Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/playability.new/src/world_entities/space_ships/space_ship.cc @ 10362

Last change on this file since 10362 was 10362, checked in by patrick, 17 years ago

merged playability. but got strange bug

File size: 35.2 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/light_blaster.h"
26#include "weapons/medium_blaster.h"
27#include "weapons/heavy_blaster.h"
28#include "weapons/swarm_launcher.h"
29#include "weapons/spike_launcher.h"
30#include "weapons/spike_thrower.h"
31#include "weapons/acid_launcher.h"
32#include "weapons/boomerang_gun.h"
33#include "weapons/turret.h"
34#include "weapons/cannon.h"
35
36#include "elements/glgui_energywidgetvertical.h"
37#include "glgui_bar.h"
38
39#include "particles/dot_emitter.h"
40#include "particles/emitter_node.h"
41#include "particles/sprite_particles.h"
42#include "effects/trail.h"
43
44#include "effects/wobblegrid.h"
45
46#include "util/loading/factory.h"
47#include "key_mapper.h"
48
49#include "network_game_manager.h"
50#include "shared_network_data.h"
51
52#include "power_ups/weapon_power_up.h"
53#include "power_ups/param_power_up.h"
54
55#include "graphics_engine.h"
56
57#include "plane.h"
58
59#include "state.h"
60#include "player.h"
61#include "camera.h"
62
63
64#include "util/loading/load_param.h"
65#include "time.h"
66
67#include "track/track.h"
68#include "math.h"
69
70
71// #include "lib/gui/gl_gui/glgui_bar.h"
72// #include "lib/gui/gl_gui/glgui_pushbutton.h"
73
74
75
76ObjectListDefinition(SpaceShip);
77CREATE_FACTORY(SpaceShip);
78
79#include "script_class.h"
80CREATE_SCRIPTABLE_CLASS(SpaceShip,
81                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
82                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
83                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
84                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
85                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
86                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
87                        //Coordinates
88                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
89                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
90                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
91                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
92                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
93                       );
94
95/**
96 *  destructs the spaceship, deletes alocated memory
97 */
98SpaceShip::~SpaceShip ()
99{
100  this->setPlayer(NULL);
101}
102
103/**
104 * loads a Spaceships information from a specified file.
105 * @param fileName the name of the File to load the spaceship from (absolute path)
106 */
107SpaceShip::SpaceShip(const std::string& fileName)
108    : secWeaponMan(this) //,
109    //supportedPlaymodes(Playable::Vertical) ,
110    //playmode(Playable::Vertical)
111{
112  this->init();
113  TiXmlDocument doc(fileName);
114
115  if(!doc.LoadFile())
116  {
117    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
118    return;
119  }
120
121  this->loadParams(doc.RootElement());
122}
123
124/**
125 *  creates a new Spaceship from Xml Data
126 * @param root the xml element containing spaceship data
127
128   @todo add more parameters to load
129*/
130SpaceShip::SpaceShip(const TiXmlElement* root)
131    : secWeaponMan(this) //,
132    //supportedPlaymodes(Playable::Vertical) ,
133    //playmode(Playable::Vertical)
134{
135  this->init();
136  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
137  if (root != NULL)
138    this->loadParams(root);
139
140}
141
142
143/**
144 * initializes a Spaceship
145 */
146void SpaceShip::init()
147{
148
149  srand(time(0));   //initialize Random Nomber Generator
150
151  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
152  this->registerObject(this, SpaceShip::_objectList);
153  PRINTF(4)("SPACESHIP INIT\n");
154  this->weaponMan.setParentEntity( this);
155  //weapons:
156 
157  Weapon* wpRight1 = new LightBlaster ();
158  wpRight1->setName( "LightBlaster");
159  Weapon* wpLeft1 = new LightBlaster ();
160  wpLeft1->setName( "LightBlaster");
161
162  Weapon* wpRight2 = new MediumBlaster ();
163  wpRight2->setName( "MediumBlaster");
164  Weapon* wpLeft2 = new MediumBlaster ();
165  wpLeft2->setName( "MediumBlaster");
166
167  Weapon* wpRight3 = new HeavyBlaster (1);
168  wpRight3->setName( "HeavyBlaster");
169  Weapon* wpLeft3 = new HeavyBlaster (0);
170  wpLeft3->setName( "HeavyBlaster");
171
172  Weapon* cannon = new SwarmLauncher();
173  cannon->setName( "SwarmLauncher");
174
175  Weapon* spike = new SpikeThrower();
176  spike->setName( "SpikeThrower" );
177
178
179  Weapon* acid0 = new AcidLauncher();
180  acid0->setName( "AcidSplasher" );
181
182  Weapon* acid1 = new AcidLauncher();
183  acid1->setName( "AcidSplasher" );
184
185
186  this->weaponMan.addWeapon( wpLeft1, 0, 0);
187  this->weaponMan.addWeapon( wpRight1, 0, 1);
188
189  this->weaponMan.addWeapon( wpLeft2, 1, 2);
190  this->weaponMan.addWeapon( wpRight2, 1, 3);
191
192  this->weaponMan.addWeapon( wpLeft3, 2, 4);
193  this->weaponMan.addWeapon( wpRight3, 2, 5);
194/*
195  this->weaponMan.addWeapon( wpLeft1, 3, 0);
196  this->weaponMan.addWeapon( wpRight1, 3, 1);
197
198  this->weaponMan.addWeapon( wpLeft2, 3, 2);
199  this->weaponMan.addWeapon( wpRight2, 3, 3);
200
201  this->weaponMan.addWeapon( wpLeft3, 3, 4);
202  this->weaponMan.addWeapon( wpRight3, 3, 5);
203*/
204
205  this->weaponMan.addWeapon( acid0, 3, 0);
206  this->weaponMan.addWeapon( acid1, 3, 1);
207
208
209  this->secWeaponMan.addWeapon( cannon, 0, 2);
210  this->secWeaponMan.addWeapon( spike, 1, 3);
211//   this->secWeaponMan.addWeapon( acid0, 2, 2);
212//   this->secWeaponMan.addWeapon( acid1, 2, 3);
213
214
215  this->weaponMan.changeWeaponConfig(3);
216  this->secWeaponMan.changeWeaponConfig(1);
217
218  curWeaponPrimary    = 0;
219  curWeaponSecondary  = 1;
220
221  Playable::weaponConfigChanged();
222
223  reactorOutput     = 10;
224
225  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
226  engineSpeedBase   = 5;
227  shieldRegen       = 2;
228
229  shieldEnergyShare = 0.3;
230  weaponEnergyShare = 0.3;
231  engineEnergyShare = 0.4;
232
233  shieldCur         = 20;
234  shieldMax         = 100;
235  shieldTH          = .2 * shieldMax;   // shield power must be 20% before shield kicks in again
236
237  this->setHealth( 20);
238  this->setHealthMax( 100);
239
240  electronicCur = 50;
241  electronicMax = 50;
242  electronicRegen   = 3;
243  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
244
245
246  this->loadModel("models/ships/mantawing.obj");
247  //this->setVisibiliy(false);
248
249  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
250
251  this->setHealthMax(shieldMax);
252  this->setHealth(shieldCur);
253
254  this->travelNode = new PNode();
255
256  // camera - issue
257  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
258  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
259
260  // widget handling
261  /*
262  this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
263  this->electronicWidget->setDisplayedName(std::string(this->getClassName()) + " Electronics:");
264  this->electronicWidget->setSize2D(30,400);
265  this->electronicWidget->setAbsCoor2D(150,200);
266  this->electronicWidget->shiftDir2D(270);
267  this->updateElectronicWidget();
268  this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
269  this->shieldWidget->setDisplayedName(std::string(this->getClassName()) + " Shield:");
270  this->shieldWidget->setSize2D(30,400);
271  this->shieldWidget->setAbsCoor2D(200,200);
272  this->shieldWidget->shiftDir2D(270);
273  this->updateShieldWidget();
274  if (this->hasPlayer())
275  {
276    State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
277    State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
278  }
279  */
280  this->electronicWidget = NULL;
281  this->shieldWidget = NULL;
282
283  //add events to the eventlist
284  registerEvent(KeyMapper::PEV_FORWARD);
285  registerEvent(KeyMapper::PEV_BACKWARD);
286  registerEvent(KeyMapper::PEV_LEFT);
287  registerEvent(KeyMapper::PEV_RIGHT);
288  //registerEvent(SDLK_q);
289  //registerEvent(SDLK_e);
290  registerEvent(KeyMapper::PEV_FIRE1);
291  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
292  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
293  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
294  //registerEvent(SDLK_PAGEUP);
295  //registerEvent(SDLK_PAGEDOWN);
296  registerEvent(EV_MOUSE_MOTION);
297
298  this->weaponMan.setParentEntity( this);
299  this->secWeaponMan.setParentEntity( this);
300
301  this->weaponMan.setSlotCount(8);
302
303  this->weaponMan.setSlotPosition(0, Vector(0.0, 0, -3.0));
304  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
305
306  this->weaponMan.setSlotPosition(1, Vector(0.0, 0, 3.0));
307  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
308
309  this->weaponMan.setSlotPosition(2, Vector(1.0, 0, -1.5));
310  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
311
312  this->weaponMan.setSlotPosition(3, Vector(1.0, 0, 1.5));
313  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
314
315  this->weaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
316  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
317
318  this->weaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
319  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
320
321  this->weaponMan.setSlotPosition(6, Vector(0.5, 0, 2.5));
322  this->weaponMan.setSlotDirection(6, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
323
324  this->weaponMan.setSlotPosition(7, Vector(0.5, 0, -2.5));
325  this->weaponMan.setSlotDirection(7, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
326
327  this->burstSystem = new SpriteParticles(1000);
328  this->burstSystem->addEmitter(this->burstEmitter);
329  this->burstSystem->setName("SpaceShip_Burst_System");
330  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("textures/radial-trans-noise.png");
331  this->burstSystem->setLifeSpan(1.0, .3);
332  this->burstSystem->setRadius(0.0, 1.0);
333  this->burstSystem->setRadius(0.05, 1.0);
334  this->burstSystem->setRadius(.5, .8);
335  this->burstSystem->setRadius(1.0, 0);
336  this->burstSystem->setColor(0.0, .7,.7,1,.7);
337  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
338  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
339  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
340
341  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
342  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
343
344  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
345  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
346
347  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
348  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
349
350  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
351  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
352
353  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
354  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
355
356  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
357  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
358
359
360  this->weaponMan.getFixedTarget()->setParent(this);
361  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
362
363 
364  this->secWeaponMan.getFixedTarget()->setParent(this);
365  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
366  this->secWeaponMan.setRotationSpeed(0);
367
368  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
369
370
371  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
372  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
373  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
374  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
375  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
376  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
377  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
378  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
379
380  //this->airFriction = 0.5f;
381  //this->travelDistancePlus = Vector2D(38.0, 43.0);
382  //this->travelDistanceMinus = Vector2D(-38.0, -43.0);
383  this->travelDistancePlus = Vector2D(50,50);
384  this->travelDistanceMinus = Vector2D(-50,-50);
385  this->isTravelDistanceInit = true;
386  this->actionWidthPercentage = 1;
387
388  this->cameraSpeed = 40;
389  this->cameraLook = 0.0f;
390  //this->airFriction = 0.0f;
391
392  srand(time(0));  //initaialize RNG
393
394  this->travelNode->debugDraw();
395
396  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
397
398  /// FIXME
399  this->trail = new Trail( 5, 10, .2, this);
400  this->trail->setTexture( "maps/engine.png");
401
402  this->trailL = new Trail( 5, 10, .2, this);
403  this->trailL->setTexture( "maps/engine.png");
404
405  this->trailR = new Trail( 5, 10, .2, this);
406  this->trailR->setTexture( "maps/engine.png");
407
408
409  this->toList(OM_GROUP_00);
410
411  //FIXME Just testaddition to show the wobblegrid
412/*
413  this->test  = new Wobblegrid(5);
414  test->setTexture("maps/blub.png");
415 
416  test->setAbsCoor( this->getAbsCoor() + Vector(0, 2, 0));
417  test->setParent( this);
418*/
419 
420}
421
422
423/**
424 * loads the Settings of a SpaceShip from an XML-element.
425 * @param root the XML-element to load the Spaceship's properties from
426 */
427void SpaceShip::loadParams(const TiXmlElement* root)
428{
429  Playable::loadParams(root);
430
431  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
432  LoadParam(root, "cameraDistance", this, SpaceShip, setCameraDistance);
433  LoadParam(root, "cameraFovy", this, SpaceShip, setCameraFovy);
434  LoadParam(root, "actionWidthPercentage", this, SpaceShip, setActionWidthPercentage);
435
436  State::getCamera()->setViewMode(Camera::ViewTop);
437}
438
439
440void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
441{
442  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
443}
444
445void SpaceShip::reset()
446{
447  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
448
449  //xMouse = yMouse = 0;
450
451  this->setHealth(80);
452  this->velocity = Vector(0.0, 0.0, 0.0);
453}
454
455
456void SpaceShip::enter()
457{
458  this->secWeaponMan.showCrosshair();
459  this->toList( OM_GROUP_01 );
460  State::getPlayer()->hud().setRadarCenterNode(this->travelNode);
461  State::getPlayer()->hud().setOverlayActive(true);
462  //dynamic_cast <OrxGui::GLGuiEnergyWidgetVertical*> (State::getPlayer()->hud().getArmorWidget())->setDisplayedName("Armor");
463  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
464  //this->attachCamera();
465 // this->setPlaymode(Playable::Horizontal);
466}
467
468void SpaceShip::leave()
469{
470  this->secWeaponMan.hideCrosshair();
471  this->toList( OM_GROUP_00);
472  State::getPlayer()->hud().setOverlayActive(false);
473  State::getCamera()->setEventHandling(true);
474  State::getPlayer()->hud().setRadarCenterNode(NULL);
475  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
476  //this->detachCamera();
477}
478
479
480/**
481 *  effect that occurs after the SpaceShip is spawned
482*/
483void SpaceShip::postSpawn ()
484{
485  if(this->hasPlayer())
486    Playable::postSpawn();
487
488  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
489}
490
491/**
492 *  the action occuring if the spaceship left the game
493*/
494void SpaceShip::leftWorld ()
495{
496
497}
498
499WorldEntity* ref = NULL;
500
501/**
502 *  draws the spaceship after transforming it.
503*/
504void SpaceShip::draw () const
505{
506  WorldEntity::draw();
507
508  glMatrixMode(GL_MODELVIEW);
509  glPushMatrix();
510
511  float matrix[4][4];
512  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
513  this->getAbsDir().matrix (matrix);
514  glMultMatrixf((float*)matrix);
515  //glScalef(2.0, 2.0, 2.0);  // no double rescale
516        // FIXME
517  this->trail->draw();
518 
519  glTranslatef(0,0,-.5);
520  this->trailL->draw();
521
522  glTranslatef(0,0,1);
523  this->trailR->draw();
524
525  glPopMatrix();
526  //this->debug(0);
527}
528
529/**
530 *  the function called for each passing timeSnap
531 * @param time The timespan passed since last update
532*/
533void SpaceShip::tick (float time)
534{
535  // Playable::tick(time);
536
537 // this->test->tick(time);
538
539  // Own Tick Setup, as a different fire routine is used on the weapon manager
540  this->weaponMan.tick(time);
541  this->secWeaponMan.tick(time);
542
543  if( this->systemFailure() )
544    bFire = bSecFire = false;
545
546  // fire reqeust/release for primary weapons
547  if( this->bFire)
548    this->weaponMan.fire();
549  else
550    this->weaponMan.releaseFire();
551
552  // fire reqeust/release for secondary weapons
553  if( this->bSecFire)
554    this->secWeaponMan.fire();
555  else
556    this->secWeaponMan.releaseFire();
557   
558  // Tracktick
559  if(this->entityTrack)
560    this->entityTrack->tick(time);
561
562
563  // Shield Regeneration and other regular calculations on the ship
564  this->regen(time);
565
566  // Weapon Regeneration and other regular calculations on the ship
567  this->weaponRegen(time);
568
569  // current engine speed output
570  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
571
572  // calculation of maxSpeed and acceleration:
573  this->travelSpeed = this->engineSpeedCur * 5;
574  this->acceleration = this->travelSpeed * 2;
575
576  this->movement(time);
577
578   // TRYING TO FIX PNode.
579  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
580  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
581
582 
583  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
584  this->oldPos    = this->getAbsCoor();
585
586//FIXME
587  this->trail->tick(time);
588  this->trailL->tick(time);
589  this->trailR->tick(time);
590
591  if (!this->isTravelDistanceInit)
592  {
593    this->updateTravelDistance();
594    //this->isTravelDistanceInit = true;
595  }
596
597  //orient the spaceship in direction of the mouse
598  /*
599  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
600  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
601    this->setAbsDir( rotQuat);
602  //this->setAbsDirSoft(mouseDir,5);
603  */
604  /*
605  this->shiftCoor(move);
606  */
607
608  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
609
610}
611
612/**
613 * @todo switch statement ??
614 */
615void SpaceShip::process(const Event &event)
616{
617  //Playable::process(event);
618 
619  if( event.type == KeyMapper::PEV_LEFT)
620    this->bLeft = event.bPressed;
621  else if( event.type == KeyMapper::PEV_RIGHT)
622  {
623    this->bRight = event.bPressed;
624    printf("ShipCoorX: %f \n", this->getRelCoor().x);
625  }
626  else if( event.type == KeyMapper::PEV_FORWARD)
627  {
628    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
629   
630  }
631  else if( event.type == KeyMapper::PEV_BACKWARD)
632    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
633  else if( event.type == KeyMapper::PEV_FIRE2)
634    this->bSecFire = event.bPressed;
635  else if( event.type == KeyMapper::PEV_FIRE1)
636    this->bFire = event.bPressed;
637  else if( event.type == KeyMapper::PEV_NEXT_WEAPON && event.bPressed)
638  {
639    this->nextWeaponConfig();
640  }
641  else if ( event.type == KeyMapper::PEV_PREVIOUS_WEAPON && event.bPressed)
642    this->previousWeaponConfig();
643
644  if (!(State::getCamera()->getEventHandling()))
645  {
646    if( event.type == KeyMapper::PEV_VIEW0)
647    {
648      State::getCamera()->setViewMode(Camera::ViewNormal);
649      State::getCameraTargetNode()->setParent(this);
650      State::getCamera()->setParent(this);
651    }
652    else if( event.type == KeyMapper::PEV_VIEW1)
653    {
654      State::getCamera()->setViewMode(Camera::ViewBehind);
655      State::getCameraTargetNode()->setParent(this);
656      State::getCamera()->setParent(this);
657    }
658    else if( event.type == KeyMapper::PEV_VIEW2)
659    {
660      State::getCamera()->setViewMode(Camera::ViewFront);
661      State::getCameraTargetNode()->setParent(this);
662      State::getCamera()->setParent(this);
663    }
664    else if( event.type == KeyMapper::PEV_VIEW3)
665    {
666      State::getCamera()->setViewMode(Camera::ViewLeft);
667      State::getCameraTargetNode()->setParent(this);
668      State::getCamera()->setParent(this);
669    }
670    else if( event.type == KeyMapper::PEV_VIEW4)
671    {
672      State::getCamera()->setViewMode(Camera::ViewRight);
673      State::getCameraTargetNode()->setParent(this);
674      State::getCamera()->setParent(this);
675    }
676    else if( event.type == KeyMapper::PEV_VIEW5)
677    {
678      State::getCamera()->setViewMode(Camera::ViewTop);
679      State::getCameraTargetNode()->setParent(this->travelNode);
680      State::getCamera()->setParent(this->travelNode);
681    }
682  }
683
684
685  /*
686  else if( event.type == EV_MOUSE_MOTION)
687  {
688
689    this->xMouse += event.xRel;
690    this->yMouse += event.yRel;
691  }
692  */
693}
694
695void SpaceShip::destroy( WorldEntity* killer )
696{
697  if(this->hasPlayer())
698    Playable::destroy( killer);
699
700  PRINTF(5)("spaceship destroy\n");
701
702  EmitterNode* node  = NULL;
703  DotEmitter* emitter = NULL;
704  SpriteParticles*  explosionParticles  = NULL;
705
706  explosionParticles = new SpriteParticles(200);
707  explosionParticles->setName("SpaceShipExplosionParticles");
708  explosionParticles->setLifeSpan(.2, .3);
709  explosionParticles->setRadius(0.0, 10.0);
710  explosionParticles->setRadius(.5, 6.0);
711  explosionParticles->setRadius(1.0, 3.0);
712  explosionParticles->setColor(0.0, 1,1,1,.9);
713  explosionParticles->setColor(0.1,  1,1,0,.9);
714  explosionParticles->setColor(0.5, .8,.4,0,.5);
715  explosionParticles->setColor(1.0, .2,.2,.2,.5);
716
717 
718  emitter = new DotEmitter( 2000, 70, 360);
719  //emitter->setSpread( 0, M_2_PI);
720  emitter->setEmissionRate( 200.0);
721  //emitter->setEmissionVelocity( 200.0);
722  //emitter->setSystem( explosionParticles);
723  //emitter->setAbsCoor( this->getAbsCoor());
724
725  node  = new EmitterNode( .1f);
726  node->setupParticle( emitter, explosionParticles);
727  node->setAbsDir( this->getAbsDir());
728  node->setVelocity( this->getVelocity() * .9f);
729  node->setAbsCoor( this->getAbsCoor());
730  if( !node->start())
731    PRINTF(0)("Explosion node not correctly started!");
732/*
733  PNode* node          = new PNode();
734  node->setAbsCoor(this->getAbsCoor());
735  Explosion* explosion = new Explosion();
736  explosion->explode( node, Vector(5,5,5));
737*/
738/*
739  if( this->hasPlayer())
740  {
741        this->setAbsCoor(Vector(-10000,10000,10000));
742        this->hide();
743  }
744  else
745  {*/
746    this->setAbsCoor( this->getAbsCoor() + Vector(100,0,0) + Vector(1,0,0) * VECTOR_RAND(150).dot(Vector(1,0,0)));
747  //}
748
749}
750
751void SpaceShip::respawn( )
752{
753  Playable::respawn();
754}
755
756
757void SpaceShip::damage(float pDamage, float eDamage){
758  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
759
760  if( this->shieldActive) {
761    if( this->shieldCur > pDamage) {
762      this->shieldCur = this->shieldCur - pDamage;
763    }
764    else { // shield <= pDamage
765      this->shieldCur -=pDamage;
766      this->shieldActive = false; //shield collapses
767      pDamage += this->shieldCur;
768      if( !this->shieldActive) {
769        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
770        this->electronicCur -= eDamage;
771      }
772    }
773  }
774  else {
775    this->armorCur = this->armorCur - pDamage;
776    this->electronicCur = this->electronicCur - eDamage;
777  }
778  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
779    this->destroy(this);
780
781  updateElectronicWidget();
782  updateShieldWidget();
783
784  this->setHealth( this->armorCur);
785}
786
787
788void SpaceShip::regen(float time){
789  float tmp;
790  if (this->armorCur != this->armorMax || this->armorRegen != 0){
791    tmp = this->armorCur + this->armorRegen * time;
792    if ( tmp > electronicMax)
793      this->armorCur = this->armorMax;
794    else
795      this->armorCur = tmp;
796  }
797  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
798    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
799    if( tmp > shieldMax)
800      this->shieldCur = this->shieldMax;
801    else
802      this->shieldCur = tmp;
803    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
804
805    updateShieldWidget();
806  }
807
808  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
809
810  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
811    tmp = this->electronicCur + this->electronicRegen * time;
812    if ( tmp > electronicMax)
813      this->electronicCur = this->electronicMax;
814    else
815      this->electronicCur = tmp;
816
817    updateElectronicWidget();
818  }
819
820}
821
822
823/**
824 * Weapon regeneration
825 * does not use any reactor capacity, as it wouldn't work in a consistent way.
826 */
827void SpaceShip::weaponRegen(float time)
828{
829  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
830  Weapon* weapon;
831  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
832  {
833    weapon = this->weaponMan.getWeapon(i);
834    if( weapon != NULL && weapon->isActive())
835    {
836      weapon->increaseEnergy( energy);
837    }
838
839  }
840  // weaponMan.increaseAmmunition( weapon, energy);
841}
842
843
844void SpaceShip::enterPlaymode(Playable::Playmode playmode)
845{
846  switch(playmode)
847  {
848    case Playable::Full3D:
849      /*
850      if (State::getCameraNode != NULL)
851      {
852        Vector absCoor = this->getAbsCoor();
853        this->setParent(PNode::getNullParent());
854        this->setAbsCoor(absCoor);
855        State::getCameraNode()->setParentSoft(&this->cameraNode);
856        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
857        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
858        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
859
860      }
861      */
862      //break;
863
864      break;
865    case Playable::Horizontal:
866      if (State::getCameraNode != NULL)
867      {
868        this->debugNode(1);
869        this->travelNode->debugNode(1);
870
871        this->travelNode->setAbsCoor(this->getAbsCoor());
872        this->travelNode->updateNode(0.01f);
873
874        this->isTravelDistanceInit = false;
875
876        if(this->entityTrack)
877           this->travelNode->setParent(this->entityTrack->getTrackNode());
878
879        this->setParent(this->travelNode);
880        this->setRelCoor(0,0,0);
881
882        State::getCameraNode()->setParentSoft(this->travelNode);
883        //State::getCameraNode()->setParentSoft(this);
884        //State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
885        State::getCameraTargetNode()->setParentSoft(this->travelNode);
886        //State::getCameraTargetNode()->setParentSoft(this);
887        //State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
888        this->setCameraMode(Camera::ViewTop);
889        State::getCamera()->setEventHandling(false);
890        registerEvent(KeyMapper::PEV_VIEW0);
891        registerEvent(KeyMapper::PEV_VIEW1);
892        registerEvent(KeyMapper::PEV_VIEW2);
893        registerEvent(KeyMapper::PEV_VIEW3);
894        registerEvent(KeyMapper::PEV_VIEW4);
895        registerEvent(KeyMapper::PEV_VIEW5);
896
897        State::getCamera()->setParentMode(PNODE_ALL);
898
899        //this->updateTravelDistance();
900
901        this->debugNode(1);
902        this->travelNode->debugNode(1);
903      }
904      break;
905
906    default:
907      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
908  }
909}
910
911/**
912 * @brief calculate the velocity
913 * @param time the timeslice since the last frame
914*/
915
916void SpaceShip::movement (float dt)
917{
918  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
919  //the ship doesn't slide too much.
920  float airCoeff = 2.5;
921  float pi = 3.14;
922
923  switch(this->getPlaymode())
924  {
925    case Playable::Horizontal:
926    {
927      // these routines will change the travel movement into zero in a short amout of time, if the player
928      // doesn't press any buttons.
929      if (this->travelVelocity.x >= 0)
930      {
931        if (this->travelVelocity.x > airCoeff*this->acceleration * dt)
932          this->travelVelocity.x -= airCoeff* this->acceleration * dt;
933        else
934          this->travelVelocity.x = 0;
935      }
936      else
937      {
938        if (this->travelVelocity.x < -airCoeff*this->acceleration * dt)
939          this->travelVelocity.x += airCoeff* this->acceleration * dt;
940        else
941          this->travelVelocity.x = 0;
942      }
943      if (this->travelVelocity.z >= 0)
944      {
945        if (this->travelVelocity.z > airCoeff*this->acceleration * dt)
946          this->travelVelocity.z -= airCoeff* this->acceleration * dt;
947        else
948          this->travelVelocity.z = 0;
949      }
950      else
951      {
952        if (this->travelVelocity.z < -airCoeff*this->acceleration * dt)
953          this->travelVelocity.z += airCoeff* this->acceleration * dt;
954        else
955          this->travelVelocity.z = 0;
956      }
957   
958      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
959      // and its continuing to slide a bit.
960      Vector oldCoor = this->getRelCoor();
961      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
962      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
963      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
964      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
965   
966      if( this->systemFailure() )
967        bForward = bBackward = bLeft = bRight = false;
968   
969      if( this->bForward )
970      {
971        //printf("ShipCoorX: %f \n", this->getRelCoor().x);
972        if(this->getRelCoor().x < this->travelDistancePlus.x)
973        {
974          if (this->travelVelocity.x < this->travelSpeed)
975          {
976            this->travelVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
977          }
978          else
979          {
980            this->travelVelocity.x = this->travelSpeed;
981          }
982        }
983        else
984        {
985          this->travelVelocity.x = 0.0f;
986        }
987      }
988   
989      if( this->bBackward )
990      {
991        if(this->getRelCoor().x > this->travelDistanceMinus.x)
992        {
993          if (this->travelVelocity.x > -this->travelSpeed)
994          {
995            this->travelVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
996          }
997          else
998          {
999            this->travelVelocity.x = -this->travelSpeed;
1000          }
1001        }
1002        else
1003        {
1004          this->travelVelocity.x = 0.0f;
1005        }
1006      }
1007   
1008      if( this->bLeft)
1009      {
1010        if(this->getRelCoor().z > this->travelDistanceMinus.y)
1011        {
1012          if (this->travelVelocity.z > -this->travelSpeed)
1013          {
1014            this->travelVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
1015          }
1016          else
1017          {
1018            this->travelVelocity.z = -this->travelSpeed;
1019          }
1020        }
1021        else
1022        {
1023          this->travelVelocity.z = 0.0f;
1024        }
1025        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
1026      }
1027   
1028      if( this->bRight)
1029      {
1030        //printf("ShipCoorZ: %f \n", this->getRelCoor().z);
1031        if(this->getRelCoor().z < this->travelDistancePlus.y)
1032        {
1033          if (this->travelVelocity.z < this->travelSpeed)
1034          {
1035            this->travelVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
1036          }
1037          else
1038          {
1039            this->travelVelocity.z = this->travelSpeed;
1040          }
1041        }
1042        else
1043        {
1044          this->travelVelocity.z = 0.0f;
1045        }
1046        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
1047      }
1048      if (!this->bRight && !this->bLeft)
1049      {
1050        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
1051      }
1052
1053    //normalisation of the vectors (vector sum must be <= travelspeed)
1054    float xzNorm = sqrt(pow(this->travelVelocity.x, 2) + pow(this->travelVelocity.z, 2));
1055    if (xzNorm > this->travelSpeed)
1056    {
1057      this->travelVelocity.x = this->travelVelocity.x/xzNorm * this->travelSpeed;
1058      this->travelVelocity.z = this->travelVelocity.z/xzNorm * this->travelSpeed;
1059    }
1060
1061    //this moves camera and ship along the travel path.
1062    if(!this->entityTrack) 
1063       this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
1064
1065    break;
1066    }
1067    case Playable::Vertical:
1068      break;
1069    default:
1070      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
1071  }
1072   //set new coordinates calculated through key- events.
1073  this->shiftCoor (this->travelVelocity * dt);
1074}
1075
1076void SpaceShip::setPlaymodeXML(const std::string& playmode)
1077{
1078  this->setPlaymode(Playable::stringToPlaymode(playmode));
1079}
1080
1081/**
1082 * @brief jumps to the next WeaponConfiguration
1083 */
1084void SpaceShip::nextWeaponConfig()
1085{
1086  PRINTF(0)("Requested next weapon config!\n");
1087  this->weaponMan.nextWeaponConfig();
1088  Playable::weaponConfigChanged();
1089}
1090
1091/**
1092 * @brief moves to the last WeaponConfiguration
1093 */
1094void SpaceShip::previousWeaponConfig()
1095{
1096  this->curWeaponPrimary    = (this->curWeaponPrimary + 1) % 3;
1097  this->weaponMan.changeWeaponConfig(this->curWeaponPrimary);
1098  Playable::weaponConfigChanged();
1099}
1100
1101void SpaceShip::hit( float damage, WorldEntity* killer)
1102{
1103  this->damage(killer->getDamage(),0);
1104}
1105
1106void SpaceShip::updateElectronicWidget()
1107{
1108  if (this->electronicWidget != NULL)
1109  { //if it exists already: update it
1110     this->electronicWidget->setMaximum(this->electronicMax);
1111     this->electronicWidget->setValue(this->electronicCur);
1112  }
1113  else
1114  { //create the widget
1115    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1116    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1117    //this->electronicWidget->setDisplayedName("Electronics:");
1118    //this->electronicWidget->setSize2D(100,20);
1119    //this->electronicWidget->setAbsCoor2D(150,200);
1120    this->updateElectronicWidget();
1121    if (this->hasPlayer())
1122      State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
1123  }
1124}
1125
1126void SpaceShip::updateShieldWidget()
1127{
1128  if (this->shieldWidget != NULL)
1129  { 
1130    this->shieldWidget->setMaximum(this->shieldMax);
1131    this->shieldWidget->setValue(this->shieldCur);;
1132  }
1133  else
1134  {
1135    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
1136    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
1137    //this->shieldWidget->setDisplayedName("Shield:");
1138    //his->shieldWidget->setSize2D(100,20);
1139    //this->shieldWidget->setAbsCoor2D(200,200);
1140    this->updateShieldWidget();
1141    if (this->hasPlayer())
1142      State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
1143  }
1144}
1145
1146void SpaceShip::setCameraDistance(float dist)
1147{
1148  State::getCamera()->setViewTopDistance(dist);
1149}
1150
1151void SpaceShip::setCameraFovy(float fovy)
1152{
1153  State::getCamera()->setViewTopFovy(fovy);
1154}
1155
1156void SpaceShip::updateTravelDistance()
1157{
1158  float x = 1.25 * this->actionWidthPercentage * fabsf(State::getCamera()->getAbsCoor().y) * tan(State::getCamera()->getFovy()*M_PI /360.0);
1159  float y = x / State::getCamera()->getAspectRatio() / this->actionWidthPercentage;
1160  //State::getCamera()->setAbsCoor(-5, 1000, 0);
1161
1162
1163  //State::getCamera()->getAbsCoor().print();
1164  //printf("CameraRelCoorY: %f \n", State::getCamera()->getRelCoor().y);
1165
1166  //printf("x: %f, y: %f \n", x, y);
1167  this->travelDistancePlus = Vector2D(y, x);
1168  this->travelDistanceMinus = Vector2D(-y, -x);
1169
1170  State::getPlayer()->hud().setOverlayPercentage(100-int(100*this->actionWidthPercentage));
1171  PRINTF(0)("TravelDistance has been updated\n");
1172  this->isTravelDistanceInit = true;
1173}
1174
1175void SpaceShip::setActionWidthPercentage(int i) 
1176{
1177  if (i>100) i=100;
1178  if (i<0) i=0;
1179  this->actionWidthPercentage = i/100.0;
1180
1181  if (this->hasPlayer())
1182    this->isTravelDistanceInit = false;
1183};
Note: See TracBrowser for help on using the repository browser.