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source: orxonox.OLD/branches/playability/src/world_entities/space_ships/space_ship.cc @ 10096

Last change on this file since 10096 was 10096, checked in by bknecht, 17 years ago

connected the track with the worldentities and the spaceship

File size: 28.9 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"
[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"
[10073]34#include "particles/emitter_node.h"
[9869]35#include "particles/sprite_particles.h"
[10081]36#include "effects/explosion.h"
37#include "effects/trail.h"
[6868]38
[7193]39#include "util/loading/factory.h"
[6868]40#include "key_mapper.h"
41
42#include "network_game_manager.h"
[8708]43#include "shared_network_data.h"
[6868]44
45#include "power_ups/weapon_power_up.h"
46#include "power_ups/param_power_up.h"
47
48#include "graphics_engine.h"
49
50#include "plane.h"
51
52#include "state.h"
53#include "player.h"
54
[7193]55#include "util/loading/load_param.h"
[10020]56#include "time.h"
[6868]57
[10096]58#include "track/track.h"
[7056]59
[10096]60
[6868]61// #include "lib/gui/gl_gui/glgui_bar.h"
62// #include "lib/gui/gl_gui/glgui_pushbutton.h"
63
64
[9869]65#include "class_id_DEPRECATED.h"
66ObjectListDefinitionID(SpaceShip, CL_SPACE_SHIP);
67CREATE_FACTORY(SpaceShip);
[9406]68
[9061]69#include "script_class.h"
[9869]70CREATE_SCRIPTABLE_CLASS(SpaceShip,
71                        addMethod("hasPlayer", Executor0ret<Playable, lua_State*,bool>(&Playable::hasPlayer))
72                        ->addMethod("fire", Executor1<Playable, lua_State*, bool>(&Playable::fire))
73                        ->addMethod("loadModel", Executor2<WorldEntity, lua_State*,const std::string& ,float>(&WorldEntity::loadModel2))
74                        ->addMethod("setName", Executor1<BaseObject, lua_State*,const std::string&>(&BaseObject::setName))
75                        ->addMethod("hide", Executor0<WorldEntity, lua_State*>(&WorldEntity::hide))
76                        ->addMethod("unhide", Executor0<WorldEntity, lua_State*>(&WorldEntity::unhide))
77                        //Coordinates
78                        ->addMethod("setAbsCoor", Executor3<PNode, lua_State*,float,float,float>(&PNode::setAbsCoor))
79                        ->addMethod("getAbsCoorX", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorX))
80                        ->addMethod("getAbsCoorY", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorY))
81                        ->addMethod("getAbsCoorZ", Executor0ret<PNode, lua_State*, float>(&PNode::getAbsCoorZ))
[10017]82                        //->addMethod("setCameraSpeed", Executor1<SpaceShip, lua_State*, float>(&SpaceShip::setCameraSpeed))
[9061]83                       );
[6868]84
85/**
86 *  destructs the spaceship, deletes alocated memory
87 */
88SpaceShip::~SpaceShip ()
89{
[6986]90  this->setPlayer(NULL);
[6868]91}
92
93/**
94 * loads a Spaceships information from a specified file.
95 * @param fileName the name of the File to load the spaceship from (absolute path)
96 */
[7221]97SpaceShip::SpaceShip(const std::string& fileName)
[10019]98    : secWeaponMan(this) //,
99    //supportedPlaymodes(Playable::Vertical) ,
100    //playmode(Playable::Vertical)
[6868]101{
102  this->init();
103  TiXmlDocument doc(fileName);
104
105  if(!doc.LoadFile())
106  {
[7221]107    PRINTF(2)("Loading file %s failed for spaceship.\n", fileName.c_str());
[6868]108    return;
109  }
110
111  this->loadParams(doc.RootElement());
112}
113
114/**
115 *  creates a new Spaceship from Xml Data
116 * @param root the xml element containing spaceship data
117
118   @todo add more parameters to load
119*/
120SpaceShip::SpaceShip(const TiXmlElement* root)
[10019]121    : secWeaponMan(this) //,
122    //supportedPlaymodes(Playable::Vertical) ,
123    //playmode(Playable::Vertical)
[6868]124{
125  this->init();
[10081]126  //this->setParentMode(PNODE_REPARENT_DELETE_CHILDREN);
[6868]127  if (root != NULL)
128    this->loadParams(root);
129
130}
131
132
133/**
134 * initializes a Spaceship
135 */
136void SpaceShip::init()
137{
[9998]138
[10022]139  srand(time(0));   //initialize Random Nomber Generator
140
[9869]141  //  this->setRelDir(Quaternion(M_PI, Vector(1,0,0)));
142  this->registerObject(this, SpaceShip::_objectList);
[10064]143  this->toList(OM_GROUP_00);
[6868]144  PRINTF(4)("SPACESHIP INIT\n");
145
146  //weapons:
[10081]147  /*
[9996]148  Weapon* wpRight1 = new LightBlaster ();
[10073]149  wpRight1->setName( "LightBlaster");
150  wpRight1->setParent( this);
[9996]151  Weapon* wpLeft1 = new LightBlaster ();
[10073]152  wpLeft1->setName( "LightBlaster");
[10081]153  wpLeft1->setParent( this);*/
[6868]154
[9996]155  Weapon* wpRight2 = new MediumBlaster ();
[10073]156  wpRight2->setName( "MediumBlaster");
157  wpRight2->setParent( this);
[9996]158  Weapon* wpLeft2 = new MediumBlaster ();
[10073]159  wpLeft2->setName( "MediumBlaster");
160  wpLeft2->setParent( this);
[10081]161  /*
[10030]162  Weapon* wpRight3 = new HeavyBlaster ();
[10073]163  wpRight3->setName( "HeavyBlaster");
164  wpRight3->setParent( this);
[9996]165  Weapon* wpLeft3 = new HeavyBlaster ();
[10073]166  wpLeft3->setName( "HeavyBlaster");
[10081]167  wpLeft3->setParent( this);*/
[9996]168
[10023]169  Weapon* cannon = new SwarmLauncher();
[10073]170  cannon->setName( "SwarmLauncher");
171  cannon->setParent( this);
[6868]172
[9961]173
[10081]174  //this->weaponMan.addWeapon( wpLeft1, 0, 0);
175  //this->weaponMan.addWeapon( wpRight1, 0, 1);
[10016]176  this->weaponMan.addWeapon( wpLeft2, 0, 2);
177  this->weaponMan.addWeapon( wpRight2, 0, 3);
[10081]178  //this->weaponMan.addWeapon( wpLeft3, 0, 4);
179  //this->weaponMan.addWeapon( wpRight3, 0, 5);
[9998]180
[10023]181  this->secWeaponMan.addWeapon( cannon, 1, 0);
[9961]182
[9965]183  this->weaponMan.changeWeaponConfig(0);
[10023]184  this->secWeaponMan.changeWeaponConfig(1);
[9961]185
[10081]186  //wpRight1->requestAction(WA_ACTIVATE);
187  //wpLeft1->requestAction(WA_ACTIVATE);
[9996]188  wpRight2->requestAction(WA_ACTIVATE);
189  wpLeft2->requestAction(WA_ACTIVATE);
[10081]190  //wpRight3->requestAction(WA_ACTIVATE);
191  //wpLeft3->requestAction(WA_ACTIVATE);
[9998]192
[9961]193  cannon->requestAction(WA_ACTIVATE);
[9965]194
[9970]195  curWeaponPrimary    = 0;
196  curWeaponSecondary  = 0;
[9965]197
198  Playable::weaponConfigChanged();
199
[9970]200  reactorOutput     = 10;
[9965]201
[9970]202  weaponEnergyRegen = 10;       // 10 einheiten pro Sekunde
203  engineSpeedBase   = 5;
204  shieldRegen       = 2;
205
206  shieldEnergyShare = 0.3;
207  weaponEnergyShare = 0.3;
208  engineEnergyShare = 0.4;
209
210  shieldCur         = 20;
211  shieldMax         = 100;
[10020]212  shieldTH          = .2* shieldMax;   // shield power must be 20% before shield kicks in again
[9970]213
[10024]214  electronicCur = 50;
[10022]215  electronicMax = 50;
[10020]216  electronicRegen   = 3;
217  electronicTH      = .7 * electronicMax; // 30% of eDamage can be handled by the ship
218
[6868]219
[9970]220  this->loadModel("models/ships/mantawing.obj");
[10017]221  //this->setVisibiliy(false);
[6868]222
[10017]223  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
224 
[6868]225
[9970]226  this->setHealthMax(shieldMax);
227  this->setHealth(shieldCur);
[6868]228
[10017]229  this->travelNode = new PNode();
230
231  // camera - issue
232  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
233  this->cameraNode.addNodeFlags(PNODE_PROHIBIT_CHILD_DELETE);
234
[6868]235
[9965]236
[6868]237  //add events to the eventlist
[6997]238  registerEvent(KeyMapper::PEV_FORWARD);
239  registerEvent(KeyMapper::PEV_BACKWARD);
[6868]240  registerEvent(KeyMapper::PEV_LEFT);
241  registerEvent(KeyMapper::PEV_RIGHT);
242  //registerEvent(SDLK_q);
243  //registerEvent(SDLK_e);
244  registerEvent(KeyMapper::PEV_FIRE1);
[9958]245  registerEvent(KeyMapper::PEV_FIRE2);                  // Added for secondary weapon support
[6868]246  registerEvent(KeyMapper::PEV_NEXT_WEAPON);
247  registerEvent(KeyMapper::PEV_PREVIOUS_WEAPON);
248  //registerEvent(SDLK_PAGEUP);
249  //registerEvent(SDLK_PAGEDOWN);
250  registerEvent(EV_MOUSE_MOTION);
251
[10073]252  this->weaponMan.setParentEntity( this);
253  this->secWeaponMan.setParentEntity( this);
254
[9965]255  this->weaponMan.setSlotCount(6);
[6868]256
[10064]257  this->weaponMan.setSlotPosition(0, Vector(-2.6, 0, -3.0));
[9965]258  this->weaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]259
[10064]260  this->weaponMan.setSlotPosition(1, Vector(-2.6, 0, 3.0));
[9965]261  this->weaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
[6868]262
[10064]263  this->weaponMan.setSlotPosition(2, Vector(-1.5, 0, -.5));
[9965]264  this->weaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
[6868]265
[10064]266  this->weaponMan.setSlotPosition(3, Vector(-1.5, 0, .5));
[9965]267  this->weaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
[6868]268
[10064]269  this->weaponMan.setSlotPosition(4, Vector(-1.5, 0, .5));
[9965]270  this->weaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
[6868]271
[10064]272  this->weaponMan.setSlotPosition(5, Vector(-1.5, 0, -.5));
[9965]273  this->weaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9961]274
275  this->secWeaponMan.setSlotCount(6);
276
[10073]277  this->secWeaponMan.setSlotPosition(0, Vector(1.5, 0, 0));
[9961]278  this->secWeaponMan.setSlotCapability(0, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
279
[10073]280  this->secWeaponMan.setSlotPosition(1, Vector(2.6, 0, 3.0));
[9961]281  this->secWeaponMan.setSlotCapability(1, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
282
[10073]283  this->secWeaponMan.setSlotPosition(2, Vector(1.5, 0, -.5));
[9961]284  this->secWeaponMan.setSlotDirection(2, Quaternion(-M_PI_4*.5, Vector(1,0,0)));
285
[10073]286  this->secWeaponMan.setSlotPosition(3, Vector(1.5, 0, .5));
[9961]287  this->secWeaponMan.setSlotDirection(3, Quaternion(M_PI_4*.5, Vector(1,0,0)));
288
[10073]289  this->secWeaponMan.setSlotPosition(4, Vector(1.5, 0, .5));
[9961]290  this->secWeaponMan.setSlotDirection(4, Quaternion(-M_PI_4*.5+M_PI, Vector(1,0,0)));
291
[10073]292  this->secWeaponMan.setSlotPosition(5, Vector(1.5, 0, -.5));
[9961]293  this->secWeaponMan.setSlotDirection(5, Quaternion(+M_PI_4*.5-M_PI, Vector(1,0,0)));
[9965]294
[6868]295
[9965]296  this->weaponMan.getFixedTarget()->setParent(this);
297  this->weaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]298
[9998]299 
[9961]300  this->secWeaponMan.getFixedTarget()->setParent(this);
301  this->secWeaponMan.getFixedTarget()->setRelCoor(100000,0,0);
[10004]302  this->secWeaponMan.setRotationSpeed(0);
[6868]303
[9965]304  dynamic_cast<Element2D*>(this->weaponMan.getFixedTarget())->setVisibility( false);
[9961]305
[6868]306
[10017]307  registerVar( new SynchronizeableBool( &bForward, &bForward, "bForward", PERMISSION_OWNER ) );
308  registerVar( new SynchronizeableBool( &bBackward, &bBackward, "bBackward", PERMISSION_OWNER ) );
309  registerVar( new SynchronizeableBool( &bLeft, &bLeft, "bLeft", PERMISSION_OWNER ) );
310  registerVar( new SynchronizeableBool( &bRight, &bRight, "bRight", PERMISSION_OWNER ) );
311  registerVar( new SynchronizeableFloat( &cameraLook, &cameraLook, "cameraLook", PERMISSION_OWNER ) );
312  registerVar( new SynchronizeableFloat( &rotation, &rotation, "rotation", PERMISSION_OWNER ) );
[10023]313  registerVar( new SynchronizeableBool( &bFire, &bFire, "bSecFire", PERMISSION_OWNER));
[10017]314  registerVar( new SynchronizeableVector( &velocity, &velocity, "velocity", PERMISSION_MASTER_SERVER ) );
315
316  //this->airFriction = 0.5f;
[10019]317  this->travelDistancePlus = Vector2D(38.0, 43.0);
318  this->travelDistanceMinus = Vector2D(-38.0, -43.0);
[10017]319  this->cameraSpeed = 40;
[10019]320  this->cameraLook = 0.0f;
321  //this->airFriction = 0.0f;
[10017]322
[10020]323  srand(time(0));  //initaialize RNG
324
[10017]325  this->travelNode->debugDraw();
[10032]326
327  this->setSupportedPlaymodes(Playable::Horizontal | Playable::Vertical);
[10081]328
329 
[10095]330  this->trail = new Trail( 3, 3, .2, this);
331  //this->trail->setParent( this);
[10081]332  this->trail->setTexture( "maps/engine.png");
333
[10095]334  this->trailL = new Trail( 3, 3, .2, this);
335  //this->trailL->setParent( this);
[10081]336  this->trailL->setTexture( "maps/engine.png");
337
[10095]338  this->trailR = new Trail( 3, 3, .2, this);
339  //this->trailR->setParent( this);
[10081]340  this->trailR->setTexture( "maps/engine.png");
[6868]341}
342
343
344/**
345 * loads the Settings of a SpaceShip from an XML-element.
346 * @param root the XML-element to load the Spaceship's properties from
347 */
348void SpaceShip::loadParams(const TiXmlElement* root)
349{
350  Playable::loadParams(root);
[10032]351
352  LoadParam(root, "playmode", this, SpaceShip, setPlaymodeXML);
[6868]353}
354
[10032]355
[10017]356void SpaceShip::setPlayDirection(const Quaternion& rot, float speed)
[7056]357{
[10032]358  //this->direction = Quaternion (rot.getHeading(), Vector(0,1,0));
[7056]359}
[6868]360
[7085]361void SpaceShip::reset()
362{
[10017]363  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
[7056]364
[10017]365  //xMouse = yMouse = 0;
[7085]366
367  this->setHealth(80);
368  this->velocity = Vector(0.0, 0.0, 0.0);
369}
370
371
[6868]372void SpaceShip::enter()
373{
[10004]374  this->secWeaponMan.showCrosshair();
[10095]375  this->toList( OM_GROUP_01 );
376  for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
[10078]377  {
[10095]378    if( likely( dynamic_cast<Weapon*>(*it) != NULL))
379      dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00_PROJ);
380  }
[10004]381  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( true);
[10019]382  //this->attachCamera();
[10032]383 // this->setPlaymode(Playable::Horizontal);
[6868]384}
385
386void SpaceShip::leave()
387{
[10004]388  this->secWeaponMan.hideCrosshair();
[10095]389  this->toList( OM_GROUP_00);
390  for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
[10078]391  {
[10095]392    if( likely( dynamic_cast<Weapon*>(*it) != NULL))
393      dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_01_PROJ);
394  }
[10004]395  //dynamic_cast<Element2D*>(this->secWeaponMan.getFixedTarget())->setVisibility( false);
[10019]396  //this->detachCamera();
[6868]397}
398
399
400/**
401 *  effect that occurs after the SpaceShip is spawned
402*/
403void SpaceShip::postSpawn ()
404{
405  //setCollision(new CollisionCluster(1.0, Vector(0,0,0)));
406}
407
408/**
409 *  the action occuring if the spaceship left the game
410*/
411void SpaceShip::leftWorld ()
[10073]412{
413
[10064]414}
[6868]415
416WorldEntity* ref = NULL;
417/**
418 *  this function is called, when two entities collide
419 * @param entity: the world entity with whom it collides
420 *
421 * Implement behaviour like damage application or other miscellaneous collision stuff in this function
422 */
423void SpaceShip::collidesWith(WorldEntity* entity, const Vector& location)
424{
[10081]425  PRINTF(0)("SPACESHIP COLLIDED WITH %s\n",entity->getCName());
[6868]426}
427
428/**
429 *  draws the spaceship after transforming it.
430*/
431void SpaceShip::draw () const
432{
433  WorldEntity::draw();
434
[10081]435  glMatrixMode(GL_MODELVIEW);
436  glPushMatrix();
437
438  float matrix[4][4];
439  glTranslatef (this->getAbsCoor ().x-1, this->getAbsCoor ().y-.2, this->getAbsCoor ().z);
440  this->getAbsDir().matrix (matrix);
441  glMultMatrixf((float*)matrix);
442  //glScalef(2.0, 2.0, 2.0);  // no double rescale
443 
444  this->trail->draw();
445 
446  glTranslatef(0,0,-.5);
447  this->trailL->draw();
448
449  glTranslatef(0,0,1);
450  this->trailR->draw();
451  glPopMatrix();
[6868]452  //this->debug(0);
453}
454
455/**
456 *  the function called for each passing timeSnap
457 * @param time The timespan passed since last update
458*/
459void SpaceShip::tick (float time)
460{
[9961]461  // Playable::tick(time);$
[6868]462
[9961]463  // Own Tick Setup, as a different fire routine is used on the weapon manager
[9965]464  this->weaponMan.tick(time);
[9961]465  this->secWeaponMan.tick(time);
466
[10020]467  if( this->systemFailure() )
468    bFire = bSecFire = false;
469
[10037]470  // fire reqeust/release for primary weapons
[9965]471  if( this->bFire)
472    this->weaponMan.fire();
[10036]473  else
474    this->weaponMan.releaseFire();
475
[10037]476  // fire reqeust/release for secondary weapons
[9961]477  if( this->bSecFire)
478    this->secWeaponMan.fire();
[10036]479  else
480    this->secWeaponMan.releaseFire();
[10096]481   
482  // Tracktick
483  if(this->entityTrack)
484    this->entityTrack->tick(time);
[9961]485
[9970]486
487  // Shield Regeneration and other regular calculations on the ship
488  this->regen(time);
489
490  // Weapon Regeneration and other regular calculations on the ship
[9965]491  this->weaponRegen(time);
492
[9970]493  // current engine speed output
494  this->engineSpeedCur = this->engineSpeedBase + this->reactorOutput * this->engineEnergyShare;
495
[10043]496  // calculation of maxSpeed and acceleration:
497  this->travelSpeed = this->engineSpeedCur * 5;
498  this->acceleration = this->travelSpeed * 2;
[9970]499
[10017]500  this->movement(time);
501
502   // TRYING TO FIX PNode.
503  this->cameraNode.setAbsCoorSoft(this->getAbsCoor() + Vector(0.0f, 5.0f, 0.0f), 30.0f);
504  this->cameraNode.setRelDirSoft(this->getAbsDir(), 30.0f);
505
[10095]506 
507  this->velocity  = (this->getAbsCoor() - this->oldPos) / time;
508  this->oldPos    = this->getAbsCoor();
509
[10081]510  this->trail->tick(time);
511  this->trailL->tick(time);
512  this->trailR->tick(time);
[10095]513
[6868]514  //orient the spaceship in direction of the mouse
[10017]515  /*
[9869]516  rotQuat = Quaternion::quatSlerp( this->getAbsDir(), mouseDir, 0.5);//fabsf(time)*shipInertia);
517  if (this->getAbsDir().distance(rotQuat) > 0.00000000000001)
[6868]518    this->setAbsDir( rotQuat);
[9869]519  //this->setAbsDirSoft(mouseDir,5);
[10017]520  */
[6868]521
522  // this is the air friction (necessary for a smooth control)
[10017]523  /*
[6868]524  if(travelSpeed >= 120) velocity -= velocity.getNormalized()*travelSpeed*travelSpeed*0.0001;
525  else if (travelSpeed <= 80) velocity -= velocity.getNormalized()*travelSpeed*0.001;
[10017]526  */
[6868]527
528  //other physics (gravity)
529  //if(travelSpeed < 120)
530  //move += Vector(0,-1,0)*60*time + Vector(0,1,0)*travelSpeed/2*time;
531
532  //hoover effect
533  //cycle += time;
534  //this->shiftCoor(Vector(0,1,0)*cos(this->cycle*2.0)*0.02);
535
536  //readjust
537  //if (this->getAbsDirZ().y > 0.1) this->shiftDir(Quaternion(time*0.3, Vector(1,0,0)));
538  //else if (this->getAbsDirZ().y < -0.1) this->shiftDir(Quaternion(-time*0.3, Vector(1,0,0)));
539
540  //SDL_WarpMouse(GraphicsEngine::getInstance()->getResolutionX()/2, GraphicsEngine::getInstance()->getResolutionY()/2);
541
[10017]542  /*
[6868]543  this->shiftCoor(move);
[10017]544  */
[6868]545
[9869]546  //   PRINTF(0)("id of %s is: %i\n", this->getName(), this->getOMListNumber());
[6868]547
548}
549
550/**
551 * @todo switch statement ??
552 */
553void SpaceShip::process(const Event &event)
554{
[9961]555  //Playable::process(event);
[6868]556
557  if( event.type == KeyMapper::PEV_LEFT)
[10017]558    this->bLeft = event.bPressed;
[6868]559  else if( event.type == KeyMapper::PEV_RIGHT)
[10017]560    this->bRight = event.bPressed;
[6997]561  else if( event.type == KeyMapper::PEV_FORWARD)
[10017]562    this->bForward = event.bPressed; //this->shiftCoor(0,.1,0);
[6997]563  else if( event.type == KeyMapper::PEV_BACKWARD)
[10017]564    this->bBackward = event.bPressed; //this->shiftCoor(0,-.1,0);
[9961]565  else if( event.type == KeyMapper::PEV_FIRE2)
566    this->bSecFire = event.bPressed;
[9958]567  else if( event.type == KeyMapper::PEV_FIRE1)
[9965]568    this->bFire = event.bPressed;
[10017]569
570
571  /*
[6868]572  else if( event.type == EV_MOUSE_MOTION)
573  {
[9961]574
[6868]575    this->xMouse += event.xRel;
576    this->yMouse += event.yRel;
577  }
[10017]578  */
[6868]579}
580
[9235]581void SpaceShip::destroy( WorldEntity* killer )
[9008]582{
583  PRINTF(0)("spaceship destroy\n");
[10095]584 
[10073]585  EmitterNode* node  = NULL;
586  DotEmitter* emitter = NULL;
587  SpriteParticles*  explosionParticles  = NULL;
[10064]588
[10073]589  explosionParticles = new SpriteParticles(100);
590  explosionParticles->setName("MBoltExplosionParticles");
591  explosionParticles->setLifeSpan(.5, .3);
592  explosionParticles->setRadius(0.0, 10.0);
593  explosionParticles->setRadius(.5, 6.0);
594  explosionParticles->setRadius(1.0, 3.0);
595  explosionParticles->setColor(0.0, 1,1,0,.9);
596  explosionParticles->setColor(0.5, .8,.8,0,.5);
597  explosionParticles->setColor(1.0, .8,.8,.7,.0);
[10064]598
[10073]599 
600  emitter = new DotEmitter( 200, 0, 0);
601  emitter->setSpread( M_PI, M_PI);
602  emitter->setSpread( 50);
603  emitter->setEmissionRate( 50.0);
604  emitter->setEmissionVelocity( 150.0);
605  emitter->setSystem( explosionParticles);
606  emitter->setAbsCoor( this->getAbsCoor());
[10064]607
[10073]608  node  = new EmitterNode( 1);
609  node->setupParticle( emitter, explosionParticles);
610  node->setVelocity( this->getParent()->getVelocity());
611  node->setAbsCoor( this->getAbsCoor());
[10095]612  node->start();
613/*
[10081]614  PNode* node          = new PNode();
615  node->setAbsCoor(this->getAbsCoor());
616  Explosion* explosion = new Explosion();
617  explosion->explode( node, Vector(5,5,5));
[10095]618*/
[10073]619  this->setAbsCoor(Vector(-10000,10000,10000));
620  this->hide();
621
622  this->toList( OM_DEAD);
[10095]623  for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
[10078]624  {
[10095]625    if( likely( dynamic_cast<Weapon*>(*it) != NULL))
[10081]626      dynamic_cast<WorldEntity*>(*it)->toList( OM_DEAD);
[10095]627  }
[10073]628    PRINTF(0)("spaceship destroy == ship translated \n");
[9008]629}
[6868]630
[9008]631void SpaceShip::respawn( )
632{
[10081]633  this->unhide();
634  /*for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
635  {
636    if( dynamic_cast<WorldEntity*>(*it) != NULL)
637      dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00);
638  }*/
[10095]639  if( this->hasPlayer())
640  {
[10081]641    this->toList( OM_GROUP_01);
[10095]642    for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
643        {
644          if( likely( dynamic_cast<Weapon*>(*it) != NULL))
645                dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_00_PROJ);
646        }
647  }
[10081]648  else
[10095]649  {
650    this->toList( OM_GROUP_00);
651    for(ObjectList<PNode>::const_iterator it = this->getNodesChildren().begin(); it != this->getNodesChildren().end(); it++)
652        {
653          if( likely( dynamic_cast<Weapon*>(*it) != NULL))
654                dynamic_cast<WorldEntity*>(*it)->toList( OM_GROUP_01_PROJ);
655        }
656  }
[10081]657
[9008]658}
[6868]659
660
[9957]661void SpaceShip::damage(float pDamage, float eDamage){
[10081]662  PRINTF(0)("ship hit for (%f,%f) \n",pDamage,eDamage);
663
[10064]664  if( this->shieldActive) {
[9950]665    if( this->shieldCur > pDamage) {
666      this->shieldCur = this->shieldCur - pDamage;
667    }
668    else { // shield <= pDamage
[9987]669      this->shieldCur -=pDamage;
670      this->shieldActive = false; //shield collapses
[10081]671      pDamage += this->shieldCur;
[9950]672      if( !this->shieldActive) {
[9957]673        this->armorCur -= pDamage / 2; // remaining damages hits armor at half rate
[9953]674        this->electronicCur -= eDamage;
[9950]675      }
676    }
677  }
678  else {
679    this->armorCur = this->armorCur - pDamage;
680    this->electronicCur = this->electronicCur - eDamage;
681  }
682  if( this->armorCur <= 0) { /* FIXME implement shipcrash*/ }
[10064]683    this->destroy(this);
[9950]684}
685
[9987]686
[9957]687void SpaceShip::regen(float time){
688  float tmp;
[9963]689  if (this->armorCur != this->armorMax || this->armorRegen != 0){
690    tmp = this->armorCur + this->armorRegen * time;
691    if ( tmp > electronicMax)
692      this->armorCur = this->armorMax;
693    else
694      this->armorCur = tmp;
695  }
696  if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
[9970]697    tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
[9957]698    if( tmp > shieldMax)
[9953]699      this->shieldCur = this->shieldMax;
700    else
[9957]701      this->shieldCur = tmp;
702    this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
[9953]703  }
[9970]704
705  this->setHealth( this->shieldCur);      // FIXME currently just to test share system
706
[9963]707  if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
[9957]708    tmp = this->electronicCur + this->electronicRegen * time;
709    if ( tmp > electronicMax)
[9953]710      this->electronicCur = this->electronicMax;
711    else
[9957]712      this->electronicCur = tmp;
[9953]713  }
[9950]714}
[9965]715
[9987]716
[9965]717/**
718 * Weapon regeneration
719 * does not use any reactor capacity, as it wouldn't work in a consistent way.
720 */
721void SpaceShip::weaponRegen(float time)
722{
723  float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
724  Weapon* weapon;
[9987]725  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
[9965]726  {
727    weapon = this->weaponMan.getWeapon(i);
728    if( weapon != NULL && weapon->isActive())
729    {
730      weapon->increaseEnergy( energy);
731    }
732
733  }
734  // weaponMan.increaseAmmunition( weapon, energy);
735}
[9975]736
[9987]737
[9975]738void SpaceShip::enterPlaymode(Playable::Playmode playmode)
739{
[10017]740  switch(playmode)
741  {
742    case Playable::Full3D:
743      /*
744      if (State::getCameraNode != NULL)
745      {
746        Vector absCoor = this->getAbsCoor();
747        this->setParent(PNode::getNullParent());
748        this->setAbsCoor(absCoor);
749        State::getCameraNode()->setParentSoft(&this->cameraNode);
750        State::getCameraNode()->setRelCoorSoft(-10, 0,0);
751        State::getCameraTargetNode()->setParentSoft(&this->cameraNode);
752        State::getCameraTargetNode()->setRelCoorSoft(100, 0,0);
753
754      }
755      */
756      //break;
757
[10032]758      break;
759    case Playable::Horizontal:
[10017]760      if (State::getCameraNode != NULL)
761      {
762        this->debugNode(1);
763        this->travelNode->debugNode(1);
764
765        this->travelNode->setAbsCoor(this->getAbsCoor());
766        this->travelNode->updateNode(0.01f);
767
[10096]768        //this->setParent(this->travelNode);
[10017]769        this->setRelCoor(0,0,0);
770
[10096]771        //State::getCameraNode()->setParentSoft(this->travelNode);
772        State::getCameraNode()->setParentSoft(this);
[10032]773        State::getCameraNode()->setRelCoorSoft(-0.01, 40, 0);
[10096]774        //State::getCameraTargetNode()->setParentSoft(this->travelNode);
775        State::getCameraTargetNode()->setParentSoft(this);
[10019]776        State::getCameraTargetNode()->setRelCoorSoft(0,0,0);
[10017]777
778        this->debugNode(1);
779        this->travelNode->debugNode(1);
780      }
781      break;
782
783    default:
784      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
785  }
[9975]786}
787
[10017]788/**
789 * @brief calculate the velocity
790 * @param time the timeslice since the last frame
791*/
[9987]792
[9975]793void SpaceShip::movement (float dt)
794{
[10019]795  //by releasing the buttons, the velocity decreases with airCoeff*Acceleration. Should be strong enough so
796  //the ship doesn't slide too much.
797  float airCoeff = 2.5;
798  float pi = 3.14;
[10032]799 
[10095]800  Vector tempVelocity;
[10017]801
[10032]802  switch(this->getPlaymode())
[10017]803  {
[10032]804    case Playable::Horizontal:
[10017]805    {
[10032]806      // these routines will change the travel movement into zero in a short amout of time, if the player
807      // doesn't press any buttons.
[10095]808      if (tempVelocity.x >= 0)
[10017]809      {
[10095]810        if (tempVelocity.x > airCoeff*this->acceleration * dt)
811          tempVelocity.x -= airCoeff* this->acceleration * dt;
[10032]812        else
[10095]813          tempVelocity.x = 0;
[10017]814      }
815      else
816      {
[10095]817        if (tempVelocity.x < -airCoeff*this->acceleration * dt)
818          tempVelocity.x += airCoeff* this->acceleration * dt;
[10032]819        else
[10095]820          tempVelocity.x = 0;
[10017]821      }
[10095]822      if (tempVelocity.z >= 0)
[10017]823      {
[10095]824        if (tempVelocity.z > airCoeff*this->acceleration * dt)
825          tempVelocity.z -= airCoeff* this->acceleration * dt;
[10032]826        else
[10095]827          tempVelocity.z = 0;
[10017]828      }
829      else
830      {
[10095]831        if (tempVelocity.z < -airCoeff*this->acceleration * dt)
832          tempVelocity.z += airCoeff* this->acceleration * dt;
[10032]833        else
[10095]834          tempVelocity.z = 0;
[10017]835      }
[10032]836   
837      // this will evite, that the ship moves outside the travelDistance- borders,when the player releases all buttons
838      // and its continuing to slide a bit.
839      Vector oldCoor = this->getRelCoor();
840      if (this->getRelCoor().x > this->travelDistancePlus.x) this->setRelCoor(this->travelDistancePlus.x, oldCoor.y, oldCoor.z);
841      if (this->getRelCoor().x < this->travelDistanceMinus.x) this->setRelCoor(this->travelDistanceMinus.x, oldCoor.y, oldCoor.z);
842      if (this->getRelCoor().z > this->travelDistancePlus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistancePlus.y);
843      if (this->getRelCoor().z < this->travelDistanceMinus.y) this->setRelCoor(oldCoor.x, oldCoor.y, this->travelDistanceMinus.y);
844   
845      if( this->systemFailure() )
846        bForward = bBackward = bLeft = bRight = false;
847   
848      if( this->bForward )
[10019]849      {
[10032]850        if(this->getRelCoor().x < this->travelDistancePlus.x)
851        {
[10095]852          if (tempVelocity.x < this->travelSpeed)
[10032]853          {
[10095]854            tempVelocity.x += (airCoeff + 1.0)*this->acceleration*dt;
[10032]855          }
856          else
857          {
[10095]858            tempVelocity.x = this->travelSpeed;
[10032]859          }
860        }
861        else
862        {
[10095]863          tempVelocity.x = 0.0f;
[10032]864        }
[10019]865      }
[10032]866   
867      if( this->bBackward )
[10019]868      {
[10032]869        if(this->getRelCoor().x > this->travelDistanceMinus.x)
870        {
[10095]871          if (tempVelocity.x > -this->travelSpeed)
[10032]872          {
[10095]873            tempVelocity.x -= (airCoeff + 1.0)*this->acceleration*dt;
[10032]874          }
875          else
876          {
[10095]877            tempVelocity.x = -this->travelSpeed;
[10032]878          }
879        }
880        else
881        {
[10095]882          tempVelocity.x = 0.0f;
[10032]883        }
[10019]884      }
[10032]885   
886      if( this->bLeft)
[10019]887      {
[10032]888        if(this->getRelCoor().z > this->travelDistanceMinus.y)
889        {
[10095]890          if (tempVelocity.z > -this->travelSpeed)
[10032]891          {
[10095]892            tempVelocity.z -= (airCoeff + 1.0)*this->acceleration*dt;
[10032]893          }
894          else
895          {
[10095]896            tempVelocity.z = -this->travelSpeed;
[10032]897          }
898        }
899        else
900        {
[10095]901          tempVelocity.z = 0.0f;
[10032]902        }
[10043]903        this->setRelDirSoft(Quaternion(-pi/6, Vector(1,0,0)), 6);
[10019]904      }
[10032]905   
906      if( this->bRight)
[10019]907      {
[10032]908        if(this->getRelCoor().z < this->travelDistancePlus.y)
909        {
[10095]910          if (tempVelocity.z < this->travelSpeed)
[10032]911          {
[10095]912            tempVelocity.z += (airCoeff + 1.0)*this->acceleration*dt;
[10032]913          }
914          else
915          {
[10095]916            tempVelocity.z = this->travelSpeed;
[10032]917          }
918        }
919        else
920        {
[10095]921          tempVelocity.z = 0.0f;
[10032]922        }
[10043]923        this->setRelDirSoft(Quaternion(pi/6, Vector(1,0,0)), 6);
[10019]924      }
[10032]925      if (!this->bRight && !this->bLeft)
926      {
[10043]927        this->setRelDirSoft(Quaternion(0, Vector(1,0,0)), 6);
[10032]928      }
[10043]929     
[10032]930
931      this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
[10095]932      this->shiftCoor (tempVelocity * dt);
[10032]933
[10043]934    //normalisation of the vectors (vector sum must be <= travelspeed)
[10095]935    float xzNorm = sqrt(pow(tempVelocity.x, 2) + pow(tempVelocity.z, 2));
[10043]936    if (xzNorm > this->travelSpeed)
937    {
[10095]938      tempVelocity.x = tempVelocity.x/xzNorm * this->travelSpeed;
939      tempVelocity.z = tempVelocity.z/xzNorm * this->travelSpeed;
[10043]940    }
[10032]941
[10043]942    //this moves camera and ship along the travel path.
943    this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
944   
945    //set new coordinates calculated through key- events.
[10095]946    this->shiftCoor (tempVelocity * dt);
[10043]947    break;
[10019]948    }
[10032]949    case Playable::Vertical:
950      break;
[10017]951    default:
[10032]952      PRINTF(4)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
[10017]953  }
[10092]954 
[10095]955
956/*
[10092]957  this->travelNode->shiftCoor(Vector(this->cameraSpeed * dt, 0, 0));
[10095]958  this->shiftCoor (tempVelocity * dt);
959
960  float angle = tempVelocity.z / travelSpeed * pi / 3;
[10092]961  if (angle > pi/4) angle = pi/4;
962  if (angle < -pi/4) angle = -pi/4;
963  this->setRelDirSoft(Quaternion(angle, Vector(1,0,0)), 5.0f);
[10095]964*/
965 
[9975]966}
[10017]967
[10032]968void SpaceShip::setPlaymodeXML(const std::string& playmode)
969{
970  this->setPlaymode(Playable::stringToPlaymode(playmode));
971}
972
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