[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" |
---|
[10023] | 28 | #include "weapons/swarm_launcher.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" |
---|
| 61 | ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP); |
---|
| 62 | CREATE_FACTORY(SpaceShip); |
---|
[9406] | 63 | |
---|
[9061] | 64 | #include "script_class.h" |
---|
[9869] | 65 | CREATE_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 | */ |
---|
| 83 | SpaceShip::~SpaceShip () |
---|
| 84 | { |
---|
[6986] | 85 | this->setPlayer(NULL); |
---|
[10064] | 86 | delete this->emitter; |
---|
[6868] | 87 | } |
---|
| 88 | |
---|
| 89 | /** |
---|
| 90 | * loads a Spaceships information from a specified file. |
---|
| 91 | * @param fileName the name of the File to load the spaceship from (absolute path) |
---|
| 92 | */ |
---|
[7221] | 93 | SpaceShip::SpaceShip(const std::string& fileName) |
---|
[10019] | 94 | : secWeaponMan(this) //, |
---|
| 95 | //supportedPlaymodes(Playable::Vertical) , |
---|
| 96 | //playmode(Playable::Vertical) |
---|
[6868] | 97 | { |
---|
| 98 | this->init(); |
---|
| 99 | TiXmlDocument doc(fileName); |
---|
| 100 | |
---|
| 101 | if(!doc.LoadFile()) |
---|
| 102 | { |
---|
[7221] | 103 | PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str()); |
---|
[6868] | 104 | return; |
---|
| 105 | } |
---|
| 106 | |
---|
| 107 | this->loadParams(doc.RootElement()); |
---|
| 108 | } |
---|
| 109 | |
---|
| 110 | /** |
---|
| 111 | * creates a new Spaceship from Xml Data |
---|
| 112 | * @param root the xml element containing spaceship data |
---|
| 113 | |
---|
| 114 | @todo add more parameters to load |
---|
| 115 | */ |
---|
| 116 | SpaceShip::SpaceShip(const TiXmlElement* root) |
---|
[10019] | 117 | : secWeaponMan(this) //, |
---|
| 118 | //supportedPlaymodes(Playable::Vertical) , |
---|
| 119 | //playmode(Playable::Vertical) |
---|
[6868] | 120 | { |
---|
| 121 | this->init(); |
---|
| 122 | if (root != NULL) |
---|
| 123 | this->loadParams(root); |
---|
| 124 | |
---|
| 125 | } |
---|
| 126 | |
---|
| 127 | |
---|
| 128 | /** |
---|
| 129 | * initializes a Spaceship |
---|
| 130 | */ |
---|
| 131 | void SpaceShip::init() |
---|
| 132 | { |
---|
[9998] | 133 | |
---|
[10022] | 134 | srand(time(0)); //initialize Random Nomber Generator |
---|
| 135 | |
---|
[9869] | 136 | // this->setRelDir(Quaternion(M_PI, Vector(1,0,0))); |
---|
| 137 | this->registerObject(this, SpaceShip::_objectList); |
---|
[10064] | 138 | this->toList(OM_GROUP_00); |
---|
[6868] | 139 | PRINTF(4)("SPACESHIP INIT\n"); |
---|
| 140 | |
---|
[9998] | 141 | secWeaponMan.showCrosshair(); |
---|
| 142 | |
---|
[6868] | 143 | //weapons: |
---|
[9998] | 144 | |
---|
[9996] | 145 | Weapon* wpRight1 = new LightBlaster (); |
---|
[10030] | 146 | wpRight1->setName("LightBlaster"); |
---|
[9996] | 147 | Weapon* wpLeft1 = new LightBlaster (); |
---|
[10030] | 148 | wpLeft1->setName("LightBlaster"); |
---|
[6868] | 149 | |
---|
[9996] | 150 | Weapon* wpRight2 = new MediumBlaster (); |
---|
[10030] | 151 | wpRight2->setName("MediumBlaster"); |
---|
[9996] | 152 | Weapon* wpLeft2 = new MediumBlaster (); |
---|
[10030] | 153 | wpLeft2->setName("MediumBlaster"); |
---|
[9996] | 154 | |
---|
[10030] | 155 | Weapon* wpRight3 = new HeavyBlaster (); |
---|
| 156 | wpRight3->setName("HeavyBlaster"); |
---|
[9996] | 157 | Weapon* wpLeft3 = new HeavyBlaster (); |
---|
[10030] | 158 | wpLeft3->setName("HeavyBlaster"); |
---|
[9996] | 159 | |
---|
[10023] | 160 | Weapon* cannon = new SwarmLauncher(); |
---|
| 161 | cannon->setName("SwarmLauncher"); |
---|
[10004] | 162 | |
---|
[6868] | 163 | |
---|
[9961] | 164 | |
---|
[10016] | 165 | this->weaponMan.addWeapon( wpLeft1, 0, 0); |
---|
| 166 | this->weaponMan.addWeapon( wpRight1, 0, 1); |
---|
| 167 | this->weaponMan.addWeapon( wpLeft2, 0, 2); |
---|
| 168 | this->weaponMan.addWeapon( wpRight2, 0, 3); |
---|
[10030] | 169 | this->weaponMan.addWeapon( wpLeft3, 0, 4); |
---|
| 170 | this->weaponMan.addWeapon( wpRight3, 0, 5); |
---|
[9998] | 171 | |
---|
[10023] | 172 | this->secWeaponMan.addWeapon( cannon, 1, 0); |
---|
[9961] | 173 | |
---|
[9965] | 174 | this->weaponMan.changeWeaponConfig(0); |
---|
[10023] | 175 | this->secWeaponMan.changeWeaponConfig(1); |
---|
[9961] | 176 | |
---|
[9996] | 177 | wpRight1->requestAction(WA_ACTIVATE); |
---|
| 178 | wpLeft1->requestAction(WA_ACTIVATE); |
---|
| 179 | wpRight2->requestAction(WA_ACTIVATE); |
---|
| 180 | wpLeft2->requestAction(WA_ACTIVATE); |
---|
[10030] | 181 | wpRight3->requestAction(WA_ACTIVATE); |
---|
| 182 | wpLeft3->requestAction(WA_ACTIVATE); |
---|
[9998] | 183 | |
---|
[9961] | 184 | cannon->requestAction(WA_ACTIVATE); |
---|
[9965] | 185 | |
---|
[9970] | 186 | curWeaponPrimary = 0; |
---|
| 187 | curWeaponSecondary = 0; |
---|
[9965] | 188 | |
---|
| 189 | Playable::weaponConfigChanged(); |
---|
| 190 | |
---|
[9970] | 191 | reactorOutput = 10; |
---|
[9965] | 192 | |
---|
[9970] | 193 | weaponEnergyRegen = 10; // 10 einheiten pro Sekunde |
---|
| 194 | engineSpeedBase = 5; |
---|
| 195 | shieldRegen = 2; |
---|
| 196 | |
---|
| 197 | shieldEnergyShare = 0.3; |
---|
| 198 | weaponEnergyShare = 0.3; |
---|
| 199 | engineEnergyShare = 0.4; |
---|
| 200 | |
---|
| 201 | shieldCur = 20; |
---|
| 202 | shieldMax = 100; |
---|
[10020] | 203 | shieldTH = .2* shieldMax; // shield power must be 20% before shield kicks in again |
---|
[9970] | 204 | |
---|
[10024] | 205 | electronicCur = 50; |
---|
[10022] | 206 | electronicMax = 50; |
---|
[10020] | 207 | electronicRegen = 3; |
---|
| 208 | electronicTH = .7 * electronicMax; // 30% of eDamage can be handled by the ship |
---|
| 209 | |
---|
[6868] | 210 | |
---|
[9970] | 211 | this->loadModel("models/ships/mantawing.obj"); |
---|
[10017] | 212 | //this->setVisibiliy(false); |
---|
[6868] | 213 | |
---|
[10017] | 214 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
---|
| 215 | |
---|
[6868] | 216 | |
---|
[9970] | 217 | this->setHealthMax(shieldMax); |
---|
| 218 | this->setHealth(shieldCur); |
---|
[6868] | 219 | |
---|
[10017] | 220 | this->travelNode = new PNode(); |
---|
| 221 | |
---|
| 222 | // camera - issue |
---|
| 223 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
---|
| 224 | this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE); |
---|
| 225 | |
---|
[6868] | 226 | |
---|
[9965] | 227 | |
---|
[6868] | 228 | //add events to the eventlist |
---|
[6997] | 229 | registerEvent(KeyMapper::PEV_FORWARD); |
---|
| 230 | registerEvent(KeyMapper::PEV_BACKWARD); |
---|
[6868] | 231 | registerEvent(KeyMapper::PEV_LEFT); |
---|
| 232 | registerEvent(KeyMapper::PEV_RIGHT); |
---|
| 233 | //registerEvent(SDLK_q); |
---|
| 234 | //registerEvent(SDLK_e); |
---|
| 235 | registerEvent(KeyMapper::PEV_FIRE1); |
---|
[9958] | 236 | registerEvent(KeyMapper::PEV_FIRE2); // Added for secondary weapon support |
---|
[6868] | 237 | registerEvent(KeyMapper::PEV_NEXT_WEAPON); |
---|
| 238 | registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON); |
---|
| 239 | //registerEvent(SDLK_PAGEUP); |
---|
| 240 | //registerEvent(SDLK_PAGEDOWN); |
---|
| 241 | registerEvent(EV_MOUSE_MOTION); |
---|
| 242 | |
---|
[9965] | 243 | this->weaponMan.setSlotCount(6); |
---|
[6868] | 244 | |
---|
[10064] | 245 | this->weaponMan.setSlotPosition(0, Vector(-2.6, 0, -3.0)); |
---|
[9965] | 246 | this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
---|
[6868] | 247 | |
---|
[10064] | 248 | this->weaponMan.setSlotPosition(1, Vector(-2.6, 0, 3.0)); |
---|
[9965] | 249 | this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
---|
[6868] | 250 | |
---|
[10064] | 251 | this->weaponMan.setSlotPosition(2, Vector(-1.5, 0, -.5)); |
---|
[9965] | 252 | this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
---|
[6868] | 253 | |
---|
[10064] | 254 | this->weaponMan.setSlotPosition(3, Vector(-1.5, 0, .5)); |
---|
[9965] | 255 | this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
---|
[6868] | 256 | |
---|
[10064] | 257 | this->weaponMan.setSlotPosition(4, Vector(-1.5, 0, .5)); |
---|
[9965] | 258 | this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
---|
[6868] | 259 | |
---|
[10064] | 260 | this->weaponMan.setSlotPosition(5, Vector(-1.5, 0, -.5)); |
---|
[9965] | 261 | this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
---|
[9961] | 262 | |
---|
| 263 | this->secWeaponMan.setSlotCount(6); |
---|
| 264 | |
---|
[10004] | 265 | this->secWeaponMan.setSlotPosition(0, Vector(1.5, -1, 0)); |
---|
[9961] | 266 | this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
---|
| 267 | |
---|
| 268 | this->secWeaponMan.setSlotPosition(1, Vector(2.6, .1, 3.0)); |
---|
| 269 | this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL); |
---|
| 270 | |
---|
| 271 | this->secWeaponMan.setSlotPosition(2, Vector(1.5, .5, -.5)); |
---|
| 272 | this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0))); |
---|
| 273 | |
---|
| 274 | this->secWeaponMan.setSlotPosition(3, Vector(1.5, .5, .5)); |
---|
| 275 | this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0))); |
---|
| 276 | |
---|
| 277 | this->secWeaponMan.setSlotPosition(4, Vector(1.5, -.5, .5)); |
---|
| 278 | this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0))); |
---|
| 279 | |
---|
| 280 | this->secWeaponMan.setSlotPosition(5, Vector(1.5, -.5, -.5)); |
---|
| 281 | this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0))); |
---|
[9965] | 282 | |
---|
[6868] | 283 | |
---|
[9965] | 284 | this->weaponMan.getFixedTarget()->setParent(this); |
---|
| 285 | this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
---|
[10004] | 286 | |
---|
[9998] | 287 | |
---|
[9961] | 288 | this->secWeaponMan.getFixedTarget()->setParent(this); |
---|
| 289 | this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0); |
---|
[10004] | 290 | this->secWeaponMan.setRotationSpeed(0); |
---|
[6868] | 291 | |
---|
[9965] | 292 | dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false); |
---|
[9961] | 293 | |
---|
[6868] | 294 | this->burstEmitter = new DotEmitter(200, 0.0, .01); |
---|
| 295 | this->burstEmitter->setParent(this); |
---|
| 296 | this->burstEmitter->setRelCoor(-1, .5, 0); |
---|
| 297 | this->burstEmitter->setName("SpaceShip_Burst_emitter"); |
---|
[10064] | 298 | this->burstEmitter->setEmissionRate(200); |
---|
[6868] | 299 | |
---|
| 300 | this->burstSystem = new SpriteParticles(1000); |
---|
| 301 | this->burstSystem->addEmitter(this->burstEmitter); |
---|
| 302 | this->burstSystem->setName("SpaceShip_Burst_System"); |
---|
| 303 | ((SpriteParticles*)this->burstSystem)->setMaterialTexture("maps/radial-trans-noise.png"); |
---|
[10064] | 304 | this->burstSystem->setLifeSpan(0.4, .3); |
---|
[6868] | 305 | this->burstSystem->setRadius(0.0, 1.0); |
---|
| 306 | this->burstSystem->setRadius(0.05, 1.0); |
---|
[10064] | 307 | this->burstSystem->setRadius(.5, .6); |
---|
[6868] | 308 | this->burstSystem->setRadius(1.0, 0); |
---|
| 309 | this->burstSystem->setColor(0.0, .7,.7,1,.7); |
---|
| 310 | this->burstSystem->setColor(0.2, 0,0,0.8,.5); |
---|
| 311 | this->burstSystem->setColor(0.5, .5,.5,.8,.8); |
---|
| 312 | this->burstSystem->setColor(1.0, .8,.8,.8,.0); |
---|
[9008] | 313 | |
---|
[10064] | 314 | this->emitter = NULL; |
---|
[10017] | 315 | |
---|
| 316 | registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) ); |
---|
| 317 | registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) ); |
---|
| 318 | registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) ); |
---|
| 319 | registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) ); |
---|
| 320 | registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) ); |
---|
| 321 | registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) ); |
---|
[10023] | 322 | registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER)); |
---|
[10017] | 323 | registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) ); |
---|
| 324 | |
---|
| 325 | //this->airFriction = 0.5f; |
---|
[10019] | 326 | this->travelDistancePlus = Vector2D(38.0, 43.0); |
---|
| 327 | this->travelDistanceMinus = Vector2D(-38.0, -43.0); |
---|
[10017] | 328 | this->cameraSpeed = 40; |
---|
[10019] | 329 | this->cameraLook = 0.0f; |
---|
| 330 | //this->airFriction = 0.0f; |
---|
[10017] | 331 | |
---|
[10020] | 332 | srand(time(0)); //initaialize RNG |
---|
| 333 | |
---|
[10017] | 334 | this->travelNode->debugDraw(); |
---|
[10032] | 335 | |
---|
| 336 | this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical); |
---|
[6868] | 337 | } |
---|
| 338 | |
---|
| 339 | |
---|
| 340 | /** |
---|
| 341 | * loads the Settings of a SpaceShip from an XML-element. |
---|
| 342 | * @param root the XML-element to load the Spaceship's properties from |
---|
| 343 | */ |
---|
| 344 | void SpaceShip::loadParams(const TiXmlElement* root) |
---|
| 345 | { |
---|
| 346 | Playable::loadParams(root); |
---|
[10032] | 347 | |
---|
| 348 | LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML); |
---|
[6868] | 349 | } |
---|
| 350 | |
---|
[10032] | 351 | |
---|
[10017] | 352 | void SpaceShip::setPlayDirection(const Quaternion& rot, float speed) |
---|
[7056] | 353 | { |
---|
[10032] | 354 | //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0)); |
---|
[7056] | 355 | } |
---|
[6868] | 356 | |
---|
[7085] | 357 | void SpaceShip::reset() |
---|
| 358 | { |
---|
[10017] | 359 | bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false; |
---|
[7056] | 360 | |
---|
[10017] | 361 | //xMouse = yMouse = 0; |
---|
[7085] | 362 | |
---|
| 363 | this->setHealth(80); |
---|
| 364 | this->velocity = Vector(0.0, 0.0, 0.0); |
---|
| 365 | } |
---|
| 366 | |
---|
| 367 | |
---|
[6868] | 368 | void SpaceShip::enter() |
---|
| 369 | { |
---|
[10004] | 370 | this->secWeaponMan.showCrosshair(); |
---|
[10064] | 371 | this->toList( OM_GROUP_01 ); |
---|
[10004] | 372 | //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true); |
---|
[10019] | 373 | //this->attachCamera(); |
---|
[10032] | 374 | // this->setPlaymode(Playable::Horizontal); |
---|
[6868] | 375 | } |
---|
| 376 | |
---|
| 377 | void SpaceShip::leave() |
---|
| 378 | { |
---|
[10004] | 379 | this->secWeaponMan.hideCrosshair(); |
---|
[10064] | 380 | this->toList(OM_GROUP_00); |
---|
[10004] | 381 | //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false); |
---|
[10019] | 382 | //this->detachCamera(); |
---|
[6868] | 383 | } |
---|
| 384 | |
---|
| 385 | |
---|
| 386 | /** |
---|
| 387 | * effect that occurs after the SpaceShip is spawned |
---|
| 388 | */ |
---|
| 389 | void SpaceShip::postSpawn () |
---|
| 390 | { |
---|
| 391 | //setCollision(new CollisionCluster(1.0, Vector(0,0,0))); |
---|
| 392 | } |
---|
| 393 | |
---|
| 394 | /** |
---|
| 395 | * the action occuring if the spaceship left the game |
---|
| 396 | */ |
---|
| 397 | void SpaceShip::leftWorld () |
---|
[10064] | 398 | {/* |
---|
| 399 | this->emitter->stop(); |
---|
| 400 | delete this->emitter; |
---|
| 401 | delete this->explosionParticles; */ |
---|
| 402 | } |
---|
[6868] | 403 | |
---|
| 404 | WorldEntity* ref = NULL; |
---|
| 405 | /** |
---|
| 406 | * this function is called, when two entities collide |
---|
| 407 | * @param entity: the world entity with whom it collides |
---|
| 408 | * |
---|
| 409 | * Implement behaviour like damage application or other miscellaneous collision stuff in this function |
---|
| 410 | */ |
---|
| 411 | void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location) |
---|
| 412 | { |
---|
| 413 | } |
---|
| 414 | |
---|
| 415 | /** |
---|
| 416 | * draws the spaceship after transforming it. |
---|
| 417 | */ |
---|
| 418 | void SpaceShip::draw () const |
---|
| 419 | { |
---|
| 420 | WorldEntity::draw(); |
---|
| 421 | |
---|
| 422 | //this->debug(0); |
---|
| 423 | } |
---|
| 424 | |
---|
| 425 | /** |
---|
| 426 | * the function called for each passing timeSnap |
---|
| 427 | * @param time The timespan passed since last update |
---|
| 428 | */ |
---|
| 429 | void SpaceShip::tick (float time) |
---|
| 430 | { |
---|
[9961] | 431 | // Playable::tick(time);$ |
---|
[6868] | 432 | |
---|
[9961] | 433 | // Own Tick Setup, as a different fire routine is used on the weapon manager |
---|
[9965] | 434 | this->weaponMan.tick(time); |
---|
[9961] | 435 | this->secWeaponMan.tick(time); |
---|
| 436 | |
---|
[10020] | 437 | if( this->systemFailure() ) |
---|
| 438 | bFire = bSecFire = false; |
---|
| 439 | |
---|
[10037] | 440 | // fire reqeust/release for primary weapons |
---|
[9965] | 441 | if( this->bFire) |
---|
| 442 | this->weaponMan.fire(); |
---|
[10036] | 443 | else |
---|
| 444 | this->weaponMan.releaseFire(); |
---|
| 445 | |
---|
[10037] | 446 | // fire reqeust/release for secondary weapons |
---|
[9961] | 447 | if( this->bSecFire) |
---|
| 448 | this->secWeaponMan.fire(); |
---|
[10036] | 449 | else |
---|
| 450 | this->secWeaponMan.releaseFire(); |
---|
[9961] | 451 | |
---|
[9970] | 452 | |
---|
| 453 | // Shield Regeneration and other regular calculations on the ship |
---|
| 454 | this->regen(time); |
---|
| 455 | |
---|
| 456 | // Weapon Regeneration and other regular calculations on the ship |
---|
[9965] | 457 | this->weaponRegen(time); |
---|
| 458 | |
---|
[9970] | 459 | // current engine speed output |
---|
| 460 | this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare; |
---|
| 461 | |
---|
[10043] | 462 | // calculation of maxSpeed and acceleration: |
---|
| 463 | this->travelSpeed = this->engineSpeedCur * 5; |
---|
| 464 | this->acceleration = this->travelSpeed * 2; |
---|
[9970] | 465 | |
---|
[10017] | 466 | /* |
---|
[8708] | 467 | if( ( xMouse != 0 || yMouse != 0 ) && this->getOwner() == SharedNetworkData::getInstance()->getHostID() ) |
---|
[9869] | 468 | { |
---|
[6868] | 469 | if (xMouse > controlVelocityX) xMouse = controlVelocityX; |
---|
| 470 | else if (xMouse < -controlVelocityX) xMouse = -controlVelocityX; |
---|
| 471 | if (yMouse > controlVelocityY) yMouse = controlVelocityY; |
---|
| 472 | else if (yMouse < -controlVelocityY) yMouse = -controlVelocityY; |
---|
| 473 | |
---|
| 474 | pitchDir = (Quaternion(xMouse*mouseSensitivity*0.5, Vector(1,0,0))); |
---|
| 475 | |
---|
| 476 | mouseDir *= (Quaternion(-M_PI/4*xMouse*mouseSensitivity, Vector(0,1,0))*Quaternion(-M_PI/4*yMouse*mouseSensitivity*yInvert, Vector(0,0,1))*pitchDir); |
---|
| 477 | xMouse = yMouse = 0; |
---|
[9869] | 478 | } |
---|
[10017] | 479 | */ |
---|
[6868] | 480 | |
---|
[9235] | 481 | // spaceship controlled movement fire(bool bF){ this->bFire = bF;} |
---|
[7954] | 482 | //if (this->getOwner() == this->getHostID()) |
---|
[6868] | 483 | |
---|
[10017] | 484 | //is->calculateVelocity(time); |
---|
[6959] | 485 | |
---|
[6868] | 486 | |
---|
[10017] | 487 | //vector move = velocity*time; |
---|
| 488 | |
---|
| 489 | /* |
---|
[6868] | 490 | //orient the velocity in the direction of the spaceship. |
---|
| 491 | travelSpeed = velocity.len(); |
---|
| 492 | velocity += ((this->getAbsDirX())*travelSpeed-velocity)*airViscosity; |
---|
| 493 | velocity = (velocity.getNormalized())*travelSpeed; |
---|
[10017] | 494 | */ |
---|
| 495 | this->movement(time); |
---|
| 496 | |
---|
| 497 | // TRYING TO FIX PNode. |
---|
| 498 | this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f); |
---|
| 499 | this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f); |
---|
| 500 | |
---|
[10043] | 501 | this->burstEmitter->setEmissionRate(this->cameraSpeed + (velocity.z>0)*velocity.z); |
---|
| 502 | this->burstEmitter->setEmissionVelocity(this->cameraSpeed + (velocity.z>0)*velocity.z, travelSpeed *.1); |
---|
[6868] | 503 | |
---|
| 504 | //orient the spaceship in direction of the mouse |
---|
[10017] | 505 | /* |
---|
[9869] | 506 | rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia); |
---|
| 507 | if (this->getAbsDir().distance(rotQuat) > 0.00000000000001) |
---|
[6868] | 508 | this->setAbsDir( rotQuat); |
---|
[9869] | 509 | //this->setAbsDirSoft(mouseDir,5); |
---|
[10017] | 510 | */ |
---|
[6868] | 511 | |
---|
| 512 | // this is the air friction (necessary for a smooth control) |
---|
[10017] | 513 | /* |
---|
[6868] | 514 | if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001; |
---|
| 515 | else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001; |
---|
[10017] | 516 | */ |
---|
[6868] | 517 | |
---|
| 518 | //other physics (gravity) |
---|
| 519 | //if(travelSpeed < 120) |
---|
| 520 | //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time; |
---|
| 521 | |
---|
| 522 | //hoover effect |
---|
| 523 | //cycle += time; |
---|
| 524 | //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02); |
---|
| 525 | |
---|
| 526 | //readjust |
---|
| 527 | //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0))); |
---|
| 528 | //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0))); |
---|
| 529 | |
---|
| 530 | //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2); |
---|
| 531 | |
---|
[10017] | 532 | /* |
---|
[6868] | 533 | this->shiftCoor(move); |
---|
[10017] | 534 | */ |
---|
[6868] | 535 | |
---|
[9869] | 536 | // PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber()); |
---|
[6868] | 537 | |
---|
| 538 | } |
---|
| 539 | |
---|
| 540 | /** |
---|
| 541 | * @todo switch statement ?? |
---|
| 542 | */ |
---|
| 543 | void SpaceShip::process(const Event &event) |
---|
| 544 | { |
---|
[9961] | 545 | //Playable::process(event); |
---|
[6868] | 546 | |
---|
| 547 | if( event.type == KeyMapper::PEV_LEFT) |
---|
[10017] | 548 | this->bLeft = event.bPressed; |
---|
[6868] | 549 | else if( event.type == KeyMapper::PEV_RIGHT) |
---|
[10017] | 550 | this->bRight = event.bPressed; |
---|
[6997] | 551 | else if( event.type == KeyMapper::PEV_FORWARD) |
---|
[10017] | 552 | this->bForward = event.bPressed; //this->shiftCoor(0,.1,0); |
---|
[6997] | 553 | else if( event.type == KeyMapper::PEV_BACKWARD) |
---|
[10017] | 554 | this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0); |
---|
[9961] | 555 | else if( event.type == KeyMapper::PEV_FIRE2) |
---|
| 556 | this->bSecFire = event.bPressed; |
---|
[9958] | 557 | else if( event.type == KeyMapper::PEV_FIRE1) |
---|
[9965] | 558 | this->bFire = event.bPressed; |
---|
[10017] | 559 | |
---|
| 560 | |
---|
| 561 | /* |
---|
[6868] | 562 | else if( event.type == EV_MOUSE_MOTION) |
---|
| 563 | { |
---|
[9961] | 564 | |
---|
[6868] | 565 | this->xMouse += event.xRel; |
---|
| 566 | this->yMouse += event.yRel; |
---|
| 567 | } |
---|
[10017] | 568 | */ |
---|
[6868] | 569 | } |
---|
| 570 | |
---|
[9235] | 571 | void SpaceShip::destroy( WorldEntity* killer ) |
---|
[9008] | 572 | { |
---|
| 573 | PRINTF(0)("spaceship destroy\n"); |
---|
[10064] | 574 | |
---|
| 575 | this->explosionParticles = new SpriteParticles(1000); |
---|
| 576 | this->explosionParticles->setName("MBoltExplosionParticles"); |
---|
| 577 | this->explosionParticles->setLifeSpan(.5, .3); |
---|
| 578 | this->explosionParticles->setRadius(0.0, 10.0); |
---|
| 579 | this->explosionParticles->setRadius(.5, 6.0); |
---|
| 580 | this->explosionParticles->setRadius(1.0, 3.0); |
---|
| 581 | this->explosionParticles->setColor(0.0, 1,1,0,.9); |
---|
| 582 | this->explosionParticles->setColor(0.5, .8,.8,0,.5); |
---|
| 583 | this->explosionParticles->setColor(1.0, .8,.8,.7,.0); |
---|
| 584 | |
---|
| 585 | this->emitter = new DotEmitter(100000, 0, 0); |
---|
| 586 | this->emitter->setParent(this); |
---|
| 587 | this->emitter->setSpread(M_PI,M_PI); |
---|
| 588 | this->emitter->setEmissionRate(50.0); |
---|
| 589 | this->emitter->setEmissionVelocity(50.0); |
---|
| 590 | |
---|
| 591 | this->emitter->setSystem(this->explosionParticles); |
---|
| 592 | |
---|
| 593 | this->emitter->setSpread(50); |
---|
| 594 | this->emitter->setEmissionRate(50.0); |
---|
| 595 | this->emitter->setEmissionVelocity(50.0); |
---|
| 596 | this->updateNode(0); |
---|
| 597 | |
---|
| 598 | this->toList(OM_DEAD); |
---|
[9008] | 599 | } |
---|
[6868] | 600 | |
---|
[9008] | 601 | void SpaceShip::respawn( ) |
---|
| 602 | { |
---|
[10064] | 603 | toList( OM_GROUP_00 ); |
---|
[9008] | 604 | } |
---|
[6868] | 605 | |
---|
| 606 | |
---|
[9957] | 607 | void SpaceShip::damage(float pDamage, float eDamage){ |
---|
[10064] | 608 | PRINTF(0)("ship hit"); |
---|
| 609 | printf("Shit hit"); |
---|
| 610 | if( this->shieldActive) { |
---|
[9950] | 611 | if( this->shieldCur > pDamage) { |
---|
| 612 | this->shieldCur = this->shieldCur - pDamage; |
---|
| 613 | } |
---|
| 614 | else { // shield <= pDamage |
---|
[9987] | 615 | this->shieldCur -=pDamage; |
---|
| 616 | this->shieldActive = false; //shield collapses |
---|
[9950] | 617 | pDamage = pDamage - this->shieldCur; |
---|
| 618 | if( !this->shieldActive) { |
---|
[9957] | 619 | this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate |
---|
[9953] | 620 | this->electronicCur -= eDamage; |
---|
[9950] | 621 | } |
---|
| 622 | } |
---|
| 623 | } |
---|
| 624 | else { |
---|
| 625 | this->armorCur = this->armorCur - pDamage; |
---|
| 626 | this->electronicCur = this->electronicCur - eDamage; |
---|
| 627 | } |
---|
| 628 | if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ } |
---|
[10064] | 629 | this->destroy(this); |
---|
[9950] | 630 | } |
---|
| 631 | |
---|
[9987] | 632 | |
---|
[9957] | 633 | void SpaceShip::regen(float time){ |
---|
| 634 | float tmp; |
---|
[9963] | 635 | if (this->armorCur != this->armorMax || this->armorRegen != 0){ |
---|
| 636 | tmp = this->armorCur + this->armorRegen * time; |
---|
| 637 | if ( tmp > electronicMax) |
---|
| 638 | this->armorCur = this->armorMax; |
---|
| 639 | else |
---|
| 640 | this->armorCur = tmp; |
---|
| 641 | } |
---|
| 642 | if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){ |
---|
[9970] | 643 | tmp = this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time; |
---|
[9957] | 644 | if( tmp > shieldMax) |
---|
[9953] | 645 | this->shieldCur = this->shieldMax; |
---|
| 646 | else |
---|
[9957] | 647 | this->shieldCur = tmp; |
---|
| 648 | this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH); |
---|
[9953] | 649 | } |
---|
[9970] | 650 | |
---|
| 651 | this->setHealth( this->shieldCur); // FIXME currently just to test share system |
---|
| 652 | |
---|
[9963] | 653 | if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){ |
---|
[9957] | 654 | tmp = this->electronicCur + this->electronicRegen * time; |
---|
| 655 | if ( tmp > electronicMax) |
---|
[9953] | 656 | this->electronicCur = this->electronicMax; |
---|
| 657 | else |
---|
[9957] | 658 | this->electronicCur = tmp; |
---|
[9953] | 659 | } |
---|
[9950] | 660 | } |
---|
[9965] | 661 | |
---|
[9987] | 662 | |
---|
[9965] | 663 | /** |
---|
| 664 | * Weapon regeneration |
---|
| 665 | * does not use any reactor capacity, as it wouldn't work in a consistent way. |
---|
| 666 | */ |
---|
| 667 | void SpaceShip::weaponRegen(float time) |
---|
| 668 | { |
---|
| 669 | float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time; |
---|
| 670 | Weapon* weapon; |
---|
[9987] | 671 | for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) |
---|
[9965] | 672 | { |
---|
| 673 | weapon = this->weaponMan.getWeapon(i); |
---|
| 674 | if( weapon != NULL && weapon->isActive()) |
---|
| 675 | { |
---|
| 676 | weapon->increaseEnergy( energy); |
---|
| 677 | } |
---|
| 678 | |
---|
| 679 | } |
---|
| 680 | // weaponMan.increaseAmmunition( weapon, energy); |
---|
| 681 | } |
---|
[9975] | 682 | |
---|
[9987] | 683 | |
---|
[9975] | 684 | void SpaceShip::enterPlaymode(Playable::Playmode playmode) |
---|
| 685 | { |
---|
[10017] | 686 | switch(playmode) |
---|
| 687 | { |
---|
| 688 | case Playable::Full3D: |
---|
| 689 | /* |
---|
| 690 | if (State::getCameraNode != NULL) |
---|
| 691 | { |
---|
| 692 | Vector absCoor = this->getAbsCoor(); |
---|
| 693 | this->setParent(PNode::getNullParent()); |
---|
| 694 | this->setAbsCoor(absCoor); |
---|
| 695 | State::getCameraNode()->setParentSoft(&this->cameraNode); |
---|
| 696 | State::getCameraNode()->setRelCoorSoft(-10, 0,0); |
---|
| 697 | State::getCameraTargetNode()->setParentSoft(&this->cameraNode); |
---|
| 698 | State::getCameraTargetNode()->setRelCoorSoft(100, 0,0); |
---|
| 699 | |
---|
| 700 | } |
---|
| 701 | */ |
---|
| 702 | //break; |
---|
| 703 | |
---|
[10032] | 704 | break; |
---|
| 705 | case Playable::Horizontal: |
---|
[10017] | 706 | if (State::getCameraNode != NULL) |
---|
| 707 | { |
---|
| 708 | this->debugNode(1); |
---|
| 709 | this->travelNode->debugNode(1); |
---|
| 710 | |
---|
| 711 | this->travelNode->setAbsCoor(this->getAbsCoor()); |
---|
| 712 | this->travelNode->updateNode(0.01f); |
---|
| 713 | |
---|
| 714 | this->setParent(this->travelNode); |
---|
| 715 | this->setRelCoor(0,0,0); |
---|
| 716 | |
---|
| 717 | State::getCameraNode()->setParentSoft(this->travelNode); |
---|
[10032] | 718 | State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0); |
---|
[10017] | 719 | State::getCameraTargetNode()->setParentSoft(this->travelNode); |
---|
[10019] | 720 | State::getCameraTargetNode()->setRelCoorSoft(0,0,0); |
---|
[10017] | 721 | |
---|
| 722 | this->debugNode(1); |
---|
| 723 | this->travelNode->debugNode(1); |
---|
| 724 | } |
---|
| 725 | break; |
---|
| 726 | |
---|
| 727 | default: |
---|
| 728 | PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); |
---|
| 729 | } |
---|
[9975] | 730 | } |
---|
| 731 | |
---|
[10017] | 732 | /** |
---|
| 733 | * @brief calculate the velocity |
---|
| 734 | * @param time the timeslice since the last frame |
---|
| 735 | */ |
---|
[9987] | 736 | |
---|
[9975] | 737 | void SpaceShip::movement (float dt) |
---|
| 738 | { |
---|
[10019] | 739 | //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so |
---|
| 740 | //the ship doesn't slide too much. |
---|
| 741 | float airCoeff = 2.5; |
---|
| 742 | float pi = 3.14; |
---|
[10032] | 743 | |
---|
[10017] | 744 | |
---|
[10032] | 745 | switch(this->getPlaymode()) |
---|
[10017] | 746 | { |
---|
[10032] | 747 | case Playable::Horizontal: |
---|
[10017] | 748 | { |
---|
[10032] | 749 | // these routines will change the travel movement into zero in a short amout of time, if the player |
---|
| 750 | // doesn't press any buttons. |
---|
| 751 | if (this->velocity.x >= 0) |
---|
[10017] | 752 | { |
---|
[10032] | 753 | if (this->velocity.x > airCoeff*this->acceleration * dt) |
---|
| 754 | this->velocity.x -= airCoeff* this->acceleration * dt; |
---|
| 755 | else |
---|
| 756 | this->velocity.x = 0; |
---|
[10017] | 757 | } |
---|
| 758 | else |
---|
| 759 | { |
---|
[10032] | 760 | if (this->velocity.x < -airCoeff*this->acceleration * dt) |
---|
| 761 | this->velocity.x += airCoeff* this->acceleration * dt; |
---|
| 762 | else |
---|
| 763 | this->velocity.x = 0; |
---|
[10017] | 764 | } |
---|
[10032] | 765 | if (this->velocity.z >= 0) |
---|
[10017] | 766 | { |
---|
[10032] | 767 | if (this->velocity.z > airCoeff*this->acceleration * dt) |
---|
| 768 | this->velocity.z -= airCoeff* this->acceleration * dt; |
---|
| 769 | else |
---|
| 770 | this->velocity.z = 0; |
---|
[10017] | 771 | } |
---|
| 772 | else |
---|
| 773 | { |
---|
[10032] | 774 | if (this->velocity.z < -airCoeff*this->acceleration * dt) |
---|
| 775 | this->velocity.z += airCoeff* this->acceleration * dt; |
---|
| 776 | else |
---|
| 777 | this->velocity.z = 0; |
---|
[10017] | 778 | } |
---|
[10032] | 779 | |
---|
| 780 | // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons |
---|
| 781 | // and its continuing to slide a bit. |
---|
| 782 | Vector oldCoor = this->getRelCoor(); |
---|
| 783 | if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z); |
---|
| 784 | if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z); |
---|
| 785 | if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y); |
---|
| 786 | if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y); |
---|
| 787 | |
---|
| 788 | if( this->systemFailure() ) |
---|
| 789 | bForward = bBackward = bLeft = bRight = false; |
---|
| 790 | |
---|
| 791 | if( this->bForward ) |
---|
[10019] | 792 | { |
---|
[10032] | 793 | if(this->getRelCoor().x < this->travelDistancePlus.x) |
---|
| 794 | { |
---|
| 795 | if (this->velocity.x < this->travelSpeed) |
---|
| 796 | { |
---|
| 797 | this->velocity.x += (airCoeff + 1.0)*this->acceleration*dt; |
---|
| 798 | } |
---|
| 799 | else |
---|
| 800 | { |
---|
| 801 | this->velocity.x = this->travelSpeed; |
---|
| 802 | } |
---|
| 803 | } |
---|
| 804 | else |
---|
| 805 | { |
---|
| 806 | this->velocity.x = 0.0f; |
---|
| 807 | } |
---|
[10019] | 808 | } |
---|
[10032] | 809 | |
---|
| 810 | if( this->bBackward ) |
---|
[10019] | 811 | { |
---|
[10032] | 812 | if(this->getRelCoor().x > this->travelDistanceMinus.x) |
---|
| 813 | { |
---|
| 814 | if (this->velocity.x > -this->travelSpeed) |
---|
| 815 | { |
---|
| 816 | this->velocity.x -= (airCoeff + 1.0)*this->acceleration*dt; |
---|
| 817 | } |
---|
| 818 | else |
---|
| 819 | { |
---|
| 820 | this->velocity.x = -this->travelSpeed; |
---|
| 821 | } |
---|
| 822 | } |
---|
| 823 | else |
---|
| 824 | { |
---|
| 825 | this->velocity.x = 0.0f; |
---|
| 826 | } |
---|
[10019] | 827 | } |
---|
[10032] | 828 | |
---|
| 829 | if( this->bLeft) |
---|
[10019] | 830 | { |
---|
[10032] | 831 | if(this->getRelCoor().z > this->travelDistanceMinus.y) |
---|
| 832 | { |
---|
| 833 | if (this->velocity.z > -this->travelSpeed) |
---|
| 834 | { |
---|
| 835 | this->velocity.z -= (airCoeff + 1.0)*this->acceleration*dt; |
---|
| 836 | } |
---|
| 837 | else |
---|
| 838 | { |
---|
| 839 | this->velocity.z = -this->travelSpeed; |
---|
| 840 | } |
---|
| 841 | } |
---|
| 842 | else |
---|
| 843 | { |
---|
| 844 | this->velocity.z = 0.0f; |
---|
| 845 | } |
---|
[10043] | 846 | this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6); |
---|
[10019] | 847 | } |
---|
[10032] | 848 | |
---|
| 849 | if( this->bRight) |
---|
[10019] | 850 | { |
---|
[10032] | 851 | if(this->getRelCoor().z < this->travelDistancePlus.y) |
---|
| 852 | { |
---|
| 853 | if (this->velocity.z < this->travelSpeed) |
---|
| 854 | { |
---|
| 855 | this->velocity.z += (airCoeff + 1.0)*this->acceleration*dt; |
---|
| 856 | } |
---|
| 857 | else |
---|
| 858 | { |
---|
| 859 | this->velocity.z = this->travelSpeed; |
---|
| 860 | } |
---|
| 861 | } |
---|
| 862 | else |
---|
| 863 | { |
---|
| 864 | this->velocity.z = 0.0f; |
---|
| 865 | } |
---|
[10043] | 866 | this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6); |
---|
[10019] | 867 | } |
---|
[10032] | 868 | if (!this->bRight && !this->bLeft) |
---|
| 869 | { |
---|
[10043] | 870 | this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6); |
---|
[10032] | 871 | } |
---|
[10043] | 872 | |
---|
[10032] | 873 | |
---|
| 874 | this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0)); |
---|
| 875 | this->shiftCoor (this->velocity * dt); |
---|
| 876 | |
---|
[10043] | 877 | //normalisation of the vectors (vector sum must be <= travelspeed) |
---|
| 878 | float xzNorm = sqrt(pow(this->velocity.x, 2) + pow(this->velocity.z, 2)); |
---|
| 879 | if (xzNorm > this->travelSpeed) |
---|
| 880 | { |
---|
| 881 | this->velocity.x = this->velocity.x/xzNorm * this->travelSpeed; |
---|
| 882 | this->velocity.z = this->velocity.z/xzNorm * this->travelSpeed; |
---|
| 883 | } |
---|
[10032] | 884 | |
---|
[10043] | 885 | //this moves camera and ship along the travel path. |
---|
| 886 | this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0)); |
---|
| 887 | |
---|
| 888 | //set new coordinates calculated through key- events. |
---|
| 889 | this->shiftCoor (this->velocity * dt); |
---|
| 890 | break; |
---|
[10019] | 891 | } |
---|
[10032] | 892 | case Playable::Vertical: |
---|
| 893 | break; |
---|
[10017] | 894 | default: |
---|
[10032] | 895 | PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName()); |
---|
[10017] | 896 | } |
---|
[9975] | 897 | } |
---|
[10017] | 898 | |
---|
[10032] | 899 | void SpaceShip::setPlaymodeXML(const std::string& playmode) |
---|
| 900 | { |
---|
| 901 | this->setPlaymode(Playable::stringToPlaymode(playmode)); |
---|
| 902 | } |
---|
| 903 | |
---|