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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10020

Last change on this file since 10020 was 10020, checked in by nicolasc, 17 years ago
File size: 27.8 KB
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[6868]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
[7193]22#include "util/loading/resource_manager.h"
[6868]23
24#include "weapons/test_gun.h"
[9970]25#include "weapons/light_blaster.h"
26#include "weapons/medium_blaster.h"
27#include "weapons/heavy_blaster.h"
[10004]28#include "weapons/swarm_missile.h"
[9970]29#include "weapons/boomerang_gun.h"
[6868]30#include "weapons/turret.h"
31#include "weapons/cannon.h"
32
[9869]33#include "particles/dot_emitter.h"
34#include "particles/sprite_particles.h"
[6868]35
[7193]36#include "util/loading/factory.h"
[6868]37#include "key_mapper.h"
38
39#include "network_game_manager.h"
[8708]40#include "shared_network_data.h"
[6868]41
42#include "power_ups/weapon_power_up.h"
43#include "power_ups/param_power_up.h"
44
45#include "graphics_engine.h"
46
47#include "plane.h"
48
49#include "state.h"
50#include "player.h"
51
[7193]52#include "util/loading/load_param.h"
[10020]53#include "time.h"
[6868]54
[7056]55
[6868]56// #include "lib/gui/gl_gui/glgui_bar.h"
57// #include "lib/gui/gl_gui/glgui_pushbutton.h"
58
59
[9869]60#include "class_id_DEPRECATED.h"
61ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
62CREATE_FACTORY(SpaceShip);
[9406]63
[9061]64#include "script_class.h"
[9869]65CREATE_SCRIPTABLE_CLASS(SpaceShip,
66                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
67                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
68                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
69                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
70                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
71                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
72                        //Coordinates
73                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
74                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
75                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
76                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
[10017]77                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
[9061]78                       );
[6868]79
80/**
81 *  destructs the spaceship, deletes alocated memory
82 */
83SpaceShip::~SpaceShip ()
84{
[6986]85  this->setPlayer(NULL);
[6868]86}
87
88/**
89 * loads a Spaceships information from a specified file.
90 * @param fileName the name of the File to load the spaceship from (absolute path)
91 */
[7221]92SpaceShip::SpaceShip(const std::string& fileName)
[10019]93    : secWeaponMan(this) //,
94    //supportedPlaymodes(Playable::Vertical) ,
95    //playmode(Playable::Vertical)
[6868]96{
97  this->init();
98  TiXmlDocument doc(fileName);
99
100  if(!doc.LoadFile())
101  {
[7221]102    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
[6868]103    return;
104  }
105
106  this->loadParams(doc.RootElement());
107}
108
109/**
110 *  creates a new Spaceship from Xml Data
111 * @param root the xml element containing spaceship data
112
113   @todo add more parameters to load
114*/
115SpaceShip::SpaceShip(const TiXmlElement* root)
[10019]116    : secWeaponMan(this) //,
117    //supportedPlaymodes(Playable::Vertical) ,
118    //playmode(Playable::Vertical)
[6868]119{
120  this->init();
121  if (root != NULL)
122    this->loadParams(root);
123
124}
125
126
127/**
128 * initializes a Spaceship
129 */
130void SpaceShip::init()
131{
[9998]132
[10019]133  this->setSupportedPlaymodes(Playable::Vertical);
134
[9869]135  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
136  this->registerObject(this, SpaceShip::_objectList);
[6868]137
138  PRINTF(4)("SPACESHIP INIT\n");
139
[9998]140  secWeaponMan.showCrosshair();
141
[6868]142  //weapons:
[9998]143
[9996]144  Weapon* wpRight1 = new LightBlaster ();
145  wpRight1->setName("Light Blaster Right");
146  Weapon* wpLeft1 = new LightBlaster ();
147  wpLeft1->setName("Medium Blaster Left");
[6868]148
[9996]149  Weapon* wpRight2 = new MediumBlaster ();
[9998]150  wpRight2->setName("Medium Blaster Right");
[9996]151  Weapon* wpLeft2 = new MediumBlaster ();
152  wpLeft2->setName("Medium Blaster Left");
153
154  Weapon* wpRight3 = new HeavyBlaster ();
155  wpRight3->setName("Heavy Blaster Right");
156  Weapon* wpLeft3 = new HeavyBlaster ();
157  wpLeft3->setName("Heavy Blaster Left");
158
[10004]159  Weapon* cannon = new SwarmMissile();
160  cannon->setName("Swarm Missile");
161 
[6868]162
[9961]163
[10016]164  this->weaponMan.addWeapon( wpLeft1, 0, 0);
165  this->weaponMan.addWeapon( wpRight1, 0, 1);
166  this->weaponMan.addWeapon( wpLeft2, 0, 2);
167  this->weaponMan.addWeapon( wpRight2, 0, 3);
[9996]168  this->weaponMan.addWeapon( wpLeft3, 0, 4);
169  this->weaponMan.addWeapon( wpRight3, 0, 5);
[9998]170
[9965]171  this->secWeaponMan.addWeapon( cannon, 0, 0);
[9961]172
[9965]173  this->weaponMan.changeWeaponConfig(0);
[9961]174
[9996]175  wpRight1->requestAction(WA_ACTIVATE);
176  wpLeft1->requestAction(WA_ACTIVATE);
177  wpRight2->requestAction(WA_ACTIVATE);
178  wpLeft2->requestAction(WA_ACTIVATE);
179  wpRight3->requestAction(WA_ACTIVATE);
180  wpLeft3->requestAction(WA_ACTIVATE);
[9998]181
[9961]182  cannon->requestAction(WA_ACTIVATE);
[9965]183
[9970]184  curWeaponPrimary    = 0;
185  curWeaponSecondary  = 0;
[9965]186
187  Playable::weaponConfigChanged();
188
[9970]189  reactorOutput     = 10;
[9965]190
[9970]191  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
192  engineSpeedBase   = 5;
193  shieldRegen       = 2;
194
195  shieldEnergyShare = 0.3;
196  weaponEnergyShare = 0.3;
197  engineEnergyShare = 0.4;
198
199  shieldCur         = 20;
200  shieldMax         = 100;
[10020]201  shieldTH          = .2* shieldMax;   // shield power must be 20% before shield kicks in again
[9970]202
[10020]203  electronicCur     = 10;
204  electronicMax     = 50;
205  electronicRegen   = 3;
206  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
207
[9961]208  /*
[6868]209  this->addWeapon(wpLeft, 1, 0);
210  this->addWeapon(wpRight,1 ,1);
[7087]211  //this->addWeapon(cannon, 0, 6);
[6868]212
[7337]213  this->getWeaponManager().changeWeaponConfig(1);
[9961]214  */
[6868]215
[9970]216  this->loadModel("models/ships/mantawing.obj");
[10017]217  //this->setVisibiliy(false);
[6868]218
[10017]219  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
220 
221  /*
[6868]222  xMouse = yMouse = 0;
223  yInvert = 1;
224  mouseSensitivity = 0.001;
[7122]225  airViscosity = 0.9;
[6868]226  controlVelocityX = 25;
227  controlVelocityY = 150;
228  shipInertia = 1.5;
[10017]229  */
[9869]230  //  cycle = 0.0;
[6868]231
[9970]232  this->setHealthMax(shieldMax);
233  this->setHealth(shieldCur);
[6868]234
[10017]235  this->travelNode = new PNode();
236
237  // camera - issue
238  //this->cameraNode = State::getCameraNode();
239  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
240  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
241
242  /*
[6868]243  this->velocity = this->getAbsDirX()*travelSpeed;
244  this->mouseDir = this->getAbsDir();
245  this->pitchDir = this->getAbsDir();
[10017]246  */
[6868]247
[9965]248
[9869]249  //   GLGuiButton* button = new GLGuiPushButton();
250  //    button->show();
251  //    button->setLabel("orxonox");
252  //    button->setBindNode(this);
253  //     GLGuiBar* bar = new GLGuiBar();
254  //     bar->show();
255  //     bar->setValue(7.0);
256  //     bar->setMaximum(10);
257  //     bar->setSize2D( 20, 100);
258  //     bar->setAbsCoor2D( 10, 200);
[6868]259
260  //add events to the eventlist
[6997]261  registerEvent(KeyMapper::PEV_FORWARD);
262  registerEvent(KeyMapper::PEV_BACKWARD);
[6868]263  registerEvent(KeyMapper::PEV_LEFT);
264  registerEvent(KeyMapper::PEV_RIGHT);
265  //registerEvent(SDLK_q);
266  //registerEvent(SDLK_e);
267  registerEvent(KeyMapper::PEV_FIRE1);
[9958]268  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
[6868]269  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
270  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
271  //registerEvent(SDLK_PAGEUP);
272  //registerEvent(SDLK_PAGEDOWN);
273  registerEvent(EV_MOUSE_MOTION);
274
[9965]275  this->weaponMan.setSlotCount(6);
[6868]276
[9965]277  this->weaponMan.setSlotPosition(0, Vector(-2.6, .1, -3.0));
278  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]279
[9965]280  this->weaponMan.setSlotPosition(1, Vector(-2.6, .1, 3.0));
281  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]282
[9965]283  this->weaponMan.setSlotPosition(2, Vector(-1.5, .5, -.5));
284  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[6868]285
[9965]286  this->weaponMan.setSlotPosition(3, Vector(-1.5, .5, .5));
287  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[6868]288
[9965]289  this->weaponMan.setSlotPosition(4, Vector(-1.5, -.5, .5));
290  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
[6868]291
[9965]292  this->weaponMan.setSlotPosition(5, Vector(-1.5, -.5, -.5));
293  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9961]294
295  this->secWeaponMan.setSlotCount(6);
296
[10004]297  this->secWeaponMan.setSlotPosition(0, Vector(1.5, -1, 0));
[9961]298  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
299
300  this->secWeaponMan.setSlotPosition(1, Vector(2.6, .1, 3.0));
301  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
302
303  this->secWeaponMan.setSlotPosition(2, Vector(1.5, .5, -.5));
304  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
305
306  this->secWeaponMan.setSlotPosition(3, Vector(1.5, .5, .5));
307  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
308
309  this->secWeaponMan.setSlotPosition(4, Vector(1.5, -.5, .5));
310  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
311
312  this->secWeaponMan.setSlotPosition(5, Vector(1.5, -.5, -.5));
313  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9965]314
[9869]315  //
316  //   this->getWeaponManager().setSlotPosition(8, Vector(-2.5, -0.3, -2.0));
317  //   this->getWeaponManager().setSlotDirection(8, Quaternion(-M_PI, Vector(1,0,0)));
318  //
319  //   this->getWeaponManager().setSlotPosition(9, Vector(-2.5, -0.3, 2.0));
320  //   this->getWeaponManager().setSlotDirection(9, Quaternion(+M_PI, Vector(1,0,0)));:
[6868]321
[9965]322  this->weaponMan.getFixedTarget()->setParent(this);
323  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]324
[9998]325 
[9961]326  this->secWeaponMan.getFixedTarget()->setParent(this);
327  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]328  this->secWeaponMan.setRotationSpeed(0);
[6868]329
[9965]330  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
[9961]331
[6868]332  this->burstEmitter = new DotEmitter(200, 0.0, .01);
333  this->burstEmitter->setParent(this);
334  this->burstEmitter->setRelCoor(-1, .5, 0);
335  this->burstEmitter->setName("SpaceShip_Burst_emitter");
336
337  this->burstSystem = new SpriteParticles(1000);
338  this->burstSystem->addEmitter(this->burstEmitter);
339  this->burstSystem->setName("SpaceShip_Burst_System");
340  ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png");
341  this->burstSystem->setLifeSpan(1.0, .3);
342  this->burstSystem->setRadius(0.0, 1.0);
343  this->burstSystem->setRadius(0.05, 1.0);
344  this->burstSystem->setRadius(.5, .8);
345  this->burstSystem->setRadius(1.0, 0);
346  this->burstSystem->setColor(0.0, .7,.7,1,.7);
347  this->burstSystem->setColor(0.2, 0,0,0.8,.5);
348  this->burstSystem->setColor(0.5, .5,.5,.8,.8);
349  this->burstSystem->setColor(1.0, .8,.8,.8,.0);
[9008]350
[10017]351  /*
[7954]352  registerVar( new SynchronizeableQuaternion( &mouseDir, &mouseDir, "mousedir", PERMISSION_OWNER ) );
353  registerVar( new SynchronizeableBool( &bUp, &bUp, "bUp", PERMISSION_OWNER ) );
354  registerVar( new SynchronizeableBool( &bDown, &bDown, "bDown", PERMISSION_OWNER ) );
355  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
356  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
357  registerVar( new SynchronizeableBool( &bAscend, &bAscend, "bAscend", PERMISSION_OWNER ) );
358  registerVar( new SynchronizeableBool( &bDescend, &bDescend, "bDescend", PERMISSION_OWNER ) );
359  registerVar( new SynchronizeableBool( &bRollL, &bRollL, "bRollL", PERMISSION_OWNER ) );
360  registerVar( new SynchronizeableBool( &bRollR, &bRollR, "bRollR", PERMISSION_OWNER ) );
[10017]361  */
362
363  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
364  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
365  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
366  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
367  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
368  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
369
370  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
371
372  //this->airFriction = 0.5f;
[10019]373  this->travelDistancePlus = Vector2D(38.0, 43.0);
374  this->travelDistanceMinus = Vector2D(-38.0, -43.0);
375  this->travelSpeed = 80;
[10017]376  this->cameraSpeed = 40;
[10019]377  this->cameraLook = 0.0f;
378  this->acceleration = 120.0f;
379  //this->airFriction = 0.0f;
[10017]380
[10020]381  srand(time(0));  //initaialize RNG
382
[10017]383  this->travelNode->debugDraw();
[6868]384}
385
386
387/**
388 * loads the Settings of a SpaceShip from an XML-element.
389 * @param root the XML-element to load the Spaceship's properties from
390 */
391void SpaceShip::loadParams(const TiXmlElement* root)
392{
393  Playable::loadParams(root);
394}
395
[10017]396void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
[7056]397{
[10017]398  this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
[7056]399}
[6868]400
[10017]401void SpaceShip::setTravelSpeed(float travelSpeed)
402{
403  this->travelSpeed = travelSpeed;
404}
[7056]405
[10017]406/*
407void SpaceShip::setTravelHeight(float travelHeight)
408{
409  if (this->toTravelHeight == NULL)
410    this->toTravelHeight = new float;
411  *this->toTravelHeight = travelHeight;
412}
413*/
414
[10019]415/*
[10017]416void SpaceShip::setTravelDistance(const Vector2D& distance)
417{
418  this->travelDistance = distance;
419}
420
421void SpaceShip::setTravelDistance(float x, float y)
422{
423  this->setTravelDistance(Vector2D(x, y));
424}
[10019]425*/
[10017]426
427
428
[7085]429void SpaceShip::reset()
430{
[10017]431  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
[7056]432
[10017]433  //xMouse = yMouse = 0;
[7085]434
435  this->setHealth(80);
436  this->velocity = Vector(0.0, 0.0, 0.0);
437}
438
439
[6868]440void SpaceShip::enter()
441{
[10004]442  this->secWeaponMan.showCrosshair();
443  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
[10019]444  if (!this->setPlaymode(Playable::Vertical))
445    std::cout << "playmode not supported";
446  //this->attachCamera();
[6868]447}
448
449void SpaceShip::leave()
450{
[10004]451  this->secWeaponMan.hideCrosshair();
452  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
[10019]453  //this->detachCamera();
[6868]454}
455
456
457/**
458 *  effect that occurs after the SpaceShip is spawned
459*/
460void SpaceShip::postSpawn ()
461{
462  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
463}
464
465/**
466 *  the action occuring if the spaceship left the game
467*/
468void SpaceShip::leftWorld ()
469{}
470
471WorldEntity* ref = NULL;
472/**
473 *  this function is called, when two entities collide
474 * @param entity: the world entity with whom it collides
475 *
476 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
477 */
478void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
479{
480}
481
482/**
483 *  draws the spaceship after transforming it.
484*/
485void SpaceShip::draw () const
486{
487  WorldEntity::draw();
488
489  //this->debug(0);
490}
491
492/**
493 *  the function called for each passing timeSnap
494 * @param time The timespan passed since last update
495*/
496void SpaceShip::tick (float time)
497{
[9961]498  // Playable::tick(time);$
[6868]499
[9961]500  // Own Tick Setup, as a different fire routine is used on the weapon manager
[9965]501  this->weaponMan.tick(time);
[9961]502  this->secWeaponMan.tick(time);
503
[10020]504  if( this->systemFailure() )
505    bFire = bSecFire = false;
506
[9965]507  if( this->bFire)
[9961]508  {
[9965]509    this->weaponMan.fire();
[9961]510  }
511  if( this->bSecFire)
512  {
513    this->secWeaponMan.fire();
[9965]514    this->bSecFire = !this->bSecFire;   // FIXME This currently is needed to prevent "echo fires" of a second rocket after its cooldown has passed
[9961]515  }
516
[9970]517
518  // Shield Regeneration and other regular calculations on the ship
519  this->regen(time);
520
521  // Weapon Regeneration and other regular calculations on the ship
[9965]522  this->weaponRegen(time);
523
[9970]524  // current engine speed output
525  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
526
527
[10017]528  /*
[8708]529  if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() )
[9869]530  {
[6868]531    if (xMouse > controlVelocityX) xMouse = controlVelocityX;
532    else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX;
533    if (yMouse > controlVelocityY) yMouse = controlVelocityY;
534    else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY;
535
536    pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0)));
537
538    mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir);
539    xMouse = yMouse = 0;
[9869]540  }
[10017]541*/
[6868]542
[9235]543  // spaceship controlled movement fire(bool bF){ this->bFire = bF;}
[7954]544  //if (this->getOwner() == this->getHostID())
[6868]545
[10017]546  //is->calculateVelocity(time);
[6959]547
[6868]548
[10017]549  //vector move = velocity*time;
550
551  /*
[6868]552  //orient the velocity in the direction of the spaceship.
553  travelSpeed = velocity.len();
554  velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity;
555  velocity = (velocity.getNormalized())*travelSpeed;
[10017]556  */
557  this->movement(time);
558
559   // TRYING TO FIX PNode.
560  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
561  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
562
[6868]563  this->burstEmitter->setEmissionRate(travelSpeed);
564  this->burstEmitter->setEmissionVelocity(travelSpeed*.5, travelSpeed *.1);
565
566  //orient the spaceship in direction of the mouse
[10017]567  /*
[9869]568  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
569  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
[6868]570    this->setAbsDir( rotQuat);
[9869]571  //this->setAbsDirSoft(mouseDir,5);
[10017]572  */
[6868]573
574  // this is the air friction (necessary for a smooth control)
[10017]575  /*
[6868]576  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
577  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
[10017]578  */
[6868]579
580  //other physics (gravity)
581  //if(travelSpeed < 120)
582  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
583
584  //hoover effect
585  //cycle += time;
586  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
587
588  //readjust
589  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
590  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
591
592  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
593
[10017]594  /*
[6868]595  this->shiftCoor(move);
[10017]596  */
[6868]597
[9869]598  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
[6868]599
600}
601
[10017]602/*
[6868]603void SpaceShip::calculateVelocity (float time)
604{
605  Vector accel(0.0, 0.0, 0.0);
[10017]606  /* calculate the direction in which the craft is heading  */
[6868]607  /*
608  if( this->bUp )
[9869]609  {
610    accel += (this->getAbsDirX())*acceleration;
[6868]611
[9869]612  }
[6868]613
614  if( this->bDown )
[9869]615  {
616    accel -= (this->getAbsDirX())*0.5*acceleration;
[6868]617
[9869]618  }
[6868]619
[10017]620  if( this->bLeft)
[6868]621  {
622    this->shiftDir(Quaternion(time, Vector(0,1,0)));
623  }
[10017]624  if( this->bRight)
[6868]625  {
626    this->shiftDir(Quaternion(-time, Vector(0,1,0)));
627  }
628
629
[10017]630  if( this->bRollL)
[6868]631  {
632    mouseDir *= Quaternion(-time*2, Vector(1,0,0));
633  }
[10017]634  if( this->bRollR)
[6868]635  {
636    mouseDir *= Quaternion(time*2, Vector(1,0,0));
637
638  }
639  if (this->bAscend )
640  {
641    this->shiftDir(Quaternion(time, Vector(0,0,1)));
642  }
643  if (this->bDescend )
644  {
645    this->shiftDir(Quaternion(-time, Vector(0,0,1)));
646  }
647
[6959]648  velocity += accel*time*10;
[9961]649
[6868]650}
[10017]651*/
[6868]652
653/**
654 * @todo switch statement ??
655 */
656void SpaceShip::process(const Event &event)
657{
[9961]658  //Playable::process(event);
[6868]659
660  if( event.type == KeyMapper::PEV_LEFT)
[10017]661    this->bLeft = event.bPressed;
[6868]662  else if( event.type == KeyMapper::PEV_RIGHT)
[10017]663    this->bRight = event.bPressed;
[6997]664  else if( event.type == KeyMapper::PEV_FORWARD)
[10017]665    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]666  else if( event.type == KeyMapper::PEV_BACKWARD)
[10017]667    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[9961]668  else if( event.type == KeyMapper::PEV_FIRE2)
669    this->bSecFire = event.bPressed;
[9958]670  else if( event.type == KeyMapper::PEV_FIRE1)
[9965]671    this->bFire = event.bPressed;
[10017]672
673
674  /*
[6868]675  else if( event.type == EV_MOUSE_MOTION)
676  {
[9961]677
[6868]678    this->xMouse += event.xRel;
679    this->yMouse += event.yRel;
680  }
[10017]681  */
[6868]682}
683
[9235]684void SpaceShip::destroy( WorldEntity* killer )
[9008]685{
686  PRINTF(0)("spaceship destroy\n");
687}
[6868]688
[9008]689void SpaceShip::respawn( )
690{
691  toList( OM_PLAYERS );
692}
[6868]693
694
[9957]695void SpaceShip::damage(float pDamage, float eDamage){
[9950]696if( this->shieldActive) {
697    if( this->shieldCur > pDamage) {
698      this->shieldCur = this->shieldCur - pDamage;
699    }
700    else { // shield <= pDamage
[9987]701      this->shieldCur -=pDamage;
702      this->shieldActive = false; //shield collapses
[9950]703      pDamage = pDamage - this->shieldCur;
704      if( !this->shieldActive) {
[9957]705        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
[9953]706        this->electronicCur -= eDamage;
[9950]707      }
708    }
709  }
710  else {
711    this->armorCur = this->armorCur - pDamage;
712    this->electronicCur = this->electronicCur - eDamage;
713  }
714  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
715}
716
[9987]717
[9957]718void SpaceShip::regen(float time){
719  float tmp;
[9963]720  if (this->armorCur != this->armorMax || this->armorRegen != 0){
721    tmp = this->armorCur + this->armorRegen * time;
722    if ( tmp > electronicMax)
723      this->armorCur = this->armorMax;
724    else
725      this->armorCur = tmp;
726  }
727  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
[9970]728    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
[9957]729    if( tmp > shieldMax)
[9953]730      this->shieldCur = this->shieldMax;
731    else
[9957]732      this->shieldCur = tmp;
733    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
[9953]734  }
[9970]735
736  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
737
[9963]738  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
[9957]739    tmp = this->electronicCur + this->electronicRegen * time;
740    if ( tmp > electronicMax)
[9953]741      this->electronicCur = this->electronicMax;
742    else
[9957]743      this->electronicCur = tmp;
[9953]744  }
[9950]745}
[9965]746
[9987]747
[9965]748/**
749 * Weapon regeneration
750 * does not use any reactor capacity, as it wouldn't work in a consistent way.
751 */
752void SpaceShip::weaponRegen(float time)
753{
754  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
755  Weapon* weapon;
[9987]756  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
[9965]757  {
758    weapon = this->weaponMan.getWeapon(i);
759    if( weapon != NULL && weapon->isActive())
760    {
761      weapon->increaseEnergy( energy);
762    }
763
764  }
765  // weaponMan.increaseAmmunition( weapon, energy);
766}
[9975]767
[9987]768
[10020]769bool SpaceShip::systemFailure() 
770{
771   return (this->electronicCur < /*this->rand() */ this->electronicTH); //TODO cleanup
772}
773
774
[9975]775void SpaceShip::enterPlaymode(Playable::Playmode playmode)
776{
[10017]777  switch(playmode)
778  {
779    case Playable::Full3D:
780      /*
781      if (State::getCameraNode != NULL)
782      {
783        Vector absCoor = this->getAbsCoor();
784        this->setParent(PNode::getNullParent());
785        this->setAbsCoor(absCoor);
786        State::getCameraNode()->setParentSoft(&this->cameraNode);
787        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
788        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
789        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
790
791      }
792      */
793      //break;
794
795
796    case Playable::Vertical:
797      if (State::getCameraNode != NULL)
798      {
799        this->debugNode(1);
800        this->travelNode->debugNode(1);
801
802        this->travelNode->setAbsCoor(this->getAbsCoor());
803        this->travelNode->updateNode(0.01f);
804
805        this->setParent(this->travelNode);
806        this->setRelCoor(0,0,0);
807
808        State::getCameraNode()->setParentSoft(this->travelNode);
[10019]809        State::getCameraNode()->setRelCoorSoft(-0.01, 40,0);
[10017]810        State::getCameraTargetNode()->setParentSoft(this->travelNode);
[10019]811        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
[10017]812
813        this->debugNode(1);
814        this->travelNode->debugNode(1);
815      }
816      break;
817
818    default:
819      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
820  }
[10019]821  std::cout << Playable::playmodeToString(this->getPlaymode());
[9975]822}
823
[10017]824/**
825 * @brief calculate the velocity
826 * @param time the timeslice since the last frame
827*/
[9987]828
[9975]829void SpaceShip::movement (float dt)
830{
[10019]831  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
832  //the ship doesn't slide too much.
833  float airCoeff = 2.5;
834
835  float pi = 3.14;
836
837  // these routines will change the travel movement into zero in a short amout of time, if the player
838  // doesn't press any buttons.
839  if (this->velocity.x >= 0)
840  {
841    if (this->velocity.x > airCoeff*this->acceleration * dt)
842      this->velocity.x -= airCoeff* this->acceleration * dt;
[10017]843    else
[10019]844      this->velocity.x = 0;
845  }
846  else
847  {
848    if (this->velocity.x < -airCoeff*this->acceleration * dt)
849      this->velocity.x += airCoeff* this->acceleration * dt;
850    else
851      this->velocity.x = 0;
852  }
853  if (this->velocity.z >= 0)
854  {
855    if (this->velocity.z > airCoeff*this->acceleration * dt)
856      this->velocity.z -= airCoeff* this->acceleration * dt;
857    else
858      this->velocity.z = 0;
859  }
860  else
861  {
862    if (this->velocity.z < -airCoeff*this->acceleration * dt)
863      this->velocity.z += airCoeff* this->acceleration * dt;
864    else
865      this->velocity.z = 0;
866  }
[10017]867
[10019]868  // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
869  // and its continuing to slide a bit.
870  Vector oldCoor = this->getRelCoor();
871  if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
872  if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
873  if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
874  if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
875
[10020]876  if( this->systemFailure() )
877    bForward = bBackward = bLeft = bRight = false;
878
879
[10017]880  if( this->bForward )
881  {
[10019]882    if(this->getRelCoor().x < this->travelDistancePlus.x)
[10017]883    {
884      if (this->velocity.x < this->travelSpeed)
885      {
[10019]886        this->velocity.x += (airCoeff + 1.0)*this->acceleration*dt;
[10017]887      }
888      else
889      {
890        this->velocity.x = this->travelSpeed;
891      }
892    }
893    else
894    {
895      this->velocity.x = 0.0f;
896    }
897  }
898
899  if( this->bBackward )
900  {
[10019]901    if(this->getRelCoor().x > this->travelDistanceMinus.x)
[10017]902    {
903      if (this->velocity.x > -this->travelSpeed)
904      {
[10019]905        this->velocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
[10017]906      }
907      else
908      {
909        this->velocity.x = -this->travelSpeed;
910      }
911    }
912    else
913    {
914      this->velocity.x = 0.0f;
915    }
916  }
[10019]917
[10017]918  if( this->bLeft)
919  {
[10019]920    if(this->getRelCoor().z > this->travelDistanceMinus.y)
921    {
922      if (this->velocity.z > -this->travelSpeed)
923      {
924        this->velocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
925      }
926      else
927      {
928        this->velocity.z = -this->travelSpeed;
929      }
930    }
931    else
932    {
933      this->velocity.z = 0.0f;
934    }
[10017]935  }
936
937  if( this->bRight)
938  {
[10019]939    if(this->getRelCoor().z < this->travelDistancePlus.y)
940    {
941      if (this->velocity.z < this->travelSpeed)
942      {
943        this->velocity.z += (airCoeff + 1.0)*this->acceleration*dt;
944      }
945      else
946      {
947        this->velocity.z = this->travelSpeed;
948      }
949    }
950    else
951    {
952      this->velocity.z = 0.0f;
953    }
[10017]954  }
[10019]955 
956  this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
957  this->shiftCoor (this->velocity * dt);
958 
959  float angle = this->velocity.z / travelSpeed * pi / 3;
960  if (angle > pi/3) angle = pi/3;
961  if (angle < -pi/3) angle = -pi/3;
962  this->setRelDirSoft(Quaternion(angle, Vector(1,0,0)), 5.0f);
[10017]963
[10019]964  /*
[10017]965  switch(this->getPlaymode())
966  {
967    case Playable::Vertical:
968      break;
969    default:
970      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
971  }
[10019]972  */
[9975]973}
[10017]974
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