
766      PRINTF(0)("SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC )\n");
767      SYNCHELP_WRITE_BYTE( DATA_playables, NWT_SS_B );
768      SYNCHELP_WRITE_FKT( Playable::readSync, NWT_SS_PL_SYNC );
769    }
770
771  }
772
773  if ( !sentSomething )
774  {
775    *reciever = 0;
776
777    if ( networkCollisionList.size()>0 )
778    {
779      SYNCHELP_WRITE_BYTE( DATA_collision, NWT_SS_B );
780
781      SYNCHELP_WRITE_INT( networkCollisionList.size(), NWT_SS_CO_N );
782
783      for ( std::list<float>::iterator it = networkCollisionList.begin(); it!=networkCollisionList.end(); it++ )
784      {
785        SYNCHELP_WRITE_FLOAT( *it, NWT_SS_CO_CLID );
786      }
787
788      networkCollisionList.clear();
789    }
790  }
791
792  return SYNCHELP_WRITE_N;
793}
794
795void SpaceShip::doCollideNetwork( float energy )
796{
797  this->decreaseHealth( energy );
798}
799
800
801
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